One Earth
One Earth Rulebook
Table of Contents
Table of Contents
Game Object
One Earth can be played in standard mode or advanced mode.
Standard Mode (3-5 players)
Recommended for first time play, casual gamers and educational settings.
In One Earth, players compete to score the most points (Prosperity). But they must also manage the group's collective impact (Global Emissions). To do this, they use currency to fund Projects, Technology, and Climate Policy. If the group keeps Global Emissions at a safe level, the player with the highest Prosperity wins the game. But if Global Emissions get too high, the earth becomes Uninhabitable and all players lose.
Advanced Mode (1-5 players)
Recommended for more challenging games.
Prosperity on its own is no longer enough to keep your citizens happy, and life beyond the borders of this planet is now achievable. In One Earth's advanced mode, players take on the role of specific leaders with varying abilities and utilize diplomacy to pass UN Resolutions that benefit their gameplan. The objective of the game is to score the most Victory Points before the game ends.
Game Contents
In addition to the One Earth Board.
For Standard Mode
- 62 cards: 40 Project cards, 6 Climate Policy cards, 8 Technology cards, 4 Warning Event cards, 3 Critical Event cards, 1 Sanction card
- Markers: 6 Prosperity markers, 6 Emission markers, 1 Global Emissions marker
- 25 worth of currency (denominations 1, 2, 5 and 10)
- 1 first-player token
Additional Components for Advanced Mode
- 6 Leader cards (Military General, Scientist, Diplomat, Entertainer, Energy Tycoon, Environmentalist)
- 9 Resolution cards
- 10 Automa cards
- 24 Leadership voting tokens (4 per leader)
Game Setup
Rules and setup relevant to the Advanced Mode are highlighted in red. For Standard Mode, ignore anything in a red box. Note: We recommend seasoned gamers to play the Advanced Mode.
Remove Extra Cards and Tokens
Return all Leader cards, Resolution cards, and voting tokens to the game box. (Ignore this in Advanced mode.)
For a 1-2 Player Game
If you are playing a solo or 2 player game, see additional set up on page 18. Note: Rules with a 3+ players icon should be ignored in 1-2 player games.
A. Prepare the Board
- Place the game board on the table.
- Shuffle each deck separately. Then:
- Place the Project deck next to the board. Deal a line of 6 face-up Project cards nearby.
- Place the Technology deck next to the Project deck.
- Place the Climate Policy deck next to the Technology deck.
- (3+ players) Place the Warning Event deck (red) and the Critical Event deck (yellow) near the board.
- (3+ players) Place the Sanction card near the board.
- (3+ players, Advanced mode) Shuffle the Resolution deck and place it next to the Projects deck. During the game, place resolutions that pass on the board space for passed resolutions.
- Set up the bank. Place all currency near the board, where players can access it.
B. Prepare Countries
Starting with the first player:
- Select your country. Each player selects 1 color and takes their starting pieces:
- (Advanced mode) Leader Card
- (Advanced mode) 4 Voting Tokens
- 1 Prosperity marker
- 1 Emissions marker
- 5 units of currency. (Advanced mode: 7 units of currency instead.)
- 1 Project card drawn at random. (Advanced mode: No Project card instead.)
- Mark each country's starting position:
- Locate the Emissions number on your starting card. Place your Emissions marker on the correct space of the board's Emissions Track.
- Locate the Prosperity point(s) on your starting card. Place your Prosperity marker on the correct space of the board's Prosperity Track.
- (Advanced mode) Note: Place all Prosperity and Emission markers on zero instead.
- Mark the Global Emissions level. Add the Emissions numbers of all the players. Use the Global Emissions marker to mark this number on the Emissions Track.
- Give the first-player token to the youngest player.
Cards Anatomy
Project Cards
- Card Title.
- Cost. Pay this much currency to fund this card.
- Prosperity. Playing this card increases your country's Prosperity by this many points.
- Emissions. Playing this card raises your country's Emissions AND Global Emissions by this much.
- Sector. Only applies to advanced mode (see below).
- Technology Upgrade. This Project can be upgraded with a specific Technology. The benefit of the upgrade is indicated (it either increases the Prosperity of the Project or reduces its emissions).
- Card / Flavor Text. Interesting facts about the Project.
Sector (Advanced mode). In advanced games, each Project belongs to 1 of 8 different Sectors: Education, Health, Entertainment, Manufacturing, Food, Transport, Fossil Fuel, Renewable Energy. Sectors affect your final score (See on page 16). They also determine the impact of Resolutions on your country (See "Resolutions" on page 14).
Event Cards (3+ players)
- Card Title.
- Outcome. Applies to all players.
