Vested InterestsContracts, secrets and the Tribunal
You lead a House with a public ability and hold two private cards. Your Agenda sets your scoring bonus or victory condition for the final climate band. Your Vice awards extra Legacy points, the game's victory points, for meeting its condition. Spend Operatives to take actions and use Contracts to build at a discount. The Projection marker forecasts the final climate reading. At the end of rounds 3 and 7, a Tribunal vote requires one player to reveal a secret.
Watch the Vested Interests tutorial
Components
| Component | Qty | Notes |
|---|---|---|
| Main board and the Climate Dial | 1 | Four printed districts, the era and round track |
| Tipping tokens | 5 | Intact face, cracked face, no way back |
| Projection marker | 1 | Where the world ends at the current rate |
| Asset tiles | 91 | 13 types; supply table below |
| Defence tokens | 24 | 8 each of water, flood and fire |
| Community / Vested markers | 12 | Not a supply limit: substitute freely |
| Institution mini-cards | 9 | Disinfo, CIA, Research |
| NIMBY tokens | 4 | Closes its district to new building; not an asset |
| Capital tokens | 90 | 60 ones and 30 fives |
| Influence tokens | 45 | The vote currency |
| Operative meeples | 30 | 6 per player: your crew are your actions |
| Ownership discs | 50 | 10 per player |
| Contract cards | 24 | 12 designs, 2 copies each |
| Initiative cards | 15 | The vote deck: 12 Initiatives and 3 bad Initiatives |
| Planet cards | 13 | 5 weather, 8 scenario |
| Scheme cards | 12 | Dirty tricks, one of each design |
| Agenda cards (secret) | 15 | 5 Steward, 6 Opportunist, 4 Accelerationist; each card prints its role |
| Vice cards (secret) | 10 | Secret bonus-scoring conditions |
| House cards | 5 | Public asymmetric powers |
| Dice | 2 | Weather district, first player, Takeovers |
| Asset | Cost | Yield | Heat | Legacy | Supply |
|---|---|---|---|---|---|
| Fossil Fuel Plant | 2 | 5 | +2 | -2 | 16 |
| Monoculture Farm | 2 | 4 | +1 | -1 | 8 |
| Logging Site | 3 | 4 | +1 | -2 | 4 |
| Motorway | 3 | 4 | +1 | -1 | 3 |
| Urban Farm | 2 | 2 | 0 | 1 | 14 |
| Housing Block | 3 | 3 | 0 | 1 | 8 |
| Cultural Centre | 5 | 2 | 0 | 2 | 3 |
| Institution | 4 | 1 | 0 | 1 | 4 |
| Solar Array | 3 | 2 | -1 | 2 | 9 |
| Wind Farm | 4 | 3 | -1 | 2 | 8 |
| Nature Park | 4 | 2 | -1 | 3 | 9 |
| Transport Hub | 4 | 3 | -1 | 2 | 2 |
| Forest Reserve | 5 | 1 | -2 | 4 | 3 |
The districts
Every land tile belongs to exactly one district: the Delta (coastal lowlands, including both offshore bays; home of floods and sea-level surge), the Reach (plains; home of drought), the Verge (forest belt; home of forest fire) and the Rim (highlands; home of hurricanes). "Coastal" means Delta plus offshore. District weather and sea-level effects use these, so a few Contracts reward building in the same district, while spreading out reduces exposure to one weather event.
Setup
- Board and Dial. Needle to 450 ppm, Ice Loss token already crossed, Projection marker at 450, era marker on round 1.
- Seed the world. Place 4 neutral Old World Fossil assets (two in the Reach, one Delta, one Rim) and 2 Forests in the Verge, as printed in the setup diagram.
- Houses. Deal or draft 1 House card each. Take 6 Capital, 3 Operatives and your ownership discs. You start with 0 Influence: the era grant is collected when the world turns in round 1, not now.
- Secrets. Build the Agenda deck for the player count (below), deal 1 face-down Agenda each and return the undealt cards to the box unseen. Shuffle the Vices and deal 1 face-down Vice each. Look at both. Keep them private unless a rule reveals them or lets another player look. You may voluntarily reveal either on your own turn.
- Market. Shuffle Contracts and reveal 4 Contract cards face up. Shuffle the Initiative and Planet decks. Place the Schemes face-down as a draw pile.
