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CO2: Second Chance (Competitive Mode)

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Details

Sourced from: https://jmo.name/games

Player Aid Author: Jarrod Moore

Description

Work together to create green energy sources to reduce the global carbon footprint.


Place the board on the side with the icons showing the two fists faced towards each other

  • Each player receives:
    • A player board of their chosen colour
    • A two-piece player aid
    • Wooden pieces of their colour:
      • Infrastructure tokens
      • 3 discs
        • These are stacked on the "3" space on your player board
      • Hexagonal Control markers
      • Control cubes
      • Pentagonal Action marker
        • This is placed on the "1" space on your player board
      • 1 Scientist
      • 2 CEPs
      • 2 Tech cubes
      • 2 Company Private Goal cards
        • 2P: Remove cards marked with this icon
        • You are not allowed to show or discuss these with other players
      • 5 Lobbyist cards
        • You are not allowed to show or discuss these with other players
  • Place the other 3 scientists of your colour in the recruitment pool area
  • Place 1 disc of your own colour on the 0 space of the score track
  • Choose a starting player

  • Place the Global CO2 Pollution Level marker at 50 ppm
  • Shuffle all Event tiles and place them on the orange circle near the corner of the board
  • Place the Decade Marker on the 2010 space
  • Place the Phase marker on the first space of the phase track
  • Give money to each player:
    • 1st player: $3
    • 2nd player: $4
    • 3rd player: $4
    • 4th player: $5
  • Place Tech cubes on the board in the triangle area near the 0 space on the score track
  • Stack the following near the game board:
    • Projects (by type with the proposed side up)
      • Stack level 1 projects on top of level 2 projects
    • Green Power Plants (by type)
    • Energy Summit tiles
    • CEP tokens
    • Fossil Fuel Power Plant tiles (after shuffling)
      • 3P: Return 6 of the Gas "20" tiles to the box before shuffling
  • Place an Energy Summit tile on each space on the board
  • Place a random Regional Agenda tile on each region's space
  • Place the Global CO2 Pollution Level marker on the 400 ppm space of the CO2 track
  • Place 1 CEP in each marked space in each region
  • Place 2 CEPs in the middle of the CEP Market
  • Place the CEP Price Marker on "3" space of the CEP Market
  • Shuffle the Environment Goal tiles in the provided bag, then draw tiles and place them in the corresponding coloured spaces until all coloured spaces are filled
  • Shuffle both U.N. Goal card decks separately, then create a display of 10 cards using 5 cards from each deck

The phases of a decade are:

  • Energy Supply
  • Operations
  • Income
  • Events
  • End of Decade

At any time during your turn, you can discard a Company private goal card to receive $8. You should not reveal this card to other players when you discard it

  • Starting with the region you are playing the game in, if the current decade's space in the region has a Power Plant, skip to the next region. Otherwise, do the following:
    • Fill the empty space by randomly drawing a Fossil Fuel Power Plant from one of the supply
    • Increase the global CO2 levels by the ppm number written on the drawn power plant
    • Pay a CEP for the region:
      • If the Regional Agenda tile has a player's control marker on it, move that marker onto the Power Plant tile. The player who owns that marker must either pay a CEP from their player board or any region they control (including this one)
        • If you cannot pay this cost, you have to remove a CEP from the CEP Market and lose victory points equal to the current CEP Market price
      • Otherwise, move a CEP from the region to the bank

In each decade, the number of rounds played is:

No. of PlayersRounds Played1-243342

In each round, every player takes exactly one turn, which consists of:

  • exactly one Main action
  • any number of Executive actions, but each Executive action can only be taken once per turn

At the end of your turn, check if any Energy Summits have been completed, then reset your action markers on your player board

CEP Market

  • If at any time the CEP market is empty:
    • Add 2 CEPs from the bank to the market and increase the price by one
    • You cannot visit the CEP market again this turn

