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CO2

SEQUENCE OF PLAY Player Aid


Supply Phase
DISTRIBUTE INCOME
Goes to 1st and 2nd place in each energy source. Income can be in any combination of points and money.
ENERGY SUPPLY
Check energy demand for each region
If region needs energy this decade, draw and place a Fossil Fuel Power Plant
Increase CO2 , if plant is placed
Player controlling region pays 1 CEP to bank (from his hand or from a region he controls)
Each region having 1 or more technology cubes pays 1 to the bank
RESOLVE EVENT
If CO2 is 350ppm or higher, a disaster occurs.
Operations Phase
MULTIPLE ROUNDS (7 - number of players)
ACTIONS (pick one) FREE MOVES (take any or all, once,
PROPOSE A PROJECT
Choose a project of the energy source type needed by a region, and place at any time during your turn)
Move your scientist:
it in the desired project position in that region.
* from your hand to any vacant project
Take the grant shown on the project space.
* from any project to any vacant project,
INSTALL A PROJECT or to your hand
Choose a proposed project, pay 1 CEP to the bank, and flip the project tile.
* from any project to a summit topic about
Receive the benefits shown on the flipped-up side.
the same energy source
If an opponent’s scientist is on the project, pay for him to leave (1 coin).
Visit the Market:
CONSTRUCT A POWER PLANT * buy 1 CEP for market price
The power plant replaces an installed project of the same energy type.
* sell 1 CEP for market price, but not if
You must have expertise in the energy source, equal to or greater than
the price changed on your turn
the number of tech resources required to build it.
Your company must have the money and tech resource needed to pay Play or Score 1 Card:
the construction cost. * Play a lobby card for the center or minor
Select the top power plant from any pile in the bank. lobby benefit
Place it on the leftmost empty energy demand space on the board. * Play a UN Goal card to score VPs
Mark your ownership. END OF TURN EXPERTISE
Score the points shown in the top-left corner. Choose 1 project overseen by one of
Gain 1 Expertise in that energy source type. your scientists, and score 1 Expertise
Check Region control.
of that type.
Send any scientist on the project away.
Back Front Back Front Back Front
Required action

Main benefit
(in white) World Summit Tile - Shows type
VPs awarded of expertise gained, when attended.
Minor benefit
Regional Agenda Tile -
Event Card (47-52) - Regional disasters. Lobby Cards (01-26) - Provide abilities when played. Shows type of energy
UN Goal Card (34-46) - must pay 1 tech resource to
If the global CO2 is 350ppm or higher May play 1 each turn, and card is removed. Icon at top projects are desired in
the bank to claim, then immediately use a Free Move
when this event occurs, any player that is action required to gain main benefit (center), or this region, and also
to score the VPs depicted, so long as you have already
has no green power plant in that region can be played simply to collect minor benefit (bottom). determines control in order
built the green power plants shown on the card. from highest to lowest icon
must send relief in the form of one tech
on tile.
Back Front resource.

Condition
Award
Victory Points Cost Tech resources and
Expertise required
Company Goal Cards (27-33) - Award bonus VPs at Green Power Plants - Top power plant of correct energy type is drawn to Project Tiles - Selected from piles of available projects, and placed
end of game if conditions are met. If conditions not construct a power plant at an installed project. Your company must dark side up, on empty project spaces. When the project is installed,
met, can be instead turned in for 8 coins. have the money, expertise and tech resources required to build it. it’s flipped to the light side, and the installer collects the benefit shown.

Cards Key Concepts


01 to 06 - When you propose a project in the
region depicted, take 3 coins A PROJECT PROPOSED by someone can be INSTALLED by anyone.
Fossil Fuel Power Plant Tiles - Number
07 to 09 - When you propose a project in the A PROJECT INSTALLED by someone can be replaced with a POWER PLANT
grant space depicted, take 3 coins, 1 tech in top right corner is amount of ppm
resource, or take or move a scientist. by anyone having the money, expertise and tech resources. added to CO2 count when tile is placed,
10 to 14 - When you install a project for the WAYS TO GAIN EXPERTISE: or subtracted when it is replaced with
indicated type of energy source, receive * At the end of your turn, gain 1 for one of your scientists overseeing a project a Green Power Plant.
what is depicted.
15 to 19 - When you construct the indicated * Building a new power plant gets you 1 step in that energy type
power plant type, pay $3 less. *Conclusion of a SUMMIT gives each participant 1 Expertise in their topic, and the player 1 more for any other
20 to 24 - When you send a scientist to a energy type discussed as a topic.
summit, to talk about the indicated energy
source, immediately receive 1 Expertise in * Taking a scientist back into your hand, because another player installs or constructs a project where
that type of energy. that scientist was, gives you 1 Expertise in the energy type the scientist was on.
25 - When you buy a CEP from the market,
earn 2 Victory Points. WORLD SUMMITS are completed at the end of any player’s turn on which all topics have a scientist on them.
26 - When you sell a CEP to market, * Gain the expertise, return the scientists to the players, and replace the tile with a new one.
receive 3 more coins. REGION CONTROL is determined whenever a new, green power plant is built. Control goes to:
27 - 4 VPs for each region you control.
28 - 3 VPs for each region where you 1) The player controlling the most TYPES of energy sources
have at least 1 Power Plant. 2) The player controlling the “highest” listed energy source on the Regional Agenda tile
29 - 3 VPs for each UN Goal card you have.
30 - 3 VPs for each Power Plant you have
3) The player with more expertise, total, for the highest listed energy source, then the second highest, etc.,
built behind the first one. but only for those power plants you have built there.
31 - 2 VPs for each CEP in your hand, before 4) Otherwise, player to build last power plant has control of region.
adding those from regions you control.
32 - 4 VPs for each energy source in which REGION CONTROL gets you the following:
you are the leading expert (or tied for lead). 1) You can take CEPs from regions you control, anytime you need to spend them.
33 - 3 VPs for each different energy type of 2) At the end of the game, you receive all CEPs from regions you control (which you’ll sell).
Power Plant you have built.
34 to 46 - You must pay 1 tech resource to 3) YOU are responsible for the CEPs your regions need during the “Energy Supply” step.
the bank in order to claim a UN Goal card, VICTORY POINTS AT END OF GAME:
then use a Free Move to immediately score
the amount of points shown, if you have Add all CEPs from the regions you control to any CEPs you have in your possession, and sell them all at current market price.
already built the green power plants shown You receive 1 point for every 2 coins you have, 3 points for the player with the most tech resources in hand; and 3 points
on the card. for the player who has scored the most UN goals. All tied players receive the full points.

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