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Overview

This is a co-operative game


Start of game

Players each start as a particular region/faction, with their own starting projects and other values.

The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.


Stages in a Round

Global Stage

Local Stage

Emissions Stage

Crisis Stage

Growth Stage


Global Stage

Draw a number of new crisis cards equal to the number on the Thermometer

The first one is face up, the other required cards are placed face down unseen

Draw 2 Global Project cards, pick one as a group to keep and discard the other

The Global Project area can only hold 4 active projects, so if you have 4 when you draw the new one you must discard an old one of the group's choice even if it has some progress on it


Local Stage

Each player draws 5 cards, these are public knowledge. Players can take actions at the same time, and each player can use their cards in a few ways:

Start a Local Project

This action allows you to play a new card on top of a pre-existing stack (you start with 5 stacks with one starter card in each). When this happens, the ability of the old card is no longer available, but its symbols remain

Take a Local Action

This allows you to use the ability of the most visible card in a stack. If you take this action first BEFORE Start a Local Project on the same stack, you can use an action, cover it with a new one, then use the new action. In addition, whilst still visible, a card's action can be used as many times in the Local Stage as you wish and are able to, and you can even do other actions and come back and do the same action again later.

Support a Card

This final type of action has you tucking a card behind another card, this will cover the new card's action but provide you with its symbols. This is the only action which can be used on Local, Global, &/or Crisis cards. On Local cards, it may make an action stronger. On Global cards, it can slowly unlock the ability until it's fully available and an Active token can be placed on it as a reminder. On Crisis cards, it will slowly weaken it until it is less of a threat.

Carbon Cubes

These have no effect, but help to track the uses of a limited use effect across the phase, e.g. maybe you can only use it 3 times


Also some project cards can be activated -- possibly multiple times unless it mentions otherwise.


Emissions Stage

First, each player checks their Energy Demand against their Clean and Dirty Energy count, if this meets the demand they are find, but if not they suffer Community in Crisis Tokens equal to the difference

Each player then adds together their Dirty Energy and Emissions, this number of Carbon Cubes are added to the main board. Meeting or failing to meet your Energy Demand has no effect on this.

Add up the value of Trees, Oceans, and Direct Air Captures, then remove this number of Carbon Cubes from those just introduced

If 0 Carbon Cubes remain AND there is at least a value of 1 or more in Trees, Oceans, &/or DACs which wasn't used, Drawdown occurs. In which case, take the remaining owed Carbon Cubes from the Thermometer and, if you can survive one more Crisis, you win

If Drawdown did NOT trigger, move all unconsumed Carbon Cubes over to the Thermometer. The Thermometer is filled bottom to top, left to right, but only the number of columns equal to the player count is used (e.g. in a 3 player game, there will be an empty rightmost space each row). Each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. The Temperature Band declares that you are officially at this level, and suffer the consequences of the new row. If you complete a row which changes the number of Crisis cards, IMMEDIATELY draw a new face down Crisis card to meet this requirement


Crisis Stage

First, roll the Planetary Die equal to the number shown on the current band on the Thermometer and resolve it after each roll (i.e. with 3 rolls you'd get 3 effects)

First add a token to the corresponding effect, this may be all that happens. However, if the space is a Tipping Point spot OR you've already filled that row, an additional effect will occur based on its type


Change in Major Weather Systems: Draw 2 more Crisis Cards

Desertification: Remove 1 tree per player

Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player

Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer

Thawing Permafrost: Add 2 Carbon Cubes per player

Ocean Acidification: Remove 1 Ocean per player

After this is resolved, move on to resolving all Crisis cards in order. Some cards target everyone whilst others target a player with a specific requirement, like the player with the lowest or highest of something. Check tucked Local Cards to see how they may reduce or completely ignore the effect. If you are targeted, Resilience Tokens may reduce the effect, and these are NOT discarded. However, Resilience Tokens only help the player who owns them, not everyone targeted. Afterwards, the Crisis card and any attached Local Cards are discarded.

If Community in Crisis tokens need to be added, add them left to right, top row to lowest row. If you have 4 or more of these tokens, you will draw 1 less Local Card. If you have 8 or more, you will draw 2 less Local Cards.

If you need to remove a token and don't have it, take a Community in Crisis token

If you need to discard a card from your play area, it can be any card not just the most visible one. However, if you discard the most visible one, this will allow an older effect to come back.


Growth Stage

If you had achieved the emissions milestone earlier (drawdown) then you win! If not, each faction increases its power output (1 to 3, depending on faction)


End of game

Everyone wins during Growth, if reaching the emissions milestone during Emissions

Everyone loses if any of the following:

  1. Too many temperature bands are filled in (too many emissions)
  2. Any player has 12 communities in crisis
  3. Players haven't won by turn 6