Common GroundStory cards, votes and the Baron
The table works together to keep the planet under the collapse line by 2050, while each player quietly builds their own Legacy, the final score for what they leave behind. Every round a narrator reads a Story card aloud; the world turns; you build, you vote, and when you dare, you band together to take the fossil assets heating the board out of private hands. One player may secretly be the Baron, whose fortune grows as the world burns.
Watch the Common Ground tutorial
Components
| Component | Qty | Notes |
|---|---|---|
| Main board and the Climate Dial | 1 | The triangular board, four districts, the ppm arc |
| Tipping tokens | 5 | Cracked face is permanent; the fifth is Permafrost (540 ppm) |
| Asset tiles | 91 | 13 types; see the supply table below |
| Defence tokens | 24 | Any token protects its asset from any weather card |
| Community markers | - | Mark seized assets; the 3D table uses spare ownership discs |
| Capital | 90 | 60 ones and 30 fives |
| Vote tokens | 45 | Income, and the currency of every Initiative |
| Ownership discs | 50 | Markers only, not a limit; if you run out, use any substitute |
| Story deck: Weather | 5 | Drought, Forest Fire, Hurricane, Flood, Sea-level Surge |
| Story deck: Scenario | 8 | One-off events, read aloud, enjoy the joke |
| Story deck: Initiative | 12 | The vote deck |
| Third-era Wildcard deck | 12 | Set aside at setup; enters from round 8 |
| Baron card plus blank decoys | 8 | 1 Baron and 7 Citizens; includes spare Citizens for the uncertain deal |
| Personal Agenda cards | 6 | One secret goal per Citizen; none for the Baron |
| Dice | 2 | Weather district and Collective Actions |
| Player aids | 5 | Press ? on the 3D table |
The asset tiles
Thirteen asset types, each with a printed cost, a printed yield in Capital tokens per round, an end-game Legacy value and a fixed supply. Dirty assets pay best. They always do.
| Asset | Class | Cost | Yield | Legacy | Supply |
|---|---|---|---|---|---|
| Fossil Fuel Plant | dirty | 2 | 5 | -2 | 16 |
| Monoculture Farm | dirty | 2 | 4 | -1 | 8 |
| Logging Site | dirty | 3 | 4 | -2 | 4 |
| Motorway | dirty | 3 | 4 | -1 | 3 |
| Urban Farm | neutral | 2 | 2 | 1 | 14 |
| Housing Block | neutral | 3 | 3 | 1 | 8 |
| Cultural Centre | neutral | 5 | 2 | 2 | 3 |
| Institution | neutral | 4 | 1 | 1 | 4 |
| Solar Array | clean | 3 | 2 | 2 | 9 |
| Wind Farm | clean | 4 | 3 | 2 | 8 |
| Nature Park | clean | 4 | 2 | 3 | 9 |
| Transport Hub | clean | 4 | 3 | 2 | 2 |
| Forest Reserve | clean | 5 | 1 | 4 | 3 |
Setup
- Put the Dial's needle at 450 ppm (the year 2030). The Ice Loss tipping token is already flipped. Place 4 unowned Fossil assets (2 in the Reach, 1 in the Delta, 1 in the Rim) and 2 unowned Forests in the Verge.
- Each player takes 8 Capital tokens, 1 vote token and their ownership discs. The bank never runs out.
- Baron option, recommended at 4 or more players: shuffle 1 Baron card together with blanks to make one more card than the player count. Deal one face-down to each player and return the last card unseen. A Baron may therefore be absent. Look at your role privately. Deal one Personal Agenda to each Citizen; the Baron receives none. With the Baron option off, everyone is a Citizen and the shared survival goal is cooperative.
- Shuffle Weather, Scenario and Initiative cards into one Story draw deck; set Wildcards aside.
- Choose the Dial difficulty: Easy, Standard or Hard. Standard is the default (see The Dial).
- Highest roll is the first Narrator. The role passes clockwise each round.
How a round works
Ten rounds, each about two years, taking you from 2030 to 2050. Every round runs the same five steps, with a Reckoning after rounds 3 and 7.
- The world turns, resolved by the Narrator.
- Story card, drawn and read aloud by the Narrator.
- Income for everyone, then resolve the vote if this round drew an Initiative.
- Actions, clockwise from the Narrator, up to two each.
- Collective Actions resolve as they are proposed during the actions step.
