Recommend
2 
 Thumb up
 Hide
4 Posts

CO₂: Second Chance» Forums » Rules

Subject: Gaining knowledge from you one of your scientist in a project rss

Your Tags: Add tags
Popular Tags: [View All]
Nando The Rebel
Portugal
flag msg tools
badge
"U can't touch this" - MC Hammer, 1989
Avatar
mbmbmbmbmb
Guys, in the old version of the game, if you had at least a scientist in a project you would get one (and only one) expertise from only one scientist that you had in any project... is this rule still apllied in the 2nd edition?

I guess not, because i cant find it in the rulebook... but if this is the case, it is so hard to get expertise...

Could you clarify if this rule is still there and I am missing it somehow?

Thanks in advance
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ariel
Chile
Vina del Mar
V. Region
flag msg tools
badge
constantly thinking on variants to create and implement
Avatar
mbmbmbmbmb

It's different in the new version, but now it has even more ways to get expertise. Here the main changes by Vital:

newrev wrote:
Biggest Changes from the first Edition:
- The main game is now Cooperative.
- New Private goals to play the coop version.
- Event goals were created in the coop version.
- Different UN goal cards, and different points.
- You can claim a Un goal card if you have the right infrastructure, while in the original you need the right power plants.
- The way conferences give points has been altered a bit, but it works basically the same.
- A few new endgame objective cards have been added, and some has been tweaked.
- The scientist must leave the tile to get your knowledge.
- No more scientists allowed in Infrastructures.
- You can sacrifice a scientist to take a minor benefit from a lobby card already played.
- Hiring a scientist gives you a wild knowledge point.
- No more payment to the other players. Since the scientist moves out, the owner gets a knowledge point.
- Placing projects gives you a knowledge point.
- Building costs a CEP.
- New goal cards.
- Events work a bit different, they also cost a CEP, and above 400 ppm, 2 take place.
- UN Variant
- One less turn per decade in both versions.
- One less Decade in Co-op.
- Spend points to reduce CO2 and pay for Events.
- You lose if your points go below zero in Co-op.

EDIT: The 4 related ones in black italics
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Nando The Rebel
Portugal
flag msg tools
badge
"U can't touch this" - MC Hammer, 1989
Avatar
mbmbmbmbmb
Chango wrote:

It's different in the new version, but now it has even more ways to get expertise. Here the main changes by Vital:

newrev wrote:
Biggest Changes from the first Edition:
- The main game is now Cooperative.
- New Private goals to play the coop version.
- Event goals were created in the coop version.
- Different UN goal cards, and different points.
- You can claim a Un goal card if you have the right infrastructure, while in the original you need the right power plants.
- The way conferences give points has been altered a bit, but it works basically the same.
- A few new endgame objective cards have been added, and some has been tweaked.
- The scientist must leave the tile to get your knowledge.
- No more scientists allowed in Infrastructures.
- You can sacrifice a scientist to take a minor benefit from a lobby card already played.
- Hiring a scientist gives you a wild knowledge point.
- No more payment to the other players. Since the scientist moves out, the owner gets a knowledge point.
- Placing projects gives you a knowledge point.
- Building costs a CEP.
- New goal cards.
- Events work a bit different, they also cost a CEP, and above 400 ppm, 2 take place.
- UN Variant
- One less turn per decade in both versions.
- One less Decade in Co-op.
- Spend points to reduce CO2 and pay for Events.
- You lose if your points go below zero in Co-op.

EDIT: related ones in italics


Thankmyou very much good sir!!!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Richard
United States
San Diego
California
flag msg tools
badge
Avatar
mbmbmbmbmb
It looks like simplifying the scientists is the biggest mechanical change for the competitive game. It looks like a solid choice as there were a bit of rules dealing with scientists on projects.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.