Turning Point

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.

How the game ends. The game lasts 10 rounds. If the world survives all ten, everyone scores their Legacy points and the most Legacy points wins; a player with any Agenda can win this way. If the Climate Dial reaches 600 ppm at any moment, the world collapses and play stops at once. Nobody scores, and everybody loses, unless an Accelerationist holds at least 2 dirty assets and 6 Capital at that moment: that one player wins alone. Full scoring
3-5 players in guided play Ages 14+ 90-120 minutes 10 rounds, 3 eras
On this page

Components

Inventory, as the 3D table ships it
ComponentQtyNotes
Main board and the Climate Dial1Four printed districts, the era and round track
Tipping tokens5Intact face, cracked face, no way back
Projection marker1Where the world ends at the current rate
Asset tiles9113 types; supply table below
Defence tokens248 each of water, flood and fire
Community / Vested markers12Not a supply limit: substitute freely
Institution mini-cards9Disinfo, CIA, Research
NIMBY tokens4Closes its district to new building; not an asset
Capital tokens9060 ones and 30 fives
Influence tokens45The vote currency
Operative meeples306 per player: your crew are your actions
Ownership discs5010 per player
Contract cards2412 designs, 2 copies each
Initiative cards15The vote deck: 12 Initiatives and 3 bad Initiatives
Planet cards135 weather, 8 scenario
Scheme cards12Dirty tricks, one of each design
Agenda cards (secret)155 Steward, 6 Opportunist, 4 Accelerationist; each card prints its role
Vice cards (secret)10Secret bonus-scoring conditions
House cards5Public asymmetric powers
Dice2Weather district, first player, Takeovers
Designer's note The asset supply totals 91, as the per-type counts below show. The table ships the playable core of each deck; play from what is on the table. The Vice deck is 10 unique cards. The Agenda deck is built to the player count (see setup) and every undealt card goes back unseen.
Asset costs, yields, Heat units and Legacy
AssetCostYieldHeatLegacySupply
Fossil Fuel Plant25+2-216
Monoculture Farm24+1-18
Logging Site34+1-24
Motorway34+1-13
Urban Farm220114
Housing Block33018
Cultural Centre52023
Institution41014
Solar Array32-129
Wind Farm43-128
Nature Park42-139
Transport Hub43-122
Forest Reserve51-243

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

  1. Board and Dial. Needle to 450 ppm, Ice Loss token already crossed, Projection marker at 450, era marker on round 1.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. First Player: roll the dice and add the results; the highest total starts. The marker rotates clockwise each round.
Agenda deck build by player count
PlayersStewardOpportunistAccelerationistDeck
32215
43227
53328

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.

Player count Vested Interests is played by 3-5 players. There are five House cards and an Agenda deck build for three, four and five players only. The manual table can display six seats, but two- and six-player games have no House or Agenda deal.

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 → Income → Actions → Vote resolution → (rounds 3 and 7 only) Tribunal → cleanup

The world turns

Resolved by the First Player, in six steps.

  1. Advance the Dial. New ppm = old + era baseline + crossed-tipping penalties + net board Heat − removals.
  2. Check tipping points. Crossing 500, 550 or 575 flips that token permanently and adds its penalty from then on.
  3. 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.
  4. Draw a Planet card: weather or scenario.
  5. Reveal the round's Initiative into the vote box.
  6. 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.
A card every roundEach time the world turns, the First Player draws one Planet card from a deck of 13: the 5 weather cards (one of each) and 8 scenarios. Weather happens only when a weather card comes up: about 1 round in 3, so about 4 times a game, and each weather card at most once. When it does, roll for the district.
Dial movement
SourceMovement
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 tableup 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.

The moment the Dial reaches 600 ppm, from any source including a Scheme, the game ends immediately, before anything else resolves. Check Collapse after every ppm change.
Reading the Projection Project with the printed future baselines (the remaining rounds at their scheduled +6 / +10 / +11, plus the penalties of tipping points already crossed), holding current net Heat and removals constant. Do not simply multiply this round's rise by the rounds remaining. The player aid carries the row-by-row table.

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.

The seven actions
ActionCostEffect
Contractcard price Take one of the Contract cards and build its asset with its twist. A new card replaces it immediately.
Buildlist price Build any asset from supply at its printed cost, no twist. Always available.
Developvaries Place a defence token (3-4 Capital), a NIMBY (6), or an Institution mini-card on your Institution (5-6 Capital plus 2 Influence).
Campaignfree Secretly load any amount of Influence into your fist for this round's vote. Once per player per round.
Scheme2 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.
Takeoversee below Launch or join a takeover of a dirty asset, a NIMBY or an Institution.
Hustlefree Take 2 Capital, or 3 if you own 3 or more Housing/Cultural. Once per player per round.
NIMBYsA NIMBY token closes its whole district to new building for every player, including whoever placed it. There are 4. Develop places one in any district for 6 Capital; the Greenbelt Buyout Contract places one free in its Nature Park's district. Only two things build past a NIMBY: the Shadow Drilling Lease Contract and the False Permit Scheme. A NIMBY belongs to nobody. Any player can launch a Takeover to remove it: it defends at base strength 2, and every other player, whoever placed it included, may commit 1 Operative to either side. A removed NIMBY goes back to the supply.

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.