- Card / Flavor Text.
Technology Cards
- Cost. Pay this much currency to fund this card.
- Card Title.
- Impact. Benefits of the Technology when used on a Project.
- Card Usage. The Technology can be used on these specific Projects. Can be used on 1 Project in standard mode, or up to 2 Projects in advanced mode.
Climate Policy Cards
- Card Title.
- Outcome. Reduce player and Global Emissions by the stated number.
- Cost. Pay this much currency to fund this card.
- Card / Flavor Text. Interesting information about Climate Policies.
How to Play
Turns & Rounds
One Earth is played over many rounds. Starting with the first player, each player takes 1 turn. Once all players have taken 1 turn, a new round begins (See "Starting a New Round" on page 12).
On Your Turn
1. Earn Money
At the beginning of your turn, check your Prosperity level. Gain that number of currency from the bank. (For example, if your Prosperity marker is on "6," take 6 units of currency.)
Note: Optionally, you may request any amount of currency from another player(s) in exchange for a non-binding promise to perform a certain task such as funding a Climate Policy. The other player(s) may choose to accept this and transfer currency to you. This is called Foreign Aid.
2. Spend Money (optional)
During your turn, you may spend currency to gain new cards. You may choose any combination of cards and you may fund them in any order, provided you have enough currency to pay for them. You may also choose to pass your turn without taking any cards.
Choose any, all, or none of these options:
- Fund Projects (up to 2 per turn)
- Fund Technology (max 1 per turn)
- Fund Climate Policy (max 1 per turn)
(Advanced mode) You may also activate your leader's ability (See page 11).
Fund a Project
When you fund a Project, you gain Prosperity points. But you also increase your country's Emissions AND the Global Emissions. To fund a Project:
- Choose 1 of the 6 face-up Project cards near the board. Pay the cost listed on the card, and place the card face-up in front of you.
- Locate the card's Prosperity number. Move your Prosperity marker accordingly.
- Locate the card's Emissions number, and move both your Emissions marker AND the Global Emissions marker accordingly.
- Draw a new Project card and place it in the empty space.
Example. After earning money, Player 3 has 12 currency. Their Prosperity level is 12, and their Emissions level is 8. The Global Emissions level is 19. They pay 5 currency to the bank to fund a "Hospital" Project. They place that card in front of them. Then they move their Prosperity marker up 2 (from 12 to 14), move their own Emissions marker up 1 (from 8 to 9) and raise the Global Emissions marker up 1 (from 19 to 20). Then they draw a new Project card and use it to replace the empty space where the "Hospital" card was. Player 3 can now end their turn, or use their remaining 7 currency to fund another Project, a Technology, and/or a Climate Policy.
Note: On your turn, you can spend 2 currency at any time to change the 6 face-up Project cards. To do so, set these Projects aside, deal 6 new Project cards from the deck, and then shuffle the removed cards back into the Project deck.
Fund a Technology
A Technology card can help increase the Prosperity points or decrease the Emissions of a Project you have already funded. To fund a Technology:
- Search the Technology deck and select 1 card. You must already have a Project that meets the requirements of the Technology card. Pay the cost shown on the card and place the card face-up on top of the Project card you want to combine with it.
- Move your Prosperity marker or both Emissions markers accordingly.
Note: Each Technology may only be used on 1 Project. You may not transfer a Technology to a different Project during the game.
Advanced mode. In advanced games, you may utilize a Technology card on up to 2 Projects at the same time (instead of just 1). First, you MUST use the Technology to modify at least 1 Project you have already funded. Then you may:
- Immediately use the Technology on 1 of your other funded Projects,
- Share the Technology with another player, who may apply it to 1 Project they have funded, OR
- "Save" the Technology to use on 1 future Project you fund. As soon as you fund another eligible Project, you may instantly apply the Technology to it.
Notes about Technology:
- Once you commit a Technology to a Project, you may not remove it or transfer it to another card.
- You may not use more than 1 Technology on the same Project.
- Only the player who funded the Technology card may score game-end bonuses.
Example 1. Continuing their turn, Player 3 searches the Technology deck and decides to fund "Agritech" for 3 currency. They place the card on top of their "Farm" Project. This doubles the Farm's Prosperity, so Player 3 moves their Prosperity marker up 1 (from 14 to 15). This card does not affect Emissions levels.
Example 2. Player 4 funds "Agritech," which doubles the Prosperity of "Farms." They have 2 "Farm" Projects in front of them, each with 1 Prosperity point. Their total Prosperity increases by 2 (+1 for each farm). If later in the game, they purchase a third "Farm" Project, the effect of the "Agritech" card would not apply to it, since they've already used "Agritech" on 2 Projects. Therefore, their third "Farm" would only generate 1 Prosperity.