- First Player: roll the dice and add the results; the highest total starts. The marker rotates clockwise each round.
| Players | Steward | Opportunist | Accelerationist | Deck |
|---|---|---|---|---|
| 3 | 2 | 2 | 1 | 5 |
| 4 | 3 | 2 | 2 | 7 |
| 5 | 3 | 3 | 2 | 8 |
Nobody knows which agendas are seated. At three players the deck contains only two Stewards, so an all-Steward table is impossible. An Accelerationist may be left undealt.
How a round works
Ten rounds in three eras: the first era is rounds 1-3, the second era rounds 4-7 and the third era rounds 8-10. Each round runs in this order:
The world turns
Resolved by the First Player, in six steps.
- Advance the Dial. New ppm = old + era baseline + crossed-tipping penalties + net board Heat − removals.
- Check tipping points. Crossing 500, 550 or 575 flips that token permanently and adds its penalty from then on.
- Set the Projection. Move the Projection marker to the ppm the world reaches if nothing changes. Its band forecasts the final climate band; it does not determine who is currently winning.
- Draw a Planet card: weather or scenario.
- Reveal the round's Initiative into the vote box.
- Refresh. Slide the Contract cards down and refill to 4. (Contracts nobody can take are discarded at the end of Income; see The Contract cards.) At the start of each era (rounds 1, 4 and 8) every player takes the Influence grant: 3, then 4, then 4.
| Source | Movement |
|---|---|
| First era baseline (rounds 1-3) | +6 ppm |
| Second era baseline (rounds 4-7) | +10 ppm |
| Third era baseline (rounds 8-10) | +11 ppm |
| Each crossed tipping token (500, 550) | +2 ppm |
| Crossed tipping token (575) | +3 ppm |
| Net board Heat (dirty units minus clean units) | clamped to ±11 |
| Research removal, whole table | up to -11 ppm total |
Each programme removes 11 ppm, and their combined cooling cannot exceed 11 ppm per round for the whole table, however many Research mini-cards are in play and whoever owns them. One active Research reaches the limit on its own, so no House or Contract adds cooling beyond it.
Disinfo silences one named Research. When you play a Disinfo mini-card, name any Research in play. It removes nothing from that moment until the world has turned once more, so it misses exactly one cooling, then resumes.
Income
Simultaneous. Collect Capital from your assets, take +2 base Capital, and return your Operatives from the board to your supply. Weather-exhausted assets yield nothing this round. An Operative gained by building enters your supply at the next Income phase, not immediately.
Actions in detail
Round-robin, starting with the First Player. On your turn you place 1 Operative to take exactly one action, or pass, and a pass is final for the round. Continue around the table until everyone has passed or run out of Operatives.
| Action | Cost | Effect |
|---|---|---|
| Contract | card price | Take one of the Contract cards and build its asset with its twist. A new card replaces it immediately. |
| Build | list price | Build any asset from supply at its printed cost, no twist. Always available. |
| Develop | varies | Place a defence token (3-4 Capital), a NIMBY (6), or an Institution mini-card on your Institution (5-6 Capital plus 2 Influence). |
| Campaign | free | Secretly load any amount of Influence into your fist for this round's vote. Once per player per round. |
| Scheme | 2 Capital | Draw 1 Scheme card. Once per player per round, hand limit 2. Playing a Scheme is free and does not buy you another draw. |
| Takeover | see below | Launch or join a takeover of a dirty asset, a NIMBY or an Institution. |
| Hustle | free | Take 2 Capital, or 3 if you own 3 or more Housing/Cultural. Once per player per round. |
Convert a Fossil plant: Helios Combine has this additional action once per era. It uses 1 Operative and no Capital: replace one of your Fossil Fuel Plants with a Solar Array or Wind Farm from supply in the same district.
Stand aside (decline): skip the current optional Scheme or Takeover response. This is different from Pass, which ends your Actions for the round. If no eligible Tribunal suspect remains, standing aside means casting no vote. In online games every player is asked at every Scheme window, even with no Scheme to play, so being asked tells nobody who holds one.
