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How to Play

Roll. Land. Build, react, or trade. End turn. Repeat for 30 rounds.

1. The goal

Balance energy output and tokens against rising pollution across 4 eras and 30 rounds. Last empire standing, or the table co-operates into a renewable majority — both are wins. Cross the tipping point and everyone loses together.

In-game board view: the player avatar on a Plains tile during the Industrial Dawn era, with the top toolbar showing tokens, energy, pollution, facilities, and renewables percentage
The side-scrolling board. Top toolbar tracks tokens, energy, pollution, facility count, and renewables percent at all times.

1a. Pick your archetype

Before the first roll, each of the four players picks one of four archetypes — Engineer, Scientist, Activist, or Politician. Each archetype carries a starting perk that shapes early-game strategy.

Choose Your Archetype screen showing four player rows, each selecting between Engineer, Scientist, Activist, and Politician
Hot-seat character select — four players in turn pick archetype and color.

2. The turn

  1. Roll the dice. 1d6 (or 2d6 in later eras) determines how many tiles you advance.
  2. Walk to your tile. The board is a loop of mixed terrain, event, policy, trading, jail, and teleport tiles.
  3. Resolve the tile.
    • Buildable terrain → build a facility, pay a toll if owned, or pass.
    • Event / Policy tile → draw a card and resolve it.
    • Trading tile → open a trade with one opponent.
    • Jail → skip your build phase until you roll a double or pay your way out.
    • Teleport → choose a destination.
  4. Use cards in hand — play Policy cards from your hand, react to incoming events with Mitigate cards.
  5. Leave Tile to end your turn. Hand control to the next seat.

Passing the Start tile decays any PassStart-mode auras you’re carrying — Steam Engine, Ocean Acidification, Drought. They tick down a stack on each loop.

3. Cards

79 cards total, split across three families (Event 38 / Policy 33 / Mitigate 8):

Event 38

Crises and shocks that befall the drawer. Coal Mine Collapse, Drought, Oil Crisis 1973, Cyberattack, Worker Union Strikes, Paris Climate Agreement (draws a free Mitigate if you hold few fossil plants).

Policy 33

Active powers the drawer holds and plays from hand. Regulatory cards (Plastic Ban Enacted, Net Zero Movement, Carbon Capture System) and tech-flavoured policies (Solar R&D Grant, Nuclear Fusion, Smart Grid System, Direct Air Capture).

Mitigate 8

Reactive defenses held in hand to soften incoming shocks. Climate Adaptation Strategy, Disaster Relief Fund, UN Green Pact Support.

Every card has a printed effect, an educational fact from a real-world source, and where relevant, a build-cost modifier or aura that affects all subsequent builds until consumed.

Event card draw: Cyberattack, with effect 'Steal 10 energy cubes from a chosen opponent' and an educational fact panel
Event — Cyberattack befalls the drawer.
Policy card play: Net Zero Movement, halving fossil-fuel facility tolls and doubling solar tolls
Policy — Net Zero Movement.
Mitigate card offer: Climate Adaptation Strategy, available for 2 Energy to keep in hand for reactive defense
Mitigate — Climate Adaptation Strategy, kept in hand.

Some Policies need a target. The drawer picks an opponent at decision time, with each per-seat panel showing the information needed to choose well.

Target picker modal for Coal Lobby Influence, showing per-seat panels with tokens, energy, pollution, and facility counts so the drawer can pick which opponent's Coal facility to destroy
Target picker for Coal Lobby Influence — per-seat info surfaced at decision point.

4. Building facilities

When you land on buildable terrain you don’t already own, you may build one of the facilities legal in the current era. Each facility has a cost, an energy output, and a pollution contribution.

  • Coal / Oil / Biomass / Offshore Drilling — cheap, reliable, dirty.
  • Solar / Wind / Tidal / Floating Solar — clean, era-gated, sometimes weather-dependent.
  • Nuclear / Geothermal / Hydro / Waste-to-Energy — high-output baseload, terrain-restricted.

Build discounts (Industrial Revolution, Solar R&D Grant, Nuclear Treaty Signed, Railway Expansion, Energy Subsidy) and build-cost bumps (Logistics Disruption, Worker Union Strikes) are surfaced in the build menu before you commit. Cards like Drought can also outright block a category (no hydro for the next few turns), which the build menu reflects too. You always see the effective cost before paying.

Decommission a facility you own and you recover 50% of the original build cost (no era-inflation refund).

Build menu on a tile in Industrial Dawn era, listing facilities legal for the current era with cost, energy, and pollution shown per option
Build menu — the effective cost (after card discounts and active auras) is always visible before you commit.

5. Tile glossary

TileWhat happens
Plains / Forest / Coast / Mountain / Desert / Tundra / River / Urban / Volcanic Buildable terrain. Land here to build a facility, pay a toll if it’s owned, or pass.
Event Draw an Event card. Crisis or boon — it befalls you, the drawer.
Policy Draw a Policy card. You hold an active power you can target opponents with.
Trading Offer a trade to another player — facilities, cards, or tokens.
Jail Skip your build phase until you roll your way out.
Teleport Warp to a destination tile of your choice.
Start Pass it to decay PassStart-mode auras (Steam Engine, Ocean Acidification, Drought).

6. Eras

The game runs through four eras across 30 rounds, each gating new facility types and rebalancing costs:

  1. Industrial Dawn (rounds 1–6) — Coal, Hydro, Biomass only. Six buildable terrains; no desert, coast, or tundra yet.
  2. Oil Rush (rounds 7–13) — adds Oil, Geothermal, Waste-to-Energy, Offshore Drilling. All nine terrains unlock.
  3. Nuclear & Early Renewables (rounds 14–19) — adds Nuclear, Wind, Solar, Floating Solar. Costs inflate ×1.5.
  4. Sustainable Future (rounds 20–30) — adds Tidal. Costs deflate slightly from era 3. Renewable Pathway win check starts at round 18.

7. How it ends

Four endings are checked in this order each round:

Bankruptcy solo loss

Your tokens hit zero with no recoverable facility — your empire collapses. Other players continue.

Tipping Point collective loss

Global pollution crosses 600. Everyone loses together. The board reads the same outcome on every screen.

Renewable Pathway collective win

By round 18, renewables (solar / wind / hydro / geothermal / tidal / floating-solar) make up ≥60% of all facilities AND total pollution stays below 300. All surviving players win.

Round Limit solo win

Round 30 ends with neither collective outcome triggered. The player with the highest token balance wins. Tiebreak: facility output.

8. In-game tutorial

The game ships with an interactive tutorial you can replay any time from the Pause menu → How to Play. Mae Thareeya, the in-game guide, walks you through tile types, card flow, and ending conditions before character select.

Tutorial intro screen with the in-game guide Mae Thareeya introducing the four archetypes
The tutorial intro before character select.

The fastest way to learn it is to play one short session. The system will tell you what you can do at every step.