Fund a Climate Policy
Climate Policy cards represent legislation your country passes to help combat climate change. When you fund Climate Policy, you reduce your own Emissions, as well as Global Emissions. You may purchase up to 1 Climate Policy card per turn. To fund a Climate Policy:
- Search the Climate Policy deck and select 1 card. Pay the cost and place the card face-up next to your funded Projects and Technologies.
- Move your country's Emissions marker AND the Global Emissions marker accordingly.
Example. Continuing their turn, Player 3 searches the Climate Policy deck and decides to fund "Reforestation" for 3 currency. They place this card face-up in front of them. Then they move their Emissions marker down 1 (from 9 to 8) and the Global Emissions down 1 (from 20 to 19). Then they end their turn.
Leaders (Advanced mode)
-
At the beginning of an advanced game, each player selects a Leader to lead their nation. Every Leader has a special ability that can be used once* during the game. You may use this ability anytime during your turn. When you do, rotate the card to the right to signal that you have used it. Then follow the instructions on the card to adjust your Prosperity and/or the Emissions levels.
- Exception: The "Energy Tycoon" adds +1 Prosperity to all fossil fuel Projects at all times during the game. You do not need to "rotate" this card. The "Scientist" gains 1 currency each round for every Technology they have funded (maximum of 2 currency).
-
Additionally, each leader provides extra opportunities to earn Victory Points at the end of the game (See "Scoring" on page 16).
Starting a New Round
After all players have taken a turn, start a new round by doing the following, in order:
- (3+ players) Audit the player holding the Sanction card.
- Pass the first-player token clockwise.
- (3+ players) Check Global Emissions levels and draw Event cards (if necessary).
- (3+ players) Hold a UN Meeting (if necessary).
Note: rules with a 3+ players icon should be ignored for 1-2 player games.
1. Audit the Player Holding the Sanction Card (3+ players)
- If Global Emissions are 20 or less, the Sanction is lifted and the player with the Sanction card places it near the board.
- If Global Emissions are more than 20:
- If the player with the Sanction card is NOT the highest emitter, the sanction is lifted and they place the Sanction card near the board.
- If this player IS the highest emitter, that player must choose their Project with the highest Emissions number and discard it. Adjust their country's Emissions and the Global Emissions level accordingly.
2. Pass the First-Player Token Clockwise
Example: At the end of the round, Player 3 is holding the first-player token. They pass it clockwise, to Player 4.
3. Check Global Emissions Level (3+ players)
- If the level is 10 or less, skip to step 4.
- If the level is 11-20, draw 1 Warning Event card and follow its instructions.
- If the level is 21-29, draw 1 Critical Event card and follow its instructions. When resolving the card's instructions, if there is a tie, both players are affected by the Critical Event in the same way. If all players tie, use the "all players" effect(s) listed on the card. Then hold a UN Meeting (See page 13).
4. Hold a UN Meeting (if needed) (3+ players)
If Global Emissions are over 21 at the end of a round, the group must hold a United Nations (UN) General Assembly. Here's how:
(Advanced mode) In advanced mode, starting from round 2, a UN meeting is always held. If emissions are below 21, skip to "4. Propose a Resolution". Otherwise, start with step 1.
- Sanction the highest emitter. Identify the player whose country has the highest Emissions level. Hand that player the Sanction card. Players may only Sanction the player with the highest Emissions. If there is a tie, players may vote to determine which player is Sanctioned. If there is still a tie, no player is Sanctioned.
- Hear their argument. The player with the Sanction card may try to convince other players to discard the Sanction card. They may do this by making promises about their next turn. Players are not required to keep their promises!
- Take a vote. Decide if the group wants to penalize the player with the Sanction card.
- If a majority of the group agrees to Sanction the player, that player keeps the Sanction card, and will earn a maximum of 4 currency when they collect money during the next round. (Their Prosperity level does not count toward their income.)
- If the majority agrees NOT to Sanction the player, return the Sanction card to its place near the board.
- (Advanced mode) Propose a Resolution (See page 14).
Example. At the beginning of the round, the Global Emissions marker is at 24. The players draw and resolve 1 Critical Event card. Then the players begin the UN Meeting. At the meeting, 3 of the 4 players decide to Sanction Player 1, whose Emissions level is the highest at 10.
- Because there is a majority vote, Player 1 takes the Sanction card, and earns only 4 currency this round. All other players earn currency in the normal way, according to their Prosperity level. Then all players take their turns normally. During the round, the players reduce Global Emissions by 2 (from 24 down to 22). At the end of the round, Global Emissions are still higher than 20 and Player 1 is still the highest emitter.