Crew growth: Housing, Transport Hub, Institution and Cultural Centre each grant +1 permanent Operative when built, to a maximum of 6. Institutions: maximum 4 on the board, limit 1 per player until the second era. At five players use 5 Institution sites: the four printed tiles plus the marked reserve site in the Rim.
The Contract cards
Four Contracts sit face-up. Each offers one of the thirteen assets at a discount, with an extra effect or condition written on the card. Dirty Contracts are printed in amber; clean ones in teal. Taking a Contract uses an Operative and the card's price. Other players may take a deal before your next turn.
Dead Contracts. At the end of each Income phase, discard every Contract card on offer that no player could legally take at that moment, then refill to 4.
| Contract | What it does |
|---|---|
| Shadow Drilling Lease | Build a Fossil Fuel Plant for 1 Capital less, even past a NIMBY. Downside: +1 extra Heat until this era ends. "No one has to know." |
| Legacy Refinery | Build a Fossil Fuel Plant for 2 Capital less (free). Downside: lose 2 Legacy points at game end. "Cheap now. Expensive forever." |
| Carbon Cowboys | Build a Logging Site for 1 Capital less and earn +2 Capital now. Downside: at your next Tribunal, votes against you count double. |
| Astro-Ag Domes | Build a Monoculture Farm for 1 Capital less. Drought cannot stop it. Downside: +1 extra Heat for the rest of the game. |
| Company Town Charter | Build a Housing Block for 1 Capital less and gain +1 Influence now. |
| Panic Housing | Build a Housing Block for 1 Capital less per tipping point crossed. Ice Loss counts, so always at least 1 less. "Demand is booming." |
| Desalination Compact | Build an Urban Farm in the Delta for 1 Capital less. It earns +1 Capital more for each Housing Block you own in the Delta. |
| Rim Observatory | Build an Institution in the Rim for 1 Capital less. "See it coming. Charge for the warning." |
| Crash Retrofit | Swap one of your Motorways for a Transport Hub; pay 3 Capital. Score +2 Legacy points at game end. |
| Verge Preservation Grant | Build a Forest Reserve for 2 Capital less (3 instead of 5). Also pay 1 Influence. |
| Offshore Array | Build a Wind Farm in a Delta bay for 1 Capital less. Hurricanes cannot stop it. |
| Greenbelt Buyout | Build a Nature Park for 1 Capital less. Place a free NIMBY in the same district. |
Refilling the Contract cards: refill immediately when a Contract is taken. Contracts that no player can legally take (the supply is empty, the placement is illegal everywhere, or nobody can afford it) are discarded at the end of Income; see Dead Contracts above. Placement, district and NIMBY legality are checked when the Contract is taken.
Votes and Initiatives
One Initiative is live each round, revealed when the world turns. During Actions you may Campaign to secretly commit any amount of Influence, once per player per round. At a physical table, hold it in a closed fist. When all players have passed, everyone reveals their committed Influence simultaneously. Players who never Campaigned contribute zero.
- Threshold: total revealed Influence of player count + 1 or more.
- If an Initiative passes: the Dial drops 9 ppm, then its rider applies (the table below). The top contributor becomes Sponsor (+1 Legacy point; ties: no Sponsor). Every third passed Initiative is a Breakthrough: a further -12 ppm and +2 Legacy points to the leading Sponsor.
- If a bad Initiative passes: the Dial rises 6 ppm and its effect applies. The top contributor takes +3 Capital instead of a Legacy point (ties: nobody). It is not a sponsorship and does not count towards a Breakthrough.
- Pay what you can: no payment a card asks for takes more Capital than a player holds.
- "Earn nothing next round" means those assets pay nothing at the next Income, defended or not. Community assets belong to nobody, so no rider pays or charges them.
- All revealed Influence is spent whether the vote passes or fails. You may commit zero and do not have to tell other players how much you committed.
- Passing after others have passed grants no extra Campaign. You must Campaign during your own turn before passing.