Knowledge

  • You can choose any player to move their knowledge marker one space along the knowledge track for the chosen energy type
  • All players benefit from knowledge earned by other players

Energy Summits

At the end of your turn, check if any Energy Summits have been completed, then reset your action markers on your player board:

  • Starting with player that triggered energy summit to be completed, for each of their scientists on energy summit, earn 2 knowledge:
    • The knowledge can be split among any topics talked about at summit
    • Remember that you can choose for another player to receive the knowledge
    • Scientists on completed summit then come back to player board
  • Then replace completed energy summit with new summit tile

  • Take the top Power Plant tile of any energy type from the display and place it black side up in an empty project space in the region
  • Gain 1 Knowledge in the energy type of the chosen project
  • Receive the bonus depicted on the space:
    • Money : Take money equal to the number of CEPs that the region has
    • Tech Cubes : Take 2 tech cubes from the supply
    • Scientists: Do one of the following:
      • Move a scientist from the recruitment pool to your player board:
        • Take one of your scientists from recruitment pool to your board
        • Earn 1 knowledge in any energy type:
          • Remember that you can choose for any player to receive this knowledge
      • Move one of your scientists using the same rules as the "Move a Scientist" executive action
  • The region agenda tile must have a matching icon on it to propose a plant of that type in that region

  • Choose a project that has its black proposed side face up
  • Pay 1 CEP, either from your player board or any region whose energy supply you control. Always pay CEPs to the bank
  • If the project has a scientist on it, the player that owns the scientist can now move it for free (following the rules of the "Move a Scientist" executive action
  • Receive the benefits listed on the right side of the project tile
    • Recycling: Take $5 from the bank and 1 CEP from the market
    • Hydro: Take $3 from the bank, 1 tech cube from the supply and 1 CEP from the market
    • Wind: Take $5 from the bank and 1 tech cube from the general pool
    • Solar: Take 3 tech cubes from the supply
    • Forestation: Take 2 CEPs from the market
  • Flip the project to its coloured side
  • Place one of your infrastructure tokens on top of the project tile

  • Choose a prepared infrastructure whose level is no higher than your Knowledge level allows for that energy type
  • Pay the CEP, money and tech cube cost for the level and type of power plant you wish to build as show on your player board
    • When you pay the tech cubes portion of the cost to build a power plant, if the region has a tech cube then you may use one of them to help pay the cost
  • Move the infrastructure to the region's leftmost empty energy demand space. If there is no empty space, replace the oldest Fossil Fuel Power Plant, then reduce the global CO2 levels by the amount the Fossil Fuel Power Plant emitted
  • Insert the matching Power Plant into the Infrastructure
  • Receive points according to the Power Plant type and level shown on your player board
  • Place 1 of your control cubes under the regional agenda tile on the space matching the energy type of the plant you just built

You now need to check if you have taken control of the region's energy supply:

  • If you have control cubes in the most spaces below the regional agenda tile, you have taken control
  • If you are tied, you take control if you provide the most preferred energy sources. The priority goes from left to right
  • If you are still tied, the player currently in control only stays in control if they have more knowledge in the energy type of the plant just built than the active player

If you have taken control, you replace the hexagonal control marker on the region with your own. The removed control marker is then returned to its owner

  • Move a scientist from your player board to:
    • any unoccupied proposed project
    • any unoccupied Lobbyist card played by any player to make use of the card's minor effect

Or

  • Move a scientist from proposed project to:
    • any unoccupied proposed project
    • any unoccupied Lobbyist card played by any player to make use of the card's minor effect
    • any unoccupied Energy Summt talk about the same energy type as the project you are on
    • your player board
  • When you move a scientist from a proposed project during this step, gain 1 Knowledge in that proposed project's energy type
    • If there is an icon above the space that the knowledge marker was moved into, gain the benefit:
      • Energy type icon: Gain 1 point of Knowledge in the indicated type
      • Tech cube icon: Receive 1 tech cube from the supply
      • Region CEP icon: Place a CEP from the market on any region of your choice with space for CEPs
      • Generic energy icon: Gain 1 point of Knowledge in any energy type

