WEBVTT

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One shared planet. Private ambitions.

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This is Firebreak, a game about making
money while your choices change the

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climate everyone depends on.

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You have six Agents: the
six pieces in front of you.

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In each of eight rounds,
you give every Agent one job.

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Choices are secret,
then take effect together.

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Your hidden Agenda rewards a
particular climate at the end.

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If the world survives, the
highest Legacy score wins.

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We will explain scoring after the pieces.

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A round is one cycle for everyone:

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the world changes, you
choose jobs privately,

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everyone shows their choices together,

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then players buy or take wages.

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Your market turn is just
your part of that round.

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An Agenda is your secret objective card,

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kept throughout the game.

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Money means game coins, not real money.

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Start with the climate display.

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P P M means parts per million.

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This is the shared climate reading.

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Higher is more dangerous.

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The current bands are Warming,
below five hundred and ten;

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Severe warming, five hundred and
ten to five hundred and forty-nine;

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and Extreme warming, five hundred and
fifty to five hundred and ninety-nine.

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At six hundred, the game
ends immediately in Collapse.

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Being in the first band does not
mean the planet has no warming.

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Each round begins with automatic
heating from the baseline,

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cracked tipping points and owned assets.

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The baseline increases in later rounds.

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Ice Loss starts cracked.

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Each cracked tipping point adds two
each round and never repairs itself,

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even if the reading falls.

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Baseline means automatic
heating before anyone's jobs.

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A cracked tipping point is a
permanently triggered effect.

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Reaching five hundred,
five hundred and fifty,

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or five hundred and
seventy-five activates another.

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These triggers differ from scoring bands.

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Cooling later does not switch
their extra heating off.

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Each Agent is one of
your six reusable pieces.

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WORKS, COOL and BURN are the jobs
you give those pieces this round.

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You choose again next round.

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WORKS earns money or buys assets
without changing the climate.

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Later, use that labour for a purchase
or collect two money per Agent.

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A WORKS Agent is simply
one assigned to this job,

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not a different kind of piece.

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COOL lowers the climate reading by
three and costs you one money per Agent.

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BURN raises it by three and normally
earns three money per Agent.

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Four at work, one cooling
and one burning uses all six.

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The cooling and burning cancel,
but their payments still happen.

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You must afford cooling
when it is charged.

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Open burning can pay for it
when choices take effect;

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masked burning and future wages cannot,

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because that money is not yours yet.

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Reveal means showing the jobs
everyone chose secretly this round.

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Think of players placing
choices face down,

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then turning them over together.

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In this digital game,
Confirm locks your choices.

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When everyone has confirmed, the
game reveals them automatically.

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There is no separate reveal button.

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This regular job reveal does not
show your secret Agenda card.

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Open means unmasked, not visible
while you are still choosing.

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At reveal, open choices show their owners.

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You have two masks for the entire game.

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Spend one to hide the owner
of one COOL or BURN choice.

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You can never mask WORKS.

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A used mask is gone, but your
Agent returns for next round.

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A masked burn is a BURN
choice with a mask attached.

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It still heats the world by three.

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The mask hides who burned, not the heat.

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You can also mask cooling,

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which still removes three and
still costs its owner one money.

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The Fog pool is the shared area
for these masked climate chips.

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At reveal, they are mixed and
turned face up without owner labels.

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The computer still remembers ownership
to charge cooling and track points.

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Players see the pooled totals.

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They may guess an owner, but
receive no identifying label.

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The separate Fog pot holds money.

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Each masked BURN puts three money
into this shared pot instead

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of paying its owner directly.

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A masked COOL puts no money into it.

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After the reveal in this digital game,

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players privately request
money from the pot.

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If you made one masked burn and
have not claimed its earnings,

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three is your honest claim.

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But the controls can let a player
request more than they earned,

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even if they contributed nothing.

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Not audited by the table means other
players cannot check your claim against

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your hidden contribution.

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The game accepts dishonest
requests within the pot limit.

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Requests are secret.

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If they add up to more
than the pot contains,

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this digital game pays them clockwise from
the first player until the money runs out.

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Asking for three does not
guarantee receiving three.

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For example, a pot holds three.

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Two players each request three.

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The earlier player receives three;

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the later player gets nothing.

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First-player order matters.

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A claim does not prove who burned.

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Now the reveal. Separate showing
choices from resolving their effects.

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First, every player
confirms a full allocation:

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the jobs assigned to all six Agents.

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Until everyone confirms, your
choice stays secret and locked.

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You cannot react to a
rival's revealed choice.

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Commitments reveal together.

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Unmasked jobs show their owners.

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Masked climate choices show only
their shared COOL and BURN counts.

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Your Agenda and money remain private.

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Then the game resolves,
meaning it applies those choices.

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Count all COOL and BURN across the table,

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including Fog. Subtract three for
each COOL and add three for each BURN.

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Move the climate reading
once by that combined result.

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WORKS contributes zero. Masks never
remove chips from this calculation.

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If the reading reaches six hundred,

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Collapse stops play before
the remaining payments.

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If play continues, open
burns pay their owners.

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Masked burns pay the Fog pot.

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Then each owner pays
for all their cooling,

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including masked cooling.