- The Scheme Blackout, played as votes are revealed, cancels the vote and returns all committed Influence to its owners.
| Initiative | Rider (after -9 ppm) or effect (after +6 ppm, bad) |
|---|---|
| Carbon Pricing | Each player pays 1 Capital per dirty asset they own. |
| Methane Leak Regulation | Fossil Fuel Plants earn nothing next round. |
| Plant-based Push | Monoculture Farms earn nothing and Urban Farms earn double next round. |
| Reforestation Drive | Logging Sites earn nothing next round; +1 Legacy point per Forest Reserve and Nature Park. |
| High-speed Rail Development | Motorways earn nothing next round; each Transport Hub pays its owner 3 Capital. |
| Offshore Wind Farms | Each Wind Farm pays its owner 2 Capital. |
| Ocean Cleanup Initiative | Delta Fossil Fuel Plants earn nothing next round; other Delta assets pay their owners 1 Capital each. |
| Building Retrofit Blitz | Housing Blocks and Cultural Centres earn nothing next round, but each scores +1 Legacy point. |
| Strict Lobbying Laws | Every player discards Influence down to 2. |
| Citizen Assemblies | Every NIMBY leaves the board; each player gains 1 Influence. |
| Intergenerational Equity Laws | The player with the most dirty assets loses 3 Legacy points (ties all lose). |
| Windfall Levy | The richest player pays a tenth of their Capital, at least 4 (ties all pay). |
| Tax Cuts for the 1% (bad) | The two richest players each gain a tenth of their Capital, at least 4. |
| Cut the Red Tape (bad) | Every Research, CIA and Disinfo mini-card returns to the supply. |
| Rise of the Strongman (bad) | All but revealed Accelerationists pay a tenth of their Capital, at least 3; Accelerationists may reveal first. |
Takeovers
Eligible targets: any dirty asset (fossil, monoculture, logging, motorway), any Institution, and NIMBY tokens. A revealed Accelerationist may target any asset type. You may never target an asset you own or co-own.
- The attacker places 1 Operative and declares the target.
- Joining: each other player, in clockwise order from the attacker, may commit once: 1 Operative to one side. The owner may commit up to 2 in total. No side-switching; commitments are final.
- Strength: attackers = Operatives committed (+1 per supporting Scheme); defenders = 2 base security + Operatives committed.
- Roll: each side rolls a dice and adds its strength. The defender wins ties.
- If the attackers win: the asset flips to a Community marker. If the winning side is led by a revealed Accelerationist, they may instead place a Vested marker.
- Community marker: the tile stays on the board, flipped or marked. It yields to nobody, its Heat is removed, and its tile still blocks the space.
- Vested marker: the asset yields to the Vested holder and its Heat stays on the board.
- A successful Takeover against a NIMBY (same procedure, defender strength 2 base) simply removes it: NIMBYs are not assets and cannot be held.
- Institutions carrying CIA or Research mini-cards cannot be taken by Accelerationists.
- All committed Operatives return at the next Income phase as usual.
Schemes
Drawn secretly, held to a hand of two, played openly and instantly at the moment they bite. Anyone can scheme. What you play is remembered at the Tribunal, and only one Scheme may be played per player per window.
| Scheme | Window | Effect |
|---|---|---|
| Blackout | fist-opening | Cancel this round's vote; all fists return |
| Greenwash | the world turns, before Heat totals | Your dirty assets count clean this round |
| Insider Short | weather revealed | +1 Capital per weather-hit asset this round |
| Weather Machine | weather revealed | You choose the district instead of rolling |
| Astroturf | this vote | Your fist counts +2 |
| Leak the Memo | your turn | A target shows you one of their two secrets, their choice (only you see it) |
| Sabotage | your turn | Exhaust one asset: no yield next Income |
| False Permit | your turn | Build ignoring NIMBY and district limits, -1 cost |
| Poison the Well | your turn | Target's next Takeover roll: -2 |
| Back-channel | your turn | Steal 1 Influence |
| Arson | your turn | Exhaust one Forest, Park or Logging anywhere; +2 ppm, then check Collapse |
| Golden Parachute | your asset is taken over | +4 Capital |
District weather
Each weather card has a home district, printed on its face and shown as a badge beside the district's name on the board: Flood the Delta, Drought the Reach, Forest Fire the Verge, Hurricane the Rim. The First Player rolls the dice for the district: 1-3 the card's home district, 4 Verge, 5 Rim, 6 the First Player chooses. Sea-level Surge needs no roll: it always strikes the Delta. The Weather Machine Scheme chooses the district instead of the roll. Impacts last one round, except for hotspot assets in Extreme weather below.