The twelve Contract designs (2 copies each)
ContractWhat it does
Shadow Drilling LeaseBuild 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 RefineryBuild a Fossil Fuel Plant for 2 Capital less (free). Downside: lose 2 Legacy points at game end. "Cheap now. Expensive forever."
Carbon CowboysBuild a Logging Site for 1 Capital less and earn +2 Capital now. Downside: at your next Tribunal, votes against you count double.
Astro-Ag DomesBuild a Monoculture Farm for 1 Capital less. Drought cannot stop it. Downside: +1 extra Heat for the rest of the game.
Company Town CharterBuild a Housing Block for 1 Capital less and gain +1 Influence now.
Panic HousingBuild a Housing Block for 1 Capital less per tipping point crossed. Ice Loss counts, so always at least 1 less. "Demand is booming."
Desalination CompactBuild 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 ObservatoryBuild an Institution in the Rim for 1 Capital less. "See it coming. Charge for the warning."
Crash RetrofitSwap one of your Motorways for a Transport Hub; pay 3 Capital. Score +2 Legacy points at game end.
Verge Preservation GrantBuild a Forest Reserve for 2 Capital less (3 instead of 5). Also pay 1 Influence.
Offshore ArrayBuild a Wind Farm in a Delta bay for 1 Capital less. Hurricanes cannot stop it.
Greenbelt BuyoutBuild 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.

The 15 Initiatives and what each does when it passes
InitiativeRider (after -9 ppm) or effect (after +6 ppm, bad)
Carbon PricingEach player pays 1 Capital per dirty asset they own.
Methane Leak RegulationFossil Fuel Plants earn nothing next round.
Plant-based PushMonoculture Farms earn nothing and Urban Farms earn double next round.
Reforestation DriveLogging Sites earn nothing next round; +1 Legacy point per Forest Reserve and Nature Park.
High-speed Rail DevelopmentMotorways earn nothing next round; each Transport Hub pays its owner 3 Capital.
Offshore Wind FarmsEach Wind Farm pays its owner 2 Capital.
Ocean Cleanup InitiativeDelta Fossil Fuel Plants earn nothing next round; other Delta assets pay their owners 1 Capital each.
Building Retrofit BlitzHousing Blocks and Cultural Centres earn nothing next round, but each scores +1 Legacy point.
Strict Lobbying LawsEvery player discards Influence down to 2.
Citizen AssembliesEvery NIMBY leaves the board; each player gains 1 Influence.
Intergenerational Equity LawsThe player with the most dirty assets loses 3 Legacy points (ties all lose).
Windfall LevyThe 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.
Rise of the StrongmanWhen it passes, every player whose Agenda is still hidden is asked in turn, so being asked gives nothing away. A hidden Accelerationist may reveal their Agenda then and pays nothing. Everyone else, except revealed Accelerationists, pays a tenth of their Capital, at least 3.

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.

  1. The attacker places 1 Operative and declares the target.
  2. 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.
  3. Strength: attackers = Operatives committed (+1 per supporting Scheme); defenders = 2 base security + Operatives committed.
  4. Roll: each side rolls a dice and adds its strength. The defender wins ties.
  5. 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.

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.

The twelve Schemes and their windows
SchemeWindowEffect
Blackoutfist-openingCancel this round's vote; all fists return
Greenwashthe world turns, before Heat totalsYour dirty assets count clean this round
Insider Shortweather revealed+1 Capital per weather-hit asset this round
Weather Machineweather revealedYou choose the district instead of rolling
Astroturfthis voteYour fist counts +2
Leak the Memoyour turnA target shows you one of their two secrets, their choice (only you see it)
Sabotageyour turnExhaust one asset: no yield next Income
False Permityour turnBuild ignoring NIMBY and district limits, -1 cost
Poison the Wellyour turnTarget's next Takeover roll: -2
Back-channelyour turnSteal 1 Influence
Arsonyour turnExhaust one Forest, Park or Logging anywhere; +2 ppm, then check Collapse
Golden Parachuteyour 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:

Weather effects and home districts
WeatherHome districtEffect in each struck district
DroughtReach (1-3)Food assets yield nothing
Forest fireVerge (1-4)Forest, Park and Logging yield nothing; each unprotected Forest or Park costs its owner 1 Legacy point
HurricaneRim (1-3 and 5)Wind, including the bays, yields nothing
FloodDelta (1-3)All unprotected assets yield nothing
Sea-level surgeDelta, alwaysThe 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)

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.

The ten Vices, scored at the end and revealed then
ViceScores
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.

  1. Each player secretly commits 0-2 Influence to a vote for exactly one suspect. Reveal simultaneously. All committed Influence is spent, to the bank.
  2. The player with the most votes reveals their Agenda, or their Vice if their Agenda is already revealed. They do not choose.
  3. 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.
  4. 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

Danger
< 510
Severe danger
510-549
Extreme danger
550-599
Collapse
600

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.

Base Legacy points (all survivors) = printed asset Legacy + Sponsor and Breakthrough points + Vice + 1 per complete 3 Capital + card and weather modifiers
The complete scoring matrix
AgendaDanger (<510)Severe danger (510-549)Extreme danger (550-599)Collapse
StewardBase +4, and +2 per full 10 ppm below 510Base, no bonusBase, no bonusloses
OpportunistBaseBase +9Base +9loses
AccelerationistBase -4, dirty negatives as printedBase -4Base +4, and +1 per dirty asset ownedwins 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.

Strategy notes