- Therefore, Player 1 must discard their highest-emitting Project, an "Oil Industry," worth 3 Prosperity and 5 Emissions. Player 1 discards the "Oil Industry," subtracts 3 from their Prosperity (from 10 to 7), and subtracts 5 from their Emissions (from 10 to 5). They also subtract 5 from the Global Emissions (from 22 to 17). They earn 3 currency in compensation (See discarded projects page 14).
The Sanction is now lifted. Player 1 returns the Sanction card to its place near the board. To start a new round, players draw and resolve a Warning Event card. Then players take turns normally. (Player 1 earns 7 currency during the round.) No player can be Sanctioned this round given Global Emissions are below 21.
Resolutions (Advanced mode, 3+ players)
Resolution cards represent policies and Resolutions made among all the countries. During a UN Meeting, the player with the first-player token may propose a Resolution. To propose a Resolution:
- Select a resolution. Search the Resolution deck and select 1 card.
- Discuss. Players may make arguments for or against the proposed Resolution. Players may make promises or strike deals with other players to sway their votes. Promises and deals are non-binding.
- Vote. To pass a Resolution, it must obtain more "yes" votes than "no" votes. Vote "yes" by placing your voting token on top of the Resolution card. To vote "no," do nothing. Voting begins with the player who proposed the Resolution. Then voting continues clockwise.
- Secret Bidding. There is 1 additional vote, which represents the world's other countries. Players may try to influence this other vote through a secret-bidding process. To bid, all players place any amount of their own currency (or none) in a closed fist. Then all players reveal the amounts and declare whether the vote is "yes" or "no." Then players tally up the "yes" currency against the "no" currency to determine the outcome of the additional vote. In the event of a tie, no additional vote is cast.
- Tally the votes. (Player votes and additional votes)
Exception: The "Colonize Mars" and "Mandatory Foreign Aid" Resolutions do not require a vote. (See Page 10)
Note: Players have 4 leadership voting tokens only so vote wisely.
If the Resolution passes. Place the card face-up near the Resolution deck (above the line of Projects). All players who voted "yes" leave their tokens on the card. Then follow the instructions on the card. Some Resolutions affect all players, while others only affect players who voted "yes" on the Resolution. The Resolution remains in effect for the entire game, and may not be repealed.
Note: "Mandatory Foreign Aid" only has one-time effects.
If the Resolution fails. It may not be proposed again. Place that card in the game box to remove it from the game. Additionally, all players who voted "no" earn 2 currency each.
Discarded Projects
If a Resolution or Sanction card forces a player to discard one of their Projects, the player is compensated with currency equal to 1 less than the cost of their discarded Project. For example, if a player is forced to discard a coal power plant (which has a cost of 3), they are compensated with 2 currency.
Note: if the discarded Project was paired with a Technology card, the Technology card isn't discarded. Place it next to you. You may use it on any of your existing Projects or on future funded Projects.
Game End - Standard Mode
The game ends IMMEDIATELY when any of the following happens:
| Condition(s) | Result |
|---|---|
| 1. A player reaches 20* Prosperity AND the Global Emissions level is less than 25. (If the Global Emissions level is 25 or higher, the game continues until emissions are less than 25.) Note: in a 5-player game or if you want to play on easy difficulty in 4 player games, a player only needs 17 Prosperity to win. | The first player who reached 20 Prosperity wins the game. |
| 2. The Project deck is depleted (i.e., no more Project cards are available except for the 6 revealed cards on the table). | If Global Emissions are less than 25, the player with the highest Prosperity wins. If Global Emissions are 25 or higher, no player wins. The player(s) with the highest emissions loses the game. |
| 3. Global Emissions level reaches 30 or more. | The Earth becomes uninhabitable. No player wins. The player who pushed the Global Emissions level to 30 loses the game. |
| 4. Global Emissions level is at 21 or above for 4 rounds. (i.e., no more Critical Event cards left to draw.) | The Earth becomes uninhabitable. No player wins. The player(s) with the highest emissions loses the game. |
Game End - Advanced Mode
Winning the Game
The player with the most VP at the end of the game wins. If there is a tie, the winners share the victory. (See "Scoring Victory Points" below.)
