1
Play rounds
Complete up to 6 rounds, each with 5 stages: Global, Local, Emissions, Crisis, and Growth
2
Add Crisis Cards
Add as many cards as indicated by the number next to the highest Temperature Band placed
3
Start a Global Project
Draw 2 cards, decide together which 1 to keep
4
Draw Local Project Cards
Each player draws 5 cards, kept face-up below their player board
5
Take actions simultaneously
Players take actions in any order, as often as wanted, until deciding to end their turn
6
Start a Local Project
Add a card from your hand to the front of any stack in your play area, splayed so tags are visible
7
Support a Card
Tuck a card behind a Local Project, Global Project, or Crisis Card
8
Take a Local Action
Take the action shown on a card
9
Check Energy Demand
Each player takes 1 Community in Crisis token for each Energy they are short of their Demand
10
Add Emissions
Each player adds 1 Carbon to Recent Emissions for each Dirty Energy and Emission token on their board
11
Sequester Carbon
Cover Trees, Oceans, and Direct Air Capture tokens with Carbon of matching value from Recent Emissions, then return all covered carbon to supply
12
Check for Drawdown
If any Trees/Oceans/DAC are still uncovered, flip the Round Marker and take Carbon from the Thermometer to sequester, breaking a band if possible
13
Adjust Temperature
Place remaining Carbon from Recent Emissions on the Thermometer, filling bottom to top, left to right
14
Roll Planetary Effects Die
Roll once for each Temperature Band placed
15
Resolve Crisis Cards
One by one, starting at the bottom
16
Flip face up
Reveal the crisis card
17
Determine target
Check if target is everyone or the player meeting specific criteria; ties roll the Geoengineering die (lowest is target)
18
Reduce effects with Resilience
Targeted players use Resilience tokens to reduce crisis effects; tokens are not used up
19
Reduce effects with Tucked Cards
If the Crisis allows, tucked cards can reduce or ignore effects
20
Apply effects
Add Communities in Crisis tokens top to bottom, left to right
21
Handle missing resources
If lacking correct Resilience type, take 1 CiC per missing Resilience; if no Tree/Ocean exists to lose, all players take 1 CiC each
22
Lose Cards
Discard from Hand or Play Area, from anywhere in a stack
23
Discard Crisis Card
Remove unless marked Ongoing
24
Advance the Round Marker
Move to the next round
25
Increase Energy Demand
Add demand as shown on the player board
26
Carry over cards
All cards in Hands and Play Areas continue to the next round