Spread from 500 ppm. If the Dial stands at 500 ppm or more when the weather resolves, the same weather also strikes the next district in order: Delta, then Reach, then Verge, then Rim, then back to the Delta. No extra dice is rolled. The second district suffers the same effect and its own repairs, so a player liable for repairs in both districts pays twice.
Hotspots
At setup, reveal two random hotspot cells in each district. Each hotspot's zone includes its own cell and every cell within three shared-edge steps, staying inside that district. When building, choose a free triangular cell in the chosen district. Old World assets have fixed cells. A NIMBY still closes the whole district, with the existing exceptions.
Use the Dial when weather resolves. The card still determines which asset types it affects:
- Danger, below 510 ppm: card effects apply only to eligible assets inside a hotspot zone. Each owner with any non-Community asset inside a zone of the struck district pays 1 Capital in repairs. Owners with assets only outside the zones pay nothing.
- Severe, 510-549 ppm: card effects apply throughout the district. Each owner with any non-Community asset there pays 1 Capital per struck district, or 2 Capital if any of their non-Community assets there is in a hotspot zone.
- Extreme, 550 ppm or more: Severe repairs apply, and struck assets inside a hotspot zone lose this Income and the next.
| Weather | Home district | Effect in each struck district |
|---|---|---|
| Drought | Reach (1-3) | Food assets yield nothing |
| Forest fire | Verge (1-4) | Forest, Park and Logging yield nothing; each unprotected Forest or Park costs its owner 1 Legacy point |
| Hurricane | Rim (1-3 and 5) | Wind, including the bays, yields nothing |
| Flood | Delta (1-3) | All unprotected assets yield nothing |
| Sea-level surge | Delta, always | The Delta, whatever the roll: unprotected Delta assets yield nothing, and after the 550 tipping point is crossed, Delta yields are halved permanently. From 500 ppm it also spreads to the Reach. |
Defence tokens and Contract immunities negate card effects on their assets; Community assets are protected. Repairs are geographic: card type, defences and immunities do not prevent them. Each owner pays once per struck district under the hotspot rule above; Community assets do not count for repairs. Terminus Mutual collects 1 Capital per payment made by another player, even when that payment is 2 Capital.
Houses, Agendas and Vices
Houses (public)
- Helios Combine: build Fossil, Solar and Wind for 1 Capital less. Once per era, swap a Fossil Fuel Plant for Solar or Wind, free (1 Operative, no Capital). Earn +1 Capital each round.
- Evergreen Consortium: build clean assets for 1 Capital less. Earn +1 Capital in any round when no tipping point is crossed.
- The Assembly: build Institutions for 1 Capital less. Earn +1 Influence in rounds 2, 4, 6, 8 and 10.
- Terminus Mutual: build defences for 1 Capital less. When weather strikes, collect 1 Capital for each repair payment made by another player, once per struck district. Earn +1 Capital each round.
- Halcyon Labs: earn +2 Capital each round. Whenever any player places a Research, take 1 Capital from the bank. Nobody pays more for a Research.
Agendas (secret)
Your Agenda uses the final climate band to set your bonus or victory condition. Each card prints its role under the title. Steward (The Long Game, The Custodian, Last Light, The Quiet Repair, Warden of the Verge) earns an extra bonus in the Danger band. Opportunist (The Vulture, Warlord of the Margin, The Broker, Salvage King, The Fixer, Gardener of Ruin) earns an extra bonus in the Severe danger or Extreme danger band. Accelerationist (The Arsonist, Drill Baby Drill, Merchant of Embers, Burn It Down) earns an extra bonus in the Extreme danger band, loses points in the Danger or Severe danger band, and can qualify to win Collapse. An Accelerationist can also win a world that survives, on Legacy points like anyone else. Every Steward card scores the same way, as does every Opportunist card and every Accelerationist card: the titles are flavour, so two cards with the same scoring text are not a mistake. The complete scores and tie rules are below.