The Dial and tipping points
The Narrator moves the needle. Add up, in this order:
| Source | Movement |
|---|---|
| Baseline, rounds 1-3 | +6 ppm |
| Baseline, rounds 4-7 | +15 ppm |
| Baseline, rounds 8-10 | +16 ppm |
| Dial difficulty, every round from round 4 | see below |
| Each flipped tipping token | +2 ppm |
| Each dirty asset, owned or unowned, excluding Community assets | +1 ppm |
| Each player-owned forest, park, solar, wind or transport | -1 ppm |
Add 1 ppm for each seat above three to every baseline above. Two or three seats add nothing; four add 1, five add 2 and six add 3. Ice Loss already contributes +2 ppm from round 1. Unowned clean assets do not cool the Dial.
| Seats | Baron option on | Baron option off |
|---|---|---|
| 2 | +9 (provisional) | +9 (provisional) |
| 3 | +4 (provisional) | +9 |
| 4 | +4 | +9 |
| 5 | +5 | +8 |
| 6 | +5 | +7 |
Easy is 1 ppm a round less and Hard 1 more. "Baron option on" means the Baron card was shuffled into the deal at setup, whether or not it was dealt. The simulation did not measure 2 seats or 3 seats with the Baron option; those settings use the nearest measured value and are provisional.
Count the assets quickly as pairs: one dirty against one clean cancels out. The net movement from assets is capped at 11 in either direction, so no amount of solar farms turns the round green on its own, and no fossil empire runs away with it in a single step either.
Crossing 500, 540 (Permafrost), 550 or 575 flips that tipping token permanently, and it adds its +2 to every subsequent round.
Story cards and the vote
The Narrator draws one Story card and reads it aloud. This is the beating heart of Common Ground: the cards are written to be performed, and the gallows humour is the point. Three kinds:
Weather
Roll the dice for the district: 1-2 the Delta, 3 the Reach, 4 the Verge, 5 the Rim, 6 the Narrator's choice. Assets of the named kinds in that district produce nothing this round unless defended. Everyone with an asset in the struck district pays 1 Capital token in repairs.
| Card | Hits |
|---|---|
| Drought | Urban Farms and Monoculture Farms |
| Forest Fire | Forests, Nature Parks and Logging Sites |
| Hurricane | Wind Farms |
| Flood | Everything in the district |
| Sea-level Surge | The Delta, whatever the roll says |
Scenario
Apply the one-off effect printed on the card, then enjoy the joke. A coastal reactor floods and everyone loses 2 Capital tokens for iodine tablets; giant fans remove 6 ppm and you draw another Story card; the last Mars ship crashes for +5 ppm, because there is no Plan B.
Third-era Wildcards
Set the 12-card Wildcard deck aside at setup. From round 8, replace a Scenario draw with a Wildcard. Weather and Initiative draws continue normally.
Initiative: the vote
Place the card in the centre and collect Income before voting. Going clockwise once, each player may commit 0 to 2 vote tokens. Then total them.
- It passes if the total is at least player count + 1: apply -9 ppm plus the card's printed effect, and the single largest contributor scores 2 Legacy (on a tie, nobody does).
- Committed vote tokens are spent either way, pass or fail. A failed Initiative is a real loss and everybody knows it, which is exactly why the last player in clockwise order has so much power.
Income
- Collect the printed yield in Capital tokens from every asset you own.
- Community assets pay 1 Capital token to everyone who helped create them, every round, for the rest of the game.
- Everyone collects 1 vote token, rising to 2 per round from round 4.
Actions in detail
Clockwise from the Narrator, each player takes up to two of the following.
| Action | Cost | Effect |
|---|---|---|
| Build | printed cost | Place an asset tile with your ownership disc. |
| Defend | 2 Capital tokens | Place a defence token on one of your assets. It negates any weather effect on that asset. |
| Trade | free | Any deal with any player: Capital tokens, promises, future votes. Non-binding. |
| Buy a vote token | 3 Capital tokens | Take one vote token. Yes, this costs you a whole action. |
| Propose a Collective Action | 1 Capital token | Name a target and see who joins. Not in rounds 9 or 10. Details below. |
Collective Action
This is Common Ground's signature moment: the table deciding, together, that a particular refinery has had long enough.
- Propose a target: any fossil, logging, monoculture or motorway asset on the board. Never your own. No Collective Action may be proposed in rounds 9 or 10.
- Players opt in. Each participant pays 1 Capital token. The proposer's action cost covers their participation; do not charge them twice.
- The owner may recruit defenders, who each pay 1 Capital token. Neutral assets are defended by the bank.
- Roll the dice and add the results, then read the table below. One attacker against one defender needs 7 or more. Each extra attacker lowers the number needed by 1; each extra defender raises it by 1, never below 3+ and never above 11+.