Game-End Conditions
The game ends when any of the following conditions are met:
| Game End Conditions | Result |
|---|---|
| 1. 4+ players: A player reaches 20* Prosperity. 3 players: A player reaches 25* Prosperity. 1 or 2 players: See page 20. | Triggers the final round. All players finish their turns for the round then proceed to scoring. The player(s) with the most VP wins the game. |
| 2. The Project deck is depleted (i.e., no more Project cards are available except for the 6 revealed cards on the table). | Same as above. |
| 3. Global Emissions level reaches 30 or more. | The game ends immediately. The player(s) with the lowest emissions moves to scoring. (3+ players) Additionally, if the "Mars Colonization" Resolution was passed, all players who funded the Resolution (by paying 3 currency or more), also move to scoring. All other players lose the game and do not score. The player(s) who scored and has the most VP wins a "Pyrrhic victory". This is not a victory a player should be proud of given the catastrophic loss of life! |
| 4. Global Emissions level is at 21 or above for 4 rounds. (i.e., no more Critical Event cards left to draw.) | Same as condition 3. |
Note: if players push Global Emissions to 30 after Game-End conditions 1 and 2 are met, players still complete their turns and all players proceed to scoring.
Scoring Victory Points
Earn Victory Points for each item listed below:
- If you triggered game-end condition 1, gain +3 VP.
- Prosperity: Gain VP equal to your Prosperity points.
- Emissions: If your Emissions level is more than 7, subtract -1 VP for each Emissions above 7. (Example: if your Emissions level is 9, deduct -2 VP.)
- Technology: If you funded 1 or more Technology, gain +1 VP.
- Climate Policy: If you funded 1 or more Climate Policy, gain +1 VP.
- Diplomacy: (3+ players) If you supported any Resolutions that passed, gain +1 VP for each one.
- Currency: Gain +1 VP for every 2 units of currency you have left.
- Livability: Gain a bonus based on how many different Sectors you funded:
| Different Sectors | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| VP | 0 VP | 1 VP | 2 VP | 4 VP | 6 VP | 8 VP | 11 VP | 15 VP |
- Leader Bonuses: Any other game-end bonuses listed on your leader card.
Scoring Example (3+ players)
At the end of a 3-player game, Player 1 ("Scientist") and Player 2 ("Military General") tally their Victory Points (VP) to determine who wins the game. In this example, to keep things brief, player 3's scoring is not covered.
- Since Player 2 triggered the game-end condition, they earn +3 VP.
- Both players count their Prosperity: Player 1 has 16 Prosperity, for +16 VP. Player 2 has 20 Prosperity, for +20 VP.
- Each player tallies points for their Emissions: Player 1 has 10 Emissions, for -3 VP. Player 2 has 12 Emissions, for -5 VP.
- Both players funded Technology, so they each earn +1 VP.
- Both players funded Climate Policy, so they each earn +1 VP.
- Each player tallies points for Diplomacy: Player 1 backed 3 Resolutions, for +3 VP. Player 2 backed 4 Resolutions, for +4 VP.
- Each player tallies 1 VP for each 2 currency they have left: Player 1 has 6 currency, for +3 VP. Player 2 has 2 currency, for +1 VP.
- Each player tallies points for the number of different sectors they funded: Player 1 funded Projects in 5 different sectors, for +6 VP. Player 2 funded Projects in 3 different sectors, for +2 VP.
- Leader bonuses: As a "Scientist", Player 1 earns an additional +2 VP for each Technology they funded, for a total of +8 VP. As a "Military General", Player 2 earns an additional +3 VP for each Manufacturing Project, for +6 VP.
| Player 1 | Scoring Criteria | Player 2 |
|---|---|---|
| 0 | Game-End Condition 1 Trigger | +3 VP |
| +16 VP | Prosperity | +20 VP |
| -3 VP | Emissions | -5 VP |
| +1 VP | Technology | +1 VP |
| +1 VP | Climate Policy | +1 VP |
| +3 VP | Diplomacy | +4 VP |
| +3 VP (6 currency) | Currency | +1 VP (2 currency) |
| +6 VP | Livability | +2 VP |
| +8 VP |
Even though Player 2 reached 20 Prosperity points first and triggered game-end condition, Player 1 wins because their score is higher.
1 and 2-Player Games
Set Up
Follow advanced rules setup on pages 4 and 5 with the following changes:
- Events, Sanction, and Resolution cards along with voting tokens are all returned to the box.
- When selecting a leader, players cannot play as the Diplomat or Military General.
- The Military General will be playing against you, controlled by the Automa Deck. He is called an NPC (non-playable character). Place this card next to the board.
- Separate the Automa cards by their backs: Automa I, Automa II and Automa III. Shuffle the Automa III cards first and place them at the bottom. Then, shuffle the Automa II cards and place them on top of the Automa III cards. Then, Shuffle the Automa I cards and place them on top of the Automa II cards.