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Finally come private Fog claims,
followed by the market and wages.

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You do not click individual rival chips
or choose whether their effects happen.

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The game applies the reveal automatically,

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then offers your next decision.

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The market is the row of
four face-up asset cards.

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Buy and keep these cards
in your own asset rack.

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The Fog pool holds
anonymous climate chips,

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the Fog pot holds claimable money,

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and the market sells assets.

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Buying runs clockwise
from the first player.

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Each purchase costs the card's
printed money price and three Agents

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you assigned to WORKS. Those three
cannot also earn wages this round,

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but return next round. For example,

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assign four Agents to WORKS.

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Buy one card using three of
them, then finish buying.

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Your one unused WORKS Agent earns
two money when you take the wages.

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Two WORKS Agents cannot buy a card;

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they can earn four money instead.

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You cannot spend wages
before you collect them,

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and taking the wages
ends your market turn.

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These cards are in our opening market.

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A Refinery costs four money,
plus three WORKS Agents.

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Each world turn after purchase,

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it earns three money and adds
one to the climate reading.

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The Carbon Sink beside it costs
five money plus three WORKS Agents.

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It earns no regular income.

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Instead it removes two from the climate
reading each world turn while owned.

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It also gives three Legacy points if
the game ends in the Warming band.

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Its cooling starts next world turn,

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not immediately on purchase.

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The Media House changes accusations:

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its owner's accusation counts twice.

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It does not double the
payment per accuser.

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Inspect each card:
income, climate effects,

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points and special abilities
happen at different times.

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Legacy is your final score if
the world survives eight rounds.

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Each full two money gives one point:

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nine money gives four,
not four and a half.

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Add asset points and your Agenda bonus.

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Add one per COOL Agent used during
the game and subtract one per BURN,

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including masked choices.

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Stewards want Warming: four bonus points,

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plus three per full ten
below five hundred and ten.

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Opportunists get nine in Severe warming.

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Accelerationists get
four in Extreme warming,

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plus one per asset that
adds heat each round;

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otherwise they lose two.

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Check your Agenda card for its bonus.

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Tied scores favour whoever used more COOL;

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still tied, first-player order decides.

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On Collapse, normal scoring stops.

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The richest Accelerationist
with at least ten money wins;

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if none qualifies, everyone loses.

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Accusations are a different reveal.

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After rounds three and six, each player
points at an eligible rival or abstains.

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These are suspicions,
not proof of cheating.

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The uniquely most accused
player is cornered:

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they must show their Agenda or pay two
money to each accuser to keep it secret.

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Two accusers therefore cost four.

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If they cannot pay, they must reveal.

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A tie corners nobody.

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Revealing the Agenda shows their
objective for the rest of the game;

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it does not expose previous
masked chips or audit Fog claims.

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A revealed Accelerationist earns four per
open BURN and cannot be accused again.

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Their masked burns still
put three each into the pot.

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Let's follow one whole round.

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We begin at four hundred and fifty.

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The first world turn adds seven
baseline heat and two for the

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cracked Ice Loss tipping point.

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The reading becomes four
hundred and fifty-nine.

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I send four Agents to WORKS.

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That reserves enough
labour for one purchase,

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with one worker left for wages.

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Of the remaining two, I send
one to COOL and one to BURN.

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I leave the cooling open
and mask the burning,

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using one of my two masks.

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Review the summary before confirming:

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four work, one cool, one burn; zero
masked cooling and one masked burning.

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My own climate change is zero.

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I confirm.

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My choice is locked
while the others finish.

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Now everyone reveals.

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Across the whole table there
are seven COOL and one BURN,

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including the anonymous
chip in the Fog pool.

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Seven cooling Agents remove twenty-one.

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One burning Agent adds three.

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The combined change is minus eighteen,

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so four hundred and fifty-nine
becomes four hundred and forty-one.

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We know the pooled chip's face is BURN.

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The pool does not show an owner.

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I know my own choice; rivals
do not get that owner label.

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My masked burning puts three
money into the Fog pot,

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not into my hand.
My open cooling costs one,

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taking my eight money down to seven.

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I now request three from the pot,
the amount my masked burn earned.

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Here I receive three, reaching ten.

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Other claims could leave less available.

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My four WORKS Agents
have paid no wages yet.

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Their labour is available for the market.

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I choose the Refinery from the market.

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It costs four money
and three WORKS Agents.

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I confirm: ten money becomes six,
the card moves to my rack,

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and the market refills.
One WORKS Agent remains.

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I take the wages and confirm.

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That last worker earns two, so I
finish my market turn with eight money.

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I could have skipped buying and earned
eight from all four workers instead.

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Buying trades money and
wages for future benefits.

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Both opponents finish their market turns.

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One also buys a Refinery.

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The round ends and the
first-player marker moves.

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At the next world turn,
both Refineries add heat.

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Seven baseline, two from Ice Loss and two
from the Refineries raise four hundred and

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forty-one to four hundred and fifty-two.

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My Refinery also earns three money,

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taking eight to eleven.

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I now assign all six Agents again.

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Remember: pool for
anonymous climate chips,

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pot for burning money, market for
assets bought with money and labour.

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Choose six jobs, check the reveal,

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and watch the shared climate.
