Turning Point Coming soon

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.

2-6 players; guided play 3-6 Ages 10+ 60-90 minutes 10 rounds to 2050 Mostly cooperative
Coming soon Common Ground is not available to play yet. These rules are a preview. Vested Interests is available now.
On this page

Components

Common Ground inventory
ComponentQtyNotes
Main board and the Climate Dial1The triangular board, four districts, the ppm arc
Tipping tokens5Cracked face is permanent; the fifth is Permafrost (540 ppm)
Asset tiles9113 types; see the supply table below
Defence tokens24Any token protects its asset from any weather card
Community markers-Mark seized assets; the 3D table uses spare ownership discs
Capital9060 ones and 30 fives
Vote tokens45Income, and the currency of every Initiative
Ownership discs50Markers only, not a limit; if you run out, use any substitute
Story deck: Weather5Drought, Forest Fire, Hurricane, Flood, Sea-level Surge
Story deck: Scenario8One-off events, read aloud, enjoy the joke
Story deck: Initiative12The vote deck
Third-era Wildcard deck12Set aside at setup; enters from round 8
Baron card plus blank decoys81 Baron and 7 Citizens; includes spare Citizens for the uncertain deal
Personal Agenda cards6One secret goal per Citizen; none for the Baron
Dice2Weather district and Collective Actions
Player aids5Press ? 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 costs, yields and Legacy
AssetClassCostYieldLegacySupply
Fossil Fuel Plantdirty25-216
Monoculture Farmdirty24-18
Logging Sitedirty34-24
Motorwaydirty34-13
Urban Farmneutral22114
Housing Blockneutral3318
Cultural Centreneutral5223
Institutionneutral4114
Solar Arrayclean3229
Wind Farmclean4328
Nature Parkclean4239
Transport Hubclean4322
Forest Reserveclean5143
Community markers Community markers have no fixed count. On the 3D table, flip a spare ownership disc onto a seized asset to mark it.

Setup

  1. 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.
  2. Each player takes 8 Capital tokens, 1 vote token and their ownership discs. The bank never runs out.
  3. 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.
  4. Shuffle Weather, Scenario and Initiative cards into one Story draw deck; set Wildcards aside.
  5. Choose the Dial difficulty: Easy, Standard or Hard. Standard is the default (see The Dial).
  6. 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.

  1. The world turns, resolved by the Narrator.
  2. Story card, drawn and read aloud by the Narrator.
  3. Income for everyone, then resolve the vote if this round drew an Initiative.
  4. Actions, clockwise from the Narrator, up to two each.
  5. Collective Actions resolve as they are proposed during the actions step.
A card every roundEvery round the Narrator draws one Story card from a deck of 25: 5 weather, 8 scenarios and 12 Initiatives. Weather comes about 1 round in 5, so about twice a game. A vote happens only when an Initiative is drawn. From round 8, a Wildcard replaces any scenario drawn.

The Dial and tipping points

The Narrator moves the needle. Add up, in this order:

The world turns
SourceMovement
Baseline, rounds 1-3+6 ppm
Baseline, rounds 4-7+15 ppm
Baseline, rounds 8-10+16 ppm
Dial difficulty, every round from round 4see 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.

Dial difficulty: extra ppm every round from round 4, at Standard
SeatsBaron option onBaron 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.

If the Dial ever reaches 600, from any source at any moment, the game ends in Collapse at once.

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.

The five weather cards
CardHits
DroughtUrban Farms and Monoculture Farms
Forest FireForests, Nature Parks and Logging Sites
HurricaneWind Farms
FloodEverything in the district
Sea-level SurgeThe 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.

Income

Actions in detail

Clockwise from the Narrator, each player takes up to two of the following.

The action menu
ActionCostEffect
Buildprinted cost Place an asset tile with your ownership disc.
Defend2 Capital tokens Place a defence token on one of your assets. It negates any weather effect on that asset.
Tradefree Any deal with any player: Capital tokens, promises, future votes. Non-binding.
Buy a vote token3 Capital tokens Take one vote token. Yes, this costs you a whole action.
Propose a Collective Action1 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.

  1. 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.
  2. Players opt in. Each participant pays 1 Capital token. The proposer's action cost covers their participation; do not charge them twice.
  3. The owner may recruit defenders, who each pay 1 Capital token. Neutral assets are defended by the bank.
  4. 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+.
  5. 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.
Target total on the dice (attackers across, defenders down)
Defenders1 att.2 att.3 att.4 att.
17+6+5+4+
28+7+6+5+
39+8+7+6+
Digital resolution The owner or bank supplies one base defender. Players may join the defence of an owned asset by paying 1 Capital each; they cannot join the bank's defence of an unowned asset. The target is 7 plus extra defenders minus extra attackers, clamped to 3-11.

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.

Personal Agendas

Each Citizen receives one secret goal worth 3 Legacy if completed. The Baron has no Personal Agenda. Reveal goals at game end.

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 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.

Legacy = owned asset Legacy + 2 per Initiative sponsored + Community awards + 1 per complete 10 Capital + 3 for a completed Personal Agenda + Reckoning points

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.

Strategy notes
Story draws on the digital table Guided Common Ground uses one merged Story draw per round. An Initiative vote happens only when an Initiative is drawn. Separate visible deck stacks are presentation furniture, not a rule to draw all three kinds each round.