Additionally, there are specific setup rules depending on whether you are playing a 1 player or 2 player game:
Additional setup specific to 2 Player Games:
- Do not set up the Prosperity and emission markers for the Military General on the main game board. Return them to the box.
- Start the game with Global Emissions at 5 emissions. Place the Global Emissions marker on the correct space on the emissions track.
Additional setup specific to 1 Player Games:
- You and the Military General start the game with 0 Prosperity. Place your Prosperity marker and that of the Military General on the correct space on the Prosperity track.
- Return the Military General's emission marker to the box.
- Start the game with Global Emissions set based on the difficulty of play, as in the table below.
| Easy | Medium | Hard | |
|---|---|---|---|
| Starting Global Emissions | 0 | 3 | 5 |
How to Play (1 and 2 Player Games)
1 and 2-player games follow the same rules already explained in this manual, with a few changes. Any 3+ players rules are ignored. Additionally, there is a Non-Playable-Character (NPC) playing against you: the Military General. Even though you don't track the Military General's personal emissions, he still contributes to Global Emissions and funds Projects, Technology, and Climate policy cards. In a 2 player game, the General's role is to disrupt your carefully laid out plans. In a 1 player game, you will compete against him for the most Victory Points.
During the round, the NPC's turn starts after all players have played their turns. Once the NPC's turn ends, the round ends and a new round begins.
What happens on the NPC turn:
- Reveal an Automa card.
- Discard Projects / Technologies / Climate cards. Once discarded, they are placed face down next to the Military General and cannot be viewed during the game. To discard: a. Discard Projects from the 6 face-up Project cards. Only discard the Projects in spaces matching the corresponding numbers on the Automa card. For example, if the Automa card lists Projects 3 and 5, the third and fifth Projects of the 6 face-up Project cards are discarded. Then, draw new Project cards from the Project deck to replace them. b. If there is an image for a Technology or Climate Policy card, or both, randomly draw and discard a card from that respective deck. For example, if both Technology and Climate Cards are represented, randomly discard 1 card from the Technology deck and 1 from the Climate Policy deck.
- In 2 player games, move the Global Emissions marker equal to the corresponding spaces listed under the 2-player icon. For example, a "1" equates to increasing Global Emissions by 1, while "-1" reduces it by 1.
- In 1 player game, move the Global Emissions marker and the Military General's Prosperity Marker according to the 1-player game information listed. For example, in the sample card, Global Emissions increase by 2 while the Military General's Prosperity increases by 4.
- Discard the Automa Card then check for End-Game conditions. If no game-end conditions have been met, a new round starts starting with the first player.
Additional Rule for a 1-Player game: At the start of your turn, if your emissions are above 5, you lose 1 Prosperity. If they are above 7, you lose 2. This happens before you earn income on your turn.
Game End (1 and 2 Player Games)
The game ends when any of the following conditions are met:
| Game End Conditions | 2-Player Game | 1-Player Game |
|---|---|---|
| 1. A player reaches 30 Prosperity (or the NPC reaches 30 Prosperity in a 1-player game). | Triggers the final round. All players finish their turns for the round, followed by the NPC, before moving to advanced end-game scoring (See page 16). Note: if any of the players or the NPC triggers Game-End condition 3 after these conditions are met, follow the rules highlighted in condition 3. | If you reach 30 Prosperity, you and the NPC complete your turns for the round. If the NPC reaches 30 Prosperity, the game ends immediately. Then, move to 1 player game end scoring (See page 21). Note: if you or the NPC trigger Game-End condition 3 after this condition is met, follow rules highlighted in condition 3. |
| 2. The Project deck is depleted (i.e. no more Project cards are available except the 6 face-up Projects on the table). | Same as condition 1. | Same as condition 1. |
| 3. Global Emissions reach 30. | The game ends immediately. The player with lowest emissions wins. If tied, move to scoring. | You lose automatically, even if you reached 30 Prosperity points first. |
Example: 1-Player Game. You reach 30 Prosperity, triggering the Game-end condition 1. The NPC plays his turn and pushes Global Emissions to 30. You automatically lose the game.
1-Player Game End Scoring
When playing solo, you score your Victory Points as highlighted in the advanced game end scoring on page 16. Once done, score the NPC's Victory Points. If you scored more Victory Points than the NPC, you win! If the NPC scored more or if there is a tie, you lose.
