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Subject: [WIP] Geoengineering 101 rss

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A Twu
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After making California Water Crisis, I started thinking about an environment themed game on a global scale. Geoengineering 101 started out as an entry to one of the Board Game Designer Forums' Game Design Showdowns last year, and after some testing with housemates the last few months I think I'm close to launch.

Here is the latest draft of the rules. Some feedback I'd be interested in are:
- Thoughts on the theme?
- The core mechanic is one of delayed action, where cards played don't take effect until 3 or 4 turns later. Do you know of any examples of this?

Geoengineering 101:
A 30-minute pre-apocalyptic card game for 2-4 Players


June 11, 2015

Carbon emissions are finally being reduced, but it's already too late. In the rush to turn back the clock on global warming, make clouds, spray dust, sink tankers, maybe even set off a few volcanos. But beware – once set in motion, geoengineering is hard to stop, and can have side effects!

Objective
Remove all the carbon in the world, while having the least amount of hardship in your regions. In a typical game, there'll be about 15 turns before too much hardship occurs and society collapses, causing all players to lose.

Game Contents
1 Game Board
8 Temperature and Rainfall markers (includes 2 extras)
18 Carbon Tokens (includes 2 extras)
12 Region Cards (4 per Hemisphere)
24 Program Cards
36 Hardship Cards (20x 1's and 16x 5's, 100 points total)

Regions
Each region represents roughly 1/12 of the world's population.

Habitability: On each card there are two gradient scales with numbers representing its Habitability Zone. If temperatures or rainfall go outside a region's Habitability Zone, and the region lacks the fossil fuel energy for mitigation, it becomes a Disaster Area. You take one hardship point every turn a region is a Disaster Area.

Going off the charts: If Temperature or Rainfall in a Hemisphere goes off the charts (below 0 or above 8), even for a moment, all regions in that Hemisphere become Permanently Destroyed as the ecosystem irreversibly collapses. You take two hardship points every turn for those regions the rest of the game. When this happens, rotate the cards so they are upside down and remove all carbon tokens.

Carbon Tokens
Some regions start with Carbon Tokens. These are good and bad. Bad, in that the game can only be “won” if there are no Carbon Tokens left in any region. Good, in that the energy the Tokens represent allows a region to adapt to conditions outside their Habitability Zone and avoid hardship.

Program Cards

Blue cards decrease temperature and increase rain by creating more clouds. If they come up after another blue card, they also cause global rain patterns to shift.

Brown cards decrease temperature and decrease rain by adding sulfur particles to the air. If they come up after another brown card, their drought-inducing effects can multiply.

Light Green cards help regions reduce their carbon footprint in an economically painless way.

Deep Green cards reduce carbon footprints rapidly, but the chaos they cause can cause hardship in carbon-addicted regions.

Game Setup
1. Divide up the region cards. Randomly? Select them one at a time? Decide among yourselves.
2. Players put Regions face up in front of them. Place Carbon Tokens on Regions as labeled.
3. Place Temperature and Rainfall markers on the board on the rows labeled “Start”.
4. The player with the most feelings of ecological guilt goes first.
5. Shuffle the Action Cards and place face down. First player draws five cards, and places one face down next to Upcoming Plans, place the rest in Discard Pile.
6. Second player draws five cards and inserts one face down underneath the first player's card. Subsequent players do the same, inserting their cards at the bottom of Upcoming Plans. There should now be as many cards in Upcoming Plans as there are players.
7. In a two player game, repeat steps 4 and 5 so that there are 4 cards in Upcoming Plans.


On Each Player's Subsequent Turns

1. Temperatures Rise: Raise the Temperature by 1 in All Hemispheres.
2. Execute Plan: Draw top card on Upcoming Plans. This is the Current Card. Carry out the Effects on it. Once Effects are done, Current Card becomes Previous Card and Previous Card is discarded face down.
3. Hardship: At his point, all players gain one Hardship point for every region without Carbon that is a Disaster Area, and two for every region that is Permanently Destroyed.
4. Insert Future Plan: Player draws 5 new Action Cards and inserts one at the bottom of Upcoming Plans. Discard the rest. If draw pile is empty, shuffle discard pile.

Notes:
- If a card says “Rotate rainfall”, swap the rainfall levels of all three hemispheres as shown. For example, if Rainfall is rotating clockwise, whatever rainfall level the Eastern Hemisphere had is now the rainfall level that the Southern Hemisphere has, and so on.
- Players continue to take turns even if they have no regions left.

Game Ends when either:
No Carbon Tokens are left in any region. Players with least hardship “win”.
All hardship cards have been acquired. Everyone loses.
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Lucas Schoukroun
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firstcultural wrote:
... pre-apocalyptic ...


Isn't this just called present day?
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Charles Ward
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Matsumoto
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Schouk wrote:
firstcultural wrote:
... pre-apocalyptic ...


Isn't this just called present day?


It made me laugh too. Very fitting.
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John
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firstcultural wrote:
2. Execute Plan: Draw top card on Upcoming Plans. This is the Current Card. Carry out the Effects on it. Once Effects are done, Current Card becomes Previous Card and Previous Card is discarded face down.


I think this could be made clearer. I think I know what you mean. You carry out the effects on the oldest card in the upcoming plan, discard it, everyone gains hardship, then add a new card to the plan. In a 2 or 4 player game the plan has 4 cards and a 3 player game it has 3.

2. Execute Plan: Draw top card on Upcoming Plans. Carry out the Effects on it, then discard it.

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A Twu
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There are some cards that have additional effects if the Previous Card is a certain type. I'm working on some graphics for the rules that should make this line more clear.
 
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A Twu
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Game Board


Region Cards


Program Cards (2 of each in deck)
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A Twu
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Geoengineering 101 box art draft

 
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A Twu
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Simplified the game setup and added some graphics. Would love some feedback on where it might need clarification.

 
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A Twu
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Did some more playtests at the local game night last week. One game came out with a close call aided by massive floods wiping out several carbon intense regions, while the other came up one turn short when the last hardship card was taken before the last carbon token could be removed.

I once read somewhere that with cooperative or semi-cooperative games, the game should be hard to win - what are your thoughts?

Also working on a kickstarter page now, here's a preview link:
https://www.kickstarter.com/projects/1700980409/1995740904?t...
 
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A Twu
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Funding has started! Future updates will be in the thread in the BGG Kickstarter Forum at http://www.boardgamegeek.com/thread/1411564/geoengineering-1...
 
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