CO₂: Second Chance

2018 · Industri / produksjon

CO₂: Second Chance

Spillerne inntar rollen som toppledere i selskaper for ren energi. De byr på å bygge bærekraftige kraftverk og oppfylle myndighetenes krav, samtidig som forurensningen i verden fortsetter å øke. Gjennom planlegging og samarbeid investerer spillerne penger og kompetanse, kjøper og forvalter tillatelser til karbonutslipp i et marked med svingende priser og bygger grønn infrastruktur i ulike regioner for å dekke energibehovet og nå FNs mål. Rundene består av prosjektfinansiering, bygging av kraftverk, handel med utslippstillatelser og globale toppmøter der selskapene deler eller skaffer seg kompetanse. Seieren avgjøres av omdømmepoeng opptjent gjennom penger, tillatelser, bygde kraftverk, fullførte mål og kompetanse. En global grense for forurensning tvinger spillerne til å prioritere utslippskutt – hvis ikke risikerer alle å tape.

Spillere
1–4 best 3
Spilletid
60–120 min
Alder
12+
Kompleksitet
4,1 / 5
7,4 på Ludoyafra 682,77 krØkonomiMiljøKooperativt spillOmrådeflertall / innflytelseSolo / solitærspill

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7,4/10

fra 29 anmeldelser på Ludoya

  • 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]

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  • 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.

    Har spilt det 4 ganger

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Regelspørsmål

Besvart fra regelboka av Ludoyas regelassistent.

Kan jeg flytte en forsker hvor som helst når jeg utfører den utøvende handlingen «Flytt en forsker», eller er det noen begrensninger?

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).

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