Scoring the NPC's Victory Points will depend on the difficulty level you are playing at as highlighted in the table below:
| Easy Difficulty | Medium Difficulty | Hard Difficulty | |
|---|---|---|---|
| NPC's VP Scoring | Total Prosperity (as indicated by the NPC's Prosperity marker) | Total Prosperity (as indicated by the NPC's Prosperity marker) AND +3 VP for every manufacturing Project the NPC discarded | Total Prosperity (as indicated by the NPC's Prosperity marker) AND +3 VP for every manufacturing Project the NPC discarded AND the VPs listed on all discarded Automa cards |
Example. At the end of the game, you score 51 Victory Points.
- If you are playing at easy difficulty, the NPC only scores 29 points which is equal to his Prosperity.
- If you are playing at medium difficulty, the NPC also scores 3 points for every manufacturing Project discarded by him. Given he discarded 4, he scores 41 points (29 from Prosperity and 12 from the 4 manufacturing Projects).
- If you are playing at hard difficulty, the NPC also scores the VP points listed on all his discarded Automa Cards. Given he scored 15 points in total, he scores a total of 56 points (41 from Prosperity and manufacturing Projects and 15 from Automa Cards).
Additional Information
Ban Coal Usage / Ban Nuclear and Hydroelectric Energy
Requires a majority vote. If this Resolution passes, immediately remove all relevant Project cards from the game. (For "Ban Coal Usage," remove all "Coal Power Plant" cards. For "Ban Nuclear and Hydroelectric Energy," remove all "Nuclear Power Plant" and "Hydroelectric Power Plant" cards.) Any player that has funded 1 or more of these cards must remove the card(s) from the game and adjust their Prosperity, their Emissions, and the Global Emissions accordingly. Players are compensated for any discarded Projects (See page 14).
Example. At the time the "Ban Coal Usage" Resolution passes, Player 1 has 1 funded "Coal Power Plant" Project. So does Player 3. They both return their "Coal Power Plant" cards to the game box. Then they adjust their Prosperity (-3 per player), Emissions (-6 per player), and Global Emissions (-12 total), and both players earn 2 currency each.
Note: If a discarded Project has a Technology attached to it, that Technology remains with the player and can be applied to another relevant Project at any time.
Introduce Edu-Tech Schools / Introduce Personalized Medicine
Requires a majority vote. If this Resolution passes, it ONLY affects the players who voted "yes." Each of those players immediately gains 1 Prosperity, plus 1 additional Prosperity for each relevant Project they have funded. ("Introduce Edu-Tech Schools" applies to "University" and "School" Projects. "Introduce Personalized Medicine" applies to "Hospital" Projects.) All relevant Projects funded later in the game are worth 1 additional Prosperity.
Example. Player 1, 2 and 3 vote "yes" to "Introduce Edu-Tech Schools" while player 4 votes "no." The Resolution passes. Players 1, 2 and 3 each gain 1 Prosperity for voting "yes." Furthermore, Player 1 has 1 "University" and 1 "School," so they gain 2 additional Prosperity. Thus, player 1 gains 3 Prosperity in total (1 for voting "yes," plus 2 from Education Projects). Player 4 has 1 "School," but since they did not vote "yes" on the Resolution, they do not gain any Prosperity.
Cap and Trade Emissions
Requires a majority vote. If this Resolution passes, all players with Emissions higher than 5 must pay 1 currency for each Emission above 5 when they earn income each round for the rest of the game.
Example. At the beginning of Round 4, Player 1 has 15 Prosperity and 8 Emissions. When this Resolution passes, they must pay 3 currency while collecting their income, because their Emissions are 3 points above 5 (8 Emission - 5 limit = 3 extra Emissions). So in this round, they collect 12 currency (15 Prosperity - 3 extra Emissions = 12). At the beginning of Round 5, Player 1 has 17 Prosperity and 9 Emissions. Their net income for Round 5 is 13 (17 Prosperity - 4 extra Emissions = 13).
Curb Transport Emissions
Requires a majority vote. If this Resolution passes, it affects all players. Every "Fossil-Fuel Car Factory", "Oil Industry", and "Airport" Project is worth 1 less Prosperity and every "Electric Car Factory", "High-Speed Rail", and "Metro Network" Project is worth 1 additional Prosperity. Players who have already funded these Projects immediately adjust their Prosperity. All relevant Projects funded later in the game receive the adjusted level of Prosperity.
Example. Player 1 has 1 "Fossil-Fuel Car Factory" and 1 "Metro Network." Player 2 has 1 "Airport" and 1 "Oil Industry." When this Resolution passes, Player 1's Prosperity doesn't change (they receive +1 for "Metro Network" and -1 for "Fossil-Fuel Car Factory"). Player 2 loses 2 Prosperity (they receive -1 for "Airport" and -1 for "Oil Industry.") Later in the game, Player 1 funds an "Oil Industry" which gives them only 2 Prosperity (instead of 3). Player 2 funds a "High-Speed Rail" which provides them 3 Prosperity instead of 2.
