Klimato
Klimato Rulebook
Table of Contents
Table of Contents
Contents
Klimato contains 93 cards and 1 rulebook. The cards are divided into a deck of 33 square cards (the resources) and another one of 60 rectangular cards.
- A: One forest pile of 13 cards.
- B: One hydrocarbon well pile of 10 cards.
- C: One uranium mine pile of 10 cards.
- D: One weather pile of 39 cards with buildings on the front and weather on the back.
- E: 4 disaster cards to place in the weather pile.
- F: 6 city cards.
- G: 11 mission cards.
Set Up
- Shuffle the weather cards. Reveal the first 6 cards in the center of the table with the building face up. This is the market.
- Shuffle the remaining weather cards with the 4 disasters. This is the weather pile, the top card is the current weather.
- Shuffle the 3 resources decks separately. Place them face down next to the market.
- Everyone draws a city card. Place it with the building side up in front of you. This is the first building of your city, congratulations!
Let's go! The last player who has made an eco-friendly gesture begins. Then, each player takes turns clockwise.
How to Play
When it's your turn, you can choose between two actions: Build a building OR draw a resource.
Build a Building
- Pay the energy cost of the chosen card. On Klimato, everything is paid in energy. To produce energy, add up:
- energy of your city's buildings,
- energy of buildings at the border of your neighbouring cities,
- energy contained within wood.
- Add the purchased building at one of the borders of your city.
- Change the weather of the day: flip the weather of the day card (building side up) into the empty space of the market.
Draw a Resource
Take the first card from a resource pile of your choice and keep it in hand without showing it to the others. Resources allow the use of resource buildings possessing the corresponding symbol. There are 4 types of resources:
- Wood is found in the forest. It can also be exploited directly, without a building, to get 1 energy. It is renewable. After exploitation, with or without a building, put it back under the forest pile.
- Hydrocarbons are found in the hydrocarbon well. They are not renewable. After exploitation, put them under the used building. They provoke CO2 and a penalty of 2 points.
- Uranium is found in the uranium mine. It is not renewable. After exploitation, put it under the used building. It provokes radioactivity and a penalty of 1 point.
- Waste is found everywhere: in the form of plastics in the forest, or in the form of lobbyists in the hydrocarbon well and the uranium mine. After exploitation, put it under the used building. It gives a bonus of 1 point.
A drawn resource can only be exploited once. If a resource building is destroyed, the city of the used building still keeps the exploited resource until the end of the game.
Buildings
On the market, you can purchase 5 types of cards:
- Resource buildings that produce energy by exploiting the specified resource.
- Weather buildings that produce energy if the weather of the day allows it.
- Autonomous buildings that produce energy automatically and unconditionally.
- Buildings with no effect that do not produce energy.
- Sabotages that allow you to destroy any building in any city, including yours. They are used immediately at purchase and go back under the weather pile with the destroyed building.
Borders
During your turn, in addition to your city's buildings, you can take advantage of the buildings on the border of neighbouring cities. You always have two borders, even with a two-player game.
You can take advantage of the buildings on the border under the same conditions as those of your own city. If you use a resource building, you benefit from the energy produced, but the exploited resource remains in the neighbouring city.
You can add up the energy produced by all your buildings and by the buildings on the border of neighbouring cities, but you can use each of these buildings only once per turn.
Disasters
In the weather pile, there are disasters. When a disaster card is revealed, immediately flip the card, apply the indicated effects and put it back under the weather pile. If other disasters are revealed, resolve them in order of apparition.
Total CO2 is the addition of the amount of CO2 emitted by all cities.
If a building is destroyed during the game by a disaster or a sabotage, put the card back under the weather pile. If the destroyed building is a city card, remove the card from the game.
You can always check the weather forecast, but only the next card of the weather pile, and without looking at the incoming building.
Missions
Missions are for Klimato experts only, play a few games before playing with them!
At the set up, draw one mission randomly and reveal it face up on the table. This is the global mission, everyone can fulfill it. Then deal two missions to everyone randomly. Choose one of the two. This is your secret mission, only you can fulfill it. The other card is removed.
At the end of the game, each fulfilled mission gives you 8 bonus points.
End of the Game
The game ends when:
- a player reaches 6 buildings and keeps them for a turn;
- or no one can play anymore and there are no more resources;
- or a disaster causes the end of the world.
Final Victory
Add all the points of your city:
- victory points of your buildings;
- bonus/penalties of exploited resources in your city;
- bonus of fulfilled missions.
The city with the most points wins the game! But at what cost for the planet?
(The end-of-game page illustrates a finished city totalling 42 points.)