Daybreak is a cooperative game about stopping climate change by Matt Leacock creator of Pandemic and Forbidden Island, and Matteo Menapace. In Daybreak players will work together to build sophisticated technologies and resilient societies to mitigate the effects of our warming planet. The players will have six rounds to find a way to make the draw down of carbon emissions greater than the creation of those emissions. That is the only way to win the game. There are several ways for the players to lose. – – 1 to 4 players – – 60 to 90 minutes
Daybreak is played over six rounds with five phases to each round. Each round is made up of five phases. In Phase 1 – Global, two project cards are revealed. Players will collectively decide which project they want to work on. All projects are helpful to winning the game. Next, crisis cards are drawn equal to the thermometer level on the temperature track with one card placed face-up and the others face-down. All players will have to face each of these crises at the end of the round.
Phase 2 – Local, is the heart of game play. Each player draws five cards from the large, 158-card project deck. Simultaneously, each player will use these cards in combination with their five starting cards that are face-up in a tableau. Each card can have resources and an ability. Cards can be tucked behind existing cards to enhance the top card ability or played on top of a card to gain a new ability. There can be conversations amongst the players with the ability to exchange cards. Most of the play will be each player doing their best to eliminate sources of carbon emissions or dirty energy, while also creating ways to develop more clean energy.
In Phase 3 – Emissions, players will add up all of the carbon emissions. Those are countered by the number of forests and oceans available to absorb the emissions. The remaining total of emissions not absorbed is added to the temperature track raising the temperature. If the temperature gets too high, players will lose the game.
In Phase 4 – Crisis, each player must now either satisfy every crisis card or take the negative effect of not satisfying it. Rising temperature will cause additional crisis in each ensuing round.
Phase 5 – Growth. At the end of each round, the amount of energy needed in an expanding world will increase. This need can be filled with either clean or dirty energy. However, if not enough energy is generated cities will go into crisis mode. If too many cities reach crisis mode, players will lose the game.
Another way to lose the game is if players cannot achieve the ability to absorb all emissions by the end of the sixth round. Players win the game if they reach Drawndown (i.e. absorbed all carbon emissions) during Phase 3 – Emissions, while managing to survive one final Phase 4 – Crisis.
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