Share Technologies
Requires a majority vote. If this Resolution passes, it affects all players. If the selected Technology was funded or is funded in the future, it becomes available to all players regardless of who originally funded that Technology.
Example. Player 2 proposes to pass a Resolution to share the Carbon Capture Technology with all players. If player 1 funded / funds Carbon Capture, all other players can automatically apply Carbon Capture to one of their relevant Projects.
Resolution Cards
Mandatory Foreign Aid
This Resolution automatically passes; it does NOT require a vote. This Resolution may only be proposed if at least 1 player has Prosperity of 14 or more. After earning their income this round, each player(s) with the highest Prosperity must transfer 5 currency to each player with the lowest Prosperity.
Example. In Round 7, Player 4 has 4 Prosperity. Players 1, 2 and 3 have 14, 14 and 11 Prosperity, respectively. Player 4 has the first-player token and proposes the "Mandatory Foreign Aid" Resolution. It automatically passes. Therefore, when earning income this round, Players 1 and 2 each take their normal 14 income, then immediately give 5 currency to Player 4 (leaving Players 1 and 2 each with a net income of 9). Player 4 receives these 10 currency, and also receives their normal income of 4 (based on their Prosperity level of 4). Player 3 receives their normal income of 11.
Note: Players do not place voting tokens on this Resolution, so no player may earn VP for supporting this Resolution.
Colonize Mars
This Resolution does not require a vote. Instead, it requires at least 8 units of currency to pass it. All players may contribute as much or as little currency as they like. There is no secret bidding. If the Resolution fails, all players who contributed currency may take that currency back. If it passes, the Resolution will only benefit players who contribute 3 or more currency. The players who funded it immediately gain 1 Prosperity. Later in the game, 1 or more additional players may join this Resolution by contributing at least 3 currency each. When they do, they each gain 1 Prosperity. If Game-End Conditions 3 or 4 are triggered, all players who funded this Resolution do not lose the game.
Example. In Round 9, Player 1 proposes "Colonize Mars." They contribute 4 currency. Then Player 2 contributes 4 currency. Players 3, 4 and 5 do not fund the Project. Even though the Resolution is not supported by the majority of players, it still passes, because it was funded with 8 currency. Players 1 and 2 earn 1 Prosperity each. Later, in Round 10, Player 5 decides to contribute 3 currency to the Resolution and gains 1 Prosperity. Then, in Round 11, Player 3 pushes Global Emissions to 30, ending the game. Players 1, 2, and 5 do not lose; instead, they proceed to scoring. Player 4 also moves to scoring as he is the lowest emitter. Player 3 loses and does not proceed to scoring.
Leader Cards
Diplomat
- Once per game: you rotate this card to veto a Resolution (i.e. it fails, no matter the outcome of the vote and players who voted "no" including the diplomat earn 2 income).
- At the end of the game: gain 2 VP for each Resolution passes with one of your voting tokens on it.
Energy Tycoon
- Every time you fund a Project in the Fossil Fuel sector: gain 1 Prosperity. (Example: "Oil Industry" generates 4 Prosperity for you, instead of 3.)
- At the end of the game: gain 5 VP for each Project you funded in the Fossil Fuel sector.
Scientist
- Every time you earn income, earn 1 additional currency for each Technology you funded. You can only earn a maximum of 2 currency. (Example: You have 10 Prosperity and 3 Technology cards. You earn 12 currency on your turn: 10 from your Prosperity and 2 from your Technology cards.)
- At the end of the game: gain 2 VP for each Technology you funded. (Note: this only includes Technology cards you funded yourself.)
Environmentalist
- Once per game: you may rotate this card to reduce Global Emission by 2.
- At the end of the game: gain +6VP for having the lowest emissions among all players (in 1 player games, earn 6VP if your emissions are less than 5). Additionally, gain VP equal to 5 minus your emissions. (Example: if your emissions are 3, you gain an additional 2VP.)
Entertainer
- Once per game: you may rotate this card to "host a festival." If you do, gain 2 Prosperity and increase your Emissions and Global Emissions by 2.
- At the end of the game: gain 2 VP for each Project you funded in the Entertainment sector.
Military General
- Once per game: you may rotate this card to gain immunity from 1 Critical Event. You receive no effects from that Critical Event. (Example: The "Global Drought" card is drawn, and it states that the highest emitter loses 2 Prosperity. You are the highest emitter, but you rotate this card and ignore the effect. You lose 0 Prosperity.)
- At the end of the game: gain 3 VP for every Project you funded in the Manufacturing sector.