Play the Game


A game created to simulate the effects of climate change and the consequences of a climate-complacent mindset that anyone can play.

Gameplay Information

Get the Materials

Words

Roles

Begin the Game

Tycoon Gameplay

  1. Roll die and move the appropriate number of spaces clockwise around the board
    • If they land on ELECTION:
      • Can fund extra die rolls for any campaign ($1.5k per roll).
      • Each campaign rolls the die, and the higher wins. If one campaign loses, but has been donated to by tycoon, they can pay money to roll again.
    • If they land on BUSINESS:
      • Draw a business card and do what it says
      • Make sure nobody else sees the card, unless the card says to play it immediately.
      • Business cards include tax evasion, extra revenue, etc.
  2. Build (optional)
    • Build power plants in regions (2 per region maximum). Each power plant earns $700 at the end of each turn, and adds +0.5 to the climate meter at the end of each turn. Costs $500 to build.
    • Build mines (1 per region maximum). Each mine boosts power plant revenue in that region by $100 per plant per turn. Costs $500 to build.
    • Can build one thing per turn.
  3. Lobby (optional)
    • Talk in secret with complacent lawmakers via whiteboard, get them to enact policies

Complacent Lawmaker Gameplay

  1. Roll die and move the appropriate number of spaces clockwise around the board
    • If they land on ELECTION:
      • Can ask for money from tycoon for two die rolls ($1.5k needed to finance)
      • Roll die (1-5 = win, 6 = loss)
    • If they land on POLICY:
      • Government gains $25 in revenue.
      • Can enact lenient policy (i.e. tax cuts down to $75/plant/turn, open new regions of the map including the Arctic and Hawaii regions that are normally closed to power plants and drilling)
      • If they are in power, they need a 2, 3, 4, or 5 on the die to enact policy.
      • If they are not in power, they need exactly a 3 on the die to enact policy.
      • Can enact only one policy per turn
  2. Engage in scandal (optional)
    • Get foreign interference to ensure wins in the next election
    • Roll die: 1-3 impeached (progressives gain power), 4-6 successful

Progressive Politician Gameplay

  1. Roll die and move the appropriate number of spaces around the board
    • If they land on ELECTION:
      • Roll the die (1-3 = loss, 4-6 = win)
    • If they land on POLICY:
      • Government gains $25 in revenue.
      • Can enact crackdown policy (i.e. taxes up to $400 per plant per turn, closing Arctic and Hawaii areas)
      • If they are in power, they need a 2, 3, 4, or 5 on the die to enact policy.
      • If they are not in power, they need exactly a 3 on the die to enact policy.
      • Can enact only one policy per turn
  2. Build (optional)
    • Only if they are in power, can use tax revenue to build one per turn:
    • Clean energy ($1k), -1 to climate meter on every turn (up to three of these can be built in each game)
    • National parks ($500), set area of land where the tycoon cannot build (up to five of these can be built in each game, cannot be built where there is already a power plant), decreases climate meter by 0.5 levels each turn
    • Can build one thing per turn.

End of Turn

  1. Tycoon collects revenue for round
    • $700 for each power plant
  2. Taxes are collected if applicable
  3. Climate meter is increased/decreased
  4. After 10 turns, power plants start increasing the climate meter +1 each per turn.
  5. Draw a "potential disaster" card and do what it says

Disaster

Rules

End of Game