
2018 · Industry / Manufacturing
CO₂: Second Chance
Players act as CEOs of clean-energy companies bidding to build sustainable power plants and meet government requests while the world’s pollution continues to rise. Through planning and cooperation, players invest money and expertise, purchase and manage carbon emissions permits on a fluctuating market, and construct green infrastructure across regions to satisfy energy demand and UN objectives. Rounds include project funding, plant construction, trading of permits, and global summits where companies share or acquire expertise. Victory is determined by reputation points earned from money, permits, built plants, completed goals, and expertise; a global pollution threshold forces players to prioritize reducing emissions or face collective failure.
- Players
- 1–4 best 3
- Playing time
- 60–120 min
- Age
- 12+
- Complexity
- 4.1 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 184
- Plays logged
- 126
- Players
- 1h 35m
- Average play
- 64
- In collections
- 15
- On wishlists
- 1
- Pre-ordered
7.4/10
from 29 Ludoya reviews
Garfield10.0 2.2 The theme is very strong in this one. [c] Theme: ★★★★★ <!-- size 7]Wow --> Gameplay: ★★★☆☆ <!-- size 7]Not that many choices --> Interaction: ★★★☆☆ <!-- size 7]Make plans with others --> Artwork: ★★★★☆ <!-- size 7]My taste of style --> Luck: ★☆☆☆☆ <!-- size 7]Almost none --> Strategy: ★★★★☆ <!-- size 7]Very strategic --> Components: ★★★★★ <!-- size 7]Awesome --> Play duration: ★★☆☆☆ <!-- size 7]A little bit too long --> Easy to teach: ★★☆☆☆ <!-- size 7]Still ok --> Rules quality: ★★★★☆ <!-- size 7]Very good --> Setup time: ★★☆☆☆ <!-- size 7]Can take 10min --> No downtime: ★★☆☆☆ <!-- size 7]Ok --> Replay value: ★★★★☆ <!-- size 7]It's very dynamic --> [/c]
No plays logged
BWizard8.6 [c] (15x) GAMING EXPERIENCE: ★★★★★★★★★☆ (5x) DEPTH / WEIGHT: ★★★★★★★★★☆ (5x) LUCK: ★★★★★★★☆☆☆ (10x) REPLAYABILITY: ★★★★★★★★★☆ (6x) MECHANICS: ★★★★★★★★☆☆ (6x) PLAYER INTERACTION: ★★★★★★★★★★ (3x) SCALABILITY (PLAYER COUNT): ★★★★★★★★☆☆ (2x) LENGTH: ★★★★★★★☆☆☆ (2x) CLARITY OF RULES: ★★★★★★★★☆☆ (6x) COMPONENT QUALITY: ★★★★★★★★☆☆ [/c] KS edition with metal coins. :thumbsup: With translated, edited, printed rulebook. :thumbsup: Language independent. :thumbsdown: Unusable insert.
Played it 4 times
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I move a scientist anywhere during my "Move a Scientist" Executive action, or are there limits?
You may move one scientist only to the specific spaces listed (from your board to an unoccupied proposed project or Lobbyist card, or from a proposed project to another proposed project, a Lobbyist card, a matching Energy Summit talk, or your board) and various restrictions apply: only one scientist per project/Lobbyist/summit, scientists never move to projects with Infrastructure, a scientist can only go to a summit from a project (not from your board), and once on a summit or Lobbyist card they remain there as stated (page 8).
If I move a scientist onto a Lobbyist card, can it be moved later or can other players use it?
You can move a scientist onto any unoccupied Lobbyist card to gain the card’s minor effect, but once a scientist is on a Lobbyist card it stays there until the end of the game, so it cannot be moved again and blocks that slot for others (page 8); note the rule also explains the card’s minor effect can be used twice in the game if another scientist later moved onto it before it became occupied (page 10).
If the CEP Market becomes empty when I buy the last CEP, can I still visit the market that turn and what happens to the price?
When the market becomes empty you immediately increase the CEP price by 1 (up to $8), add 2 CEPs from the bank to refill, and the market then closes for the remainder of that turn so you may not Visit the CEP Market again that turn (page 10).
If I Prepare Infrastructure for a project, can I also Build that power plant in the same turn?
No — Prepare Infrastructure and Build a Power Plant are separate Main actions and you get only one Main action on your turn (you may also take any Executive actions once each); preparing places Infrastructure and gives the listed benefits but does not construct the plant (pages 7, 13–14).
When I build a green power plant in a region with no empty spaces, what gets removed and does CO₂ change?
If there is no empty energy demand space, you must discard the oldest fossil fuel power plant in that region (not green plants), send that tile to the box, and reduce the global CO₂ by the amount that fossil plant emitted (global CO₂ cannot go below 400 ppm) before placing your new infrastructure (page 14).
How do I take control of a region’s energy supply — is it based on the number of plants I have there?
Control is checked only when a power plant is built and is based on who provides the most different preferred energy source types beneath the Regional Agenda tile (not on number of plants); ties are broken by who provides the more preferred types, then by greater knowledge in the type just built, then by the active player (page 15).
Free, on web, Android and iOS
Play CO₂: Second Chance with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.





