- Success: the asset becomes a Community asset. Its heat no longer counts against the world, and it pays 1 Capital token per round to each participant for the rest of the game. Failure: nothing happens except the Capital tokens you all spent.
| Defenders | 1 att. | 2 att. | 3 att. | 4 att. |
|---|---|---|---|---|
| 1 | 7+ | 6+ | 5+ | 4+ |
| 2 | 8+ | 7+ | 6+ | 5+ |
| 3 | 9+ | 8+ | 7+ | 6+ |
The Baron
Optional, and recommended at four or more players. One Baron card is shuffled with blanks and dealt face-down, so anybody at the table may be nobody at all.
- The Baron wins alone if the game ends in Collapse while they hold 12 or more Capital tokens, or if the world survives round 10 at 550-599 ppm. The surviving-world win has no minimum-Capital requirement.
- They play by all normal rules. Nothing stops them voting for Initiatives, building solar farms, joining Collective Actions, or lying about all of it. The best Barons are pillars of the community.
- Once per game, after any Collective Action against a fossil asset fails, the Baron may reveal themselves to immediately claim that asset, placing their disc on it.
- Revealed or not, at game end every role card is shown.
Personal Agendas
Each Citizen receives one secret goal worth 3 Legacy if completed. The Baron has no Personal Agenda. Reveal goals at game end.
- Sanctuary: own at least 3 Nature Parks or Forest Reserves, and more than any other player.
- Heartland: own at least 2 more assets in one district than any other player owns there.
- Smokestack: receive dirty-asset income in at least 8 different rounds. Keep a private tally; the digital game counts it.
- Unbroken: never lose an asset to weather.
- Bulwark: finish with at least 2 defended assets in one district.
- Commons: help seize at least 2 Community assets, the first by round 5.
The Reckoning
After rounds 3 and 7, each player secretly commits 0-2 vote tokens against one other player; everyone reveals together. Every committed token is spent. Only a unique highest total confronts a player; a tie confronts nobody. That player either reveals their role permanently or pays 2 Capital to each accuser. If they cannot pay everyone, they reveal. Revealing the Baron gives each accuser 1 Legacy; revealing a Citizen makes each accuser pay that Citizen 1 Capital. Personal Agendas remain hidden.
Ending and scoring
Collapse at 600
Everyone loses, except a qualified Baron, who wins alone. The deal contains at most one Baron.
2050, at the end of round 10, world surviving
- The table wins together if the Dial is under 550. Say it out loud. It matters, and the game is built so that this is the sentence people remember.
- Then crown the individual champion.
The Climate Dial is marked in four bands: Danger below 510, Severe danger 510-549, Extreme danger 550-599 and Collapse at 600. Every band is dangerous; the table's goal is to end below 550, out of Extreme danger.
A Community asset you helped seize awards 1 Legacy if held for less than two full rounds, or the absolute value of its printed Legacy after two full rounds. A Fossil Fuel Plant held long enough therefore awards 2 to each seizer. Count only assets still in Community hands.
Highest Legacy is the individual champion. Ties use most Community contributions, then remaining votes, then clockwise from the Narrator. At 550-599, the table fails its shared goal and a seated Baron wins alone, regardless of the Legacy champion. If no Baron was dealt, the champion still stands. The digital score also adds 8 Legacy to the Baron at 550-599; their solo win takes precedence over that score.
- Fossil is not a trap, it is a loan. Cost 2 for a yield of 5 is the best rate on the board. It costs you 2 Legacy at the end and it costs everyone a point of ppm every round in between. Building one early and seizing it back later has been known to happen.
- Forests are Legacy, not income. Cost 5 for a yield of 1, and 4 Legacy: the single biggest printed score in the game, with a supply of three. Somebody should take one. Everybody thinks somebody else will.
- The vote is the only lever big enough to matter. -9 ppm dwarfs any single build. If Initiatives keep failing by one token, the table is losing on coordination, not on strategy.
- Defence is cheap insurance for expensive assets. Two Capital tokens to protect a Wind Farm from a hurricane in the round the Dial is already climbing is not a defensive play, it is an income play.
- Collective Actions want a crowd. Three attackers against one defender need only 5+, which succeeds on 30 of the 36 possible rolls (five sixths). The hard part is getting three people to pay and join the same attempt.
- If somebody keeps abstaining from votes while quietly getting rich, that is either a Baron or somebody who is about to be accused of being one. Both are fine outcomes for the evening.