Vices (secret)
Your Vice is a private card that adds Legacy points at the end for meeting its condition. For example, Coastal Hoarder gives you 2 Legacy points for each asset you own in the Delta, up to 6 Legacy points. Two Delta assets score 4; three or more score 6.
| Vice | Scores |
|---|---|
| Coastal Hoarder | +2 per Delta asset, maximum 6 |
| Patent Troll | +2 per Institution |
| Company Town | +3 for 3 or more Housing/Cultural |
| Green Monopolist | +3 for the most renewables |
| Kingmaker | +3 for sponsoring 2 or more Initiatives |
| Doom Prepper | +1 per defence you placed, maximum 3 |
| War Profiteer | +1 per takeover you joined, maximum 3 |
| Land Baron | +3 for 4 or more assets in one district |
| First Mover | +3 for building 3 or more assets through Contracts |
| Diversifier | +3 for assets in all four districts |
A player's builds may help their Vice as well as their Agenda. Building in the Delta, for example, does not tell you which final climate band that player wants.
The Tribunal
Held at the end of rounds 3 and 7 only.
- Each player secretly commits 0-2 Influence to a vote for exactly one suspect. Reveal simultaneously. All committed Influence is spent, to the bank.
- The player with the most votes reveals their Agenda, or their Vice if their Agenda is already revealed. They do not choose.
- A player with both secrets already revealed cannot be named. A player who was the Tribunal's victim in a previous era cannot be named again unless every other eligible player has fewer votes.
- Ties: the tied player earliest in clockwise order from the current First Player is the player required to reveal.
Revealing an Accelerationist Agenda changes three rules for that player. Their Schemes cost +1 Capital (3 to draw instead of 2), and Takeovers against their assets gain +1 strength. They also unlock Open Throttle: +1 Capital per dirty asset each Income, and the right to take over any asset type. Voluntary reveal is always allowed on your own turn and applies the same effects.
Scoring and game end
Legacy points are the victory points. If the world survives, add your base points and then apply your Agenda's bonus or penalty for the final climate band.
| Agenda | Danger (<510) | Severe danger (510-549) | Extreme danger (550-599) | Collapse |
|---|---|---|---|---|
| Steward | Base +4, and +2 per full 10 ppm below 510 | Base, no bonus | Base, no bonus | loses |
| Opportunist | Base | Base +9 | Base +9 | loses |
| Accelerationist | Base -4, dirty negatives as printed | Base -4 | Base +4, and +1 per dirty asset owned | wins if qualified |
On Collapse, a qualified Accelerationist, meaning 2 or more dirty assets and 6 or more Capital at the moment of collapse, wins alone. If several qualify: most Capital, then most dirty assets, then earliest in clockwise order from the First Player. If none qualifies, everyone loses.
On survival, the most Legacy points wins. Ties break on most Community assets, then remaining Influence, then clockwise from the First Player. Exactly one winner always resolves.
Flashpoint mode
An optional physical/manual-table variant. The guided digital game uses ten rounds; it does not currently offer a Flashpoint switch.
- 6 rounds in two eras. The first era is rounds 1-3 (baseline +6, Influence grant 3); the second era is rounds 4-6 (baseline +10, grant 4).
- Tipping thresholds and penalties are as in the full game, and Collapse is at 600.
- Agendas are dealt face-down as normal.
- No Accelerationists. Remove the Accelerationist cards from the Agenda deck before dealing: 3 players use 2 Steward and 2 Opportunist cards; 4 players 3 and 2; 5 players 3 and 3.
- No Schemes and no Tribunal. Open Throttle does not exist in this mode.
- Scoring uses the full matrix above.
- More Operatives mean more actions. You start with three per round and can reach six. Housing, Transport Hub, Institution and Cultural Centre each add an Operative, giving you more opportunities to build or take Contracts in later rounds.
- Failed votes still cost Influence. Agreeing who will contribute can help an Initiative pass, but each player chooses their contribution secretly.
- Check the Projection as well as the Dial. The Dial shows the current reading; the Projection forecasts the final reading if current conditions continue. It can show whether you need to change your plans before the final rounds.
- Get support for a Takeover. Attacking alone with 1 Operative against 2 base security loses more often than it wins. Other players can join your side. A successful Community takeover removes the asset's Heat.
- Consider when to reveal an Accelerationist Agenda. Open Throttle adds income from your dirty assets, but reveal also makes your Schemes more expensive and your assets easier to take over. The Tribunal may force a reveal before you choose one.
- A Vice can explain a player's choices. Building in the Delta, placing defences or joining takeovers can earn Vice points. Those actions alone do not reveal an Agenda.