WEBVTT

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Four districts. Ten rounds.

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One shared climate. In Common Ground,

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the assets that build your fortune
also shape everyone's future.

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The shared Climate Dial measures carbon
dioxide in parts per million, or ppm.

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Finish ten rounds below five hundred
and fifty for the table to succeed.

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At six hundred, Collapse
ends play immediately.

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Legacy means your final score.

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It combines asset points,
one point per full three money,

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and rewards for shared
action and your secret goal.

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In a successful world, the highest
Legacy earns the individual championship.

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There may also be a hidden Baron.

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That player wins alone if the world
finishes between five hundred and fifty

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and five hundred and ninety-nine,

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or if Collapse happens while
they hold at least twelve money.

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The deal can leave the Baron out entirely.

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Place assets in the Delta,
Reach, Verge or Rim.

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Weather strikes districts, so location
affects which assets are exposed.

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An ownership disc identifies
whose asset it is.

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Some assets start unowned, and those
dirty assets still heat the world.

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These are money tokens. Spend
them on assets and other actions.

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These are vote tokens,

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used to support shared proposals
or challenge a suspected Baron.

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The defence token protects an
asset from weather effects;

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it does not remove the
owner's district repair bill.

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First, the world turns: baseline warming,
tipping points and assets move the Dial.

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Next comes a Story card.

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It brings weather, an event,
or an Initiative: a shared proposal.

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Then Income pays your assets' yields.

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Everyone also receives one vote token,
rising to two from round four.

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If an Initiative was drawn,
its vote happens after Income.

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Finally, players take
their turns clockwise,

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each taking up to two actions
before the next player acts.

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A new asset normally starts
paying at the next round's Income.

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Read four things before buying: price,
income, climate effect and Legacy.

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A Fossil Fuel Plant costs two money
and normally earns five each Income.

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It also adds one ppm each world
turn and is worth minus two Legacy.

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A Solar Array costs three, earns two,

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removes one ppm each world
turn and is worth two Legacy.

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An Urban Farm costs two,
earns two and scores one Legacy,

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with no regular climate effect.

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Compare the other dirty,
clean and neutral choices here.

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Each offers a different balance
of price, income and points.

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The reference sheet lists every asset.

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Build selects the asset and district.

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Defend costs two money
and uses another action.

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Buying a vote token costs three money.

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You can also propose Collective Action,
discuss a non-binding trade, or pass.

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Passing ends your turn.

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You have two action
opportunities each turn.

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An Initiative is a shared
proposal to cool the world.

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Going clockwise, each player may
commit zero, one or two vote tokens.

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The threshold is the
number of players plus one.

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Committed tokens are spent whether
the proposal passes or fails.

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Passing removes nine ppm,

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with any additional mechanical
effect shown for that card.

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The sole largest contributor
earns two Legacy;

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tied contributors earn
no sponsorship bonus.

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Supporting it helps everyone;
keeping tokens preserves options.

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Collective Action tries to turn
someone else's dirty asset,

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or an unowned one, into a Community asset.

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Proposing costs one money,
including your participation.

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Other attackers can
join for one money each.

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A private owner can recruit additional
defenders, each paying one money.

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Add two dice together and compare
the total with the target.

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One attacker against one
defender needs seven or more.

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Each extra attacker
lowers that target by one;

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each extra defender raises it
by one, within three to eleven.

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Count participating players on each side.

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On success, the asset passes
into Community ownership.

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The asset stops heating the world and pays
one money at each later Income to every

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participant who helped seize it.

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After two full rounds, each participant
scores the magnitude of the asset's

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printed Legacy: two points
for a Fossil Fuel Plant.

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A later seizure earns one point.

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If an attempt against a
Fossil Fuel Plant fails,

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the Baron can reveal and claim
that asset once per game.

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A failed action can strengthen the Baron.

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Each Citizen has a secret Personal
Agenda worth three Legacy if completed.

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It is a scoring goal, not a card you play.

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The Baron has no Personal Agenda.

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After rounds three and
seven comes the Reckoning:

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a challenge to someone's hidden role.

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Players secretly spend
vote tokens on a suspect.

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The single highest total confronts
that player; a tie confronts nobody.

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They reveal their role, or pay two money
to each accuser if they can afford it.

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Revealing the Baron earns
each accuser one Legacy.

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If the revealed role is Citizen,
each accuser pays them up to one money.

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The Personal Agenda stays private.

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Revealing the Baron
does not eliminate them.

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From round eight, Wildcards
can replace scenario events.

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Meanwhile, flipped tipping points stay
flipped even if the Dial falls again.

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Read both before your next turn.

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Let's follow one complete round.

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This three-player example has no Baron.

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We begin at four hundred and fifty ppm.

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The world turn moves the Dial
to four hundred and sixty-two:

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six from baseline warming,
two from Ice Loss,

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and four from unowned Fossil Fuel Plants.

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The Story card is Offshore Wind Farms.

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It proposes nine ppm of cooling
if the Initiative passes.

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Income leaves us with eight
money and one vote token.

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We own no assets yet, so there
is no asset income to collect.

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I commit one vote token.

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The second player commits none.

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The third also commits none.

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We reach one against a threshold of four.

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The Initiative fails, and the Dial
stays at four hundred and sixty-two.

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Our committed token is spent.

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For my first action, I choose Build,

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Clean,

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Solar Array,

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then the Delta. It costs three money.

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Watch the asset land,
then the ownership disc.

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We now have five money
and one action left.

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My second action defends
that asset for two money.

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Here is the defence token.

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We have three money left, and both
action opportunities are used.

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Now the second player builds
a Transport Hub in the Reach,

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then another.

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The third player builds
a Wind Farm in the Verge,

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then a second one. Each
opponent has taken both actions.

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That completes the round.

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Now the next round begins, with the
Narrator moving to the second player.

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Our Solar Array contributes
one ppm of cooling.

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With all the other assets, the net
asset contribution is minus one.

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Baseline warming and Ice
Loss still add eight.

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The Dial rises by seven,
to four hundred and sixty-nine.

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The next Story card is Building
Retrofit Blitz, another Initiative.

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At Income, our Solar pays two
money, bringing us to five.

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We also receive one vote token.

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The investment changes our economy and
the shared climate in different steps.

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Build an economy, read other players'
choices, and decide when to act together.

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Your Legacy matters, but so
does the world you leave it in.