You may do one of the following:

  • Buy 1 CEP from the market at the current market price. You take a CEP from the CEP market and put it on your player board. If there are still CEPs in the market, the price does not change
  • Sell 1 CEP at the market price. The CEP you sell is returned to the supply, not to the CEP market

You can play a Lobbyist card for one of the following:

  • The main effect in the middle of the card. You can only play the card for this effect immediately before or after taking the action depicted in the middle of the card
  • The minor effect in the bottom right of the card

Or

You can claim a U.N. card:

  • This requires you to have prepared infrastructure supporting all the built plants of the energy types shown on the card
    • A power plant must have been built on top of your infrastructure, but you do not need to be the one who built the plant. You just have to be the player that prepared the infrastructure
  • You then pay the tech cube cost shown on the card and put the card beside your player board to claim it
  • You do not score points for the card immediately but instead it is used in end game scoring

  • In turn order:
    • For each energy source, the players whose markers are in the two stacks furthest along its knowledge track receive income for that energy source
    • For each point of income, you can choose to receive it either as $1, or as a victory point
  • Money cannot be shared between players

  • Move the phase marker to the Events Phase space
  • Discard 1 tech cube from each region (if possible) to the supply
  • The region indicated on the event tile in the white circle suffers a disaster
    • Each player that has neither built a power plant nor an infrastructure in the indicated region:
      • Must contribute one tech cube to the indicated region on its space
        • If you cannot pay this cost, you lose 2 victory points
      • Must pay 1 CEP on its behalf to the bank
        • If you cannot pay this cost, you have to remove a CEP from the CEP Market and lose victory points equal to the current CEP Market price
  • If the CO2 pollution levels are at or above 400 ppm, the event on top of the deck in the orange upcoming event space also occurs, following the same steps as in the previous step
  • Discard the Event tile(s) that took effect
  • Place the top tile from the deck into the white Current Event space, and then reveal the top tile of the deck

  • Advance the Decade Marker
  • Pass the start player token to the right
  • Check if the game end conditions have been met

The game ends when:

  • The CO2 pollution levels exceed 500 ppm
    • When this happens, all players immediately lose
  • After 5 decades have been completed

Otherwise, carry out the following:

  • Collect all CEPs from regions whose energy supplies you control
  • Sell all your CEPs at the CEP market price
    • You do not reduce the market price when selling at this time
  • If you didn't discard your company goal card yet, you can discard it now to receive $8, or reveal it to gain the victory points shown on the card
  • Gain 1 victory point per $2 you have
  • The player with the most tech cubes gains 3 victory points. All players in ties receive 3 points
  • Gain victory points for claimed U.N. Goal cards:
    • 1 card: 6 points
    • 2 cards: 10 points
    • 3 cards: 15 points
    • 4+ cards: 21 points

The player with the most victory points wins.

Tiebreakers are:

  • Most U.N. goal cards
  • Most green power plants built
  • Most infrastructures prepared
  • Most money

If there is still a tie, then the players share the victory

Source: BoardGameGeek Thread

  • To play a more competitive match: Ignore the 50 initial ppm during setup (it becomes the same as the original version).
  • For a different variant, reduce 10ppm for each UN card you take.
  • For 100% of victories in the competitive game
    • For a 2 or 4 player game, take 10 of the 20ppm plants plus 6 randomly drawn from the remainder. Shuffle these up and use those 16 before drawing from the others (if needed). This guarantees, at a minimum, a just barely winnable game if the players cooperate 100%. (490 ppm)
    • For a 3 player game, take 6 of the 20ppm plants plus 8 randomly drawn from the remainder. Shuffle these up and use those 14 before drawing from the others (if needed). This also guarantees, at a minimum, a just barely winnable game if the players cooperate 100%. (490 ppm)

Thumbnail courtesy of BoardGameGeek and the respective publisher.