WEBVTT

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Rival Houses compete for
power in one shared world.

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Your choices build your fortune, but also
change the climate everyone depends on.

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You lead a House. Over ten rounds,

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you build Legacy: your
final score from assets,

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wealth and private goals.

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If the world survives,
highest Legacy wins.

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Here is the rhythm. The world changes.

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Once per round, you collect
income from your assets,

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plus two base Capital.

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Houses take turns acting.

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Then the shared vote resolves.

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You are choosing how to strengthen
your House while managing the climate.

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Let's start with what you control.

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The board has four shared districts:

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Delta, Reach, Verge and Rim.

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Different Houses can own
assets in the same district.

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Where you place an asset affects its
exposure to weather and which local

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effects or placement restrictions apply.

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Capital is your money: you use it to
buy assets and pay for other actions.

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Influence supports shared Initiatives.

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Operatives are your crew,
represented by these pieces.

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They determine how much
you can do in a round.

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You start with three Operatives.

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On your turn, place one to take an action,

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such as buying an asset,
campaigning or hustling for money.

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Pay any Capital or Influence
the action requires as well.

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The Operative lets you act;
it does not replace that cost.

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Then another House takes its turn.

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When play comes back to you, you
can use another available Operative.

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A used Operative returns near
the start of the next round,

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during Income, after the world changes.

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Some assets increase
your crew permanently.

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The new Operative arrives during
Income at the start of the next round,

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up to a maximum of six.

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You may also pass. That ends your
own action turns for this round.

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But any Operative you keep can
still join someone else's takeover.

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Saving one means giving up an
action now to keep that option open.

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Assets shape your economy and the climate.

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Dirty assets earn income and add heat.

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Clean assets provide cooling.

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Neutral assets offer other benefits.

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Inspect an asset to see its cost, income,

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heat and Legacy.

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We are Helios Combine.

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With our energy discount, this Solar
Array costs two Capital instead of three.

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We use one Operative and pay two Capital.

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Select the asset, then click
its district to place it.

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The ownership disc marks it as ours.

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Its cooling helps on future rounds.

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Each round reveals an Initiative:
a shared proposal to cool the world.

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Campaigning uses one Operative to
commit Influence secretly in support.

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At round end, everyone's
contributions are added together.

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With four Houses, five
Influence is needed to pass.

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Passing normally lowers the
Dial by nine parts per million.

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Too little support means
the proposal fails.

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Your committed Influence
is spent either way.

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So an asset directly changes
your House's position,

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while a campaign depends on
enough Houses contributing.

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You cannot see their hidden
contributions when choosing your own.

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Your Agenda rewards the
climate's final band.

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Your Vice rewards particular achievements.

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Our Broker prefers a Warm or Hot finish,

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while Green Monopolist rewards
the most Solar and Wind.

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Rivals may want different endings.

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At six hundred parts per
million, Collapse ends play.

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Only an Accelerationist with at least two

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dirty assets and six
Capital can win there.

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Cracked tipping points keep adding heat,

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even if the Dial later falls again.

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Your other options let
you shape that contest.

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Contracts let you buy an asset through
a card with a special deal or condition.

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Read its price and effect
before choosing it.

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Develop lets you protect assets
or change their surroundings.

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You can add weather protection,

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place a NIMBY that restricts
placement in a district,

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or add a programme to an Institution.

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Check the inspector to
see what each option does.

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Schemes are drawn and held secretly,

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but played openly at their allowed times.

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After rounds three and seven, a Tribunal
is a vote to choose which House must

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reveal a secret.

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That player reveals one still-hidden card:

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their Agenda or Vice.

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This shows the other Houses
part of their private goals.

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Use the inspectors to check
these options as you need them.

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You do not need to memorise every
card before your first round.

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Know your resources, your goal, and the
consequence of the action you choose.

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Now let's follow a whole round.

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The world turns: heat and Research leave
the Dial at four hundred and sixty-four.

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A hurricane costs one Capital.

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Income brings us to sixteen and
makes our crew available again.

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We build a Wind Farm for three Capital,

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using one Operative.

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On our next turn, we use another

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Operative to commit two
Influence to the shared vote.

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We pass, keeping our
last Operative available.

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The Assembly now launches a
takeover of Greenwall's plant.

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It commits one Operative
to start the attack.

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A takeover gives other Houses a chance to
join a side using available Operatives.

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Each other House can commit
one Operative to either side.

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The owner can commit one or two
available Operatives to defend.

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We join the attack with
the Operative we saved.

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The attacking side now has
two Operatives in total.

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The defending side has one.

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Those Operatives become
available again during

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Income at the start of the next round.

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Each side rolls a six-sided die.

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Every committed Operative
adds one to that side's roll.

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The defender also gets two automatic
points for the plant's built-in security,

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even if nobody sends
an Operative to defend.

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Here, the attackers roll five.

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Add their two Operatives: seven.

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The defender rolls one, adds one
defending Operative and two security:

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four. Higher total wins;
a tie would favour the defender.

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Seven beats four,
so the takeover succeeds.

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Community control removes the
plant's normal income and heat.

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The asset stays on the board.

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A revealed Accelerationist leading a

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successful takeover can
choose Vested control instead.

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The asset then keeps earning income
for that House and adding heat.

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That is an alternative to the
Community result shown here.

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A later takeover fails. The other
Houses finish their actions.

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Now we resolve the Initiative
we supported earlier.

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The Houses committed
two Influence in total,

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but five were needed. The proposal fails,

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so it provides no cooling.

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Our committed Influence is still spent.

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Round two is complete. The next round
opens at four hundred and seventy-five.

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Our assets, resources and
earlier choices carry forward.

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Build your economy. Watch the climate.

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Read the other Houses.
Then choose your next move.
