CO? Variant Rules
Hey there! Let’s talk about the CO? Variant rules. They offer a whole new way to play the CO? game that you love. Now, I know change can be a bit tricky, but trust me, it’s worth it. These rules bring a fresh twist to the game and make it even more exciting.
So, what are the CO? Variant rules all about? Well, they introduce some cool new elements that add an extra layer of strategy and fun to the game. They give you different ways to earn points, new actions to take, and unique ways to interact with other players.
One of the key things to understand about the CO? Variant rules is that they don’t replace the original rules, they simply enhance them. You can still play the game using the original rules if you prefer, but if you’re up for a challenge and want to try something different, the Variant rules are perfect for you.
Now, let’s dive into some of the exciting changes these rules bring. First off, you’ll notice that there are new cards introduced. These cards have special powers and abilities that can really shake things up. They allow you to do things like steal points from other players, skip turns, or even change the game state entirely.
Another interesting change is the addition of alternate ways to earn points. In the original CO? game, points are earned by answering questions correctly. But with the Variant rules, you can earn points by completing challenges, making predictions, or even by convincing other players to vote for you.
Furthermore, the Variant rules encourage more player interaction. You’ll find yourself negotiating, strategizing, and trying to outsmart your opponents. It adds a whole new level of social interaction to the game and makes it even more engaging.
So, if you’re up for a challenge and want to try something new, I highly recommend giving the CO? Variant rules a go. They add a whole new dimension to the game and provide endless hours of fun. Trust me, you won’t be disappointed. What are you waiting for? Grab a deck of cards, gather your friends, and let the CO? Variant adventure begin!
When it comes to playing our usual games, I recommend that you put the fossil fuel power plants in random positions during setup. However, you might also want to start the game with a pre-defined setup. Here are our suggestions:
- Beginner (Green) – Start with 4 gas, 1 oil, and 1 coal; global CO2 pollution starts at 150 ppm.
- Normal (Recycler) – Start with 2 gas, 2 oil, and 2 coal; global CO2 pollution starts at 180 ppm.
- Expert (Industrialist) – Start with 1 gas, 1 oil, and 4 coal; global CO2 pollution starts at 210 ppm.
- Extreme (Lobbyist) – Start with 6 coal; global CO2 pollution starts at 240 ppm. Remove 6 gas power plant tiles from the game.
Randomly select one of the fossil fuel power plants described above (face-up) and place it in each region.
Auction to Decide the First Player
If you’re an experienced player, here’s a fun twist you can add to determine the first player for each decade. It’s called the auction variant!
Here’s how it works: all players take turns in a once-around auction. Each player offers a ‘Value’ – a number of their choice. The player with the ‘starting tile’ goes first, and the auction goes in a clockwise order. Players can either raise the previous bid or pass.
At the end of the auction, the player who offered the highest ‘Value’ (even ‘0’ is allowed) wins. They pay their bid using coins, tech resources, and/or CEPs. Remember, each coin is worth 1, each tech resource is worth 2, and each CEP’s ‘Value’ is equal to its market price at that moment. And here’s the catch – you don’t get any change. So if you bid more than what you can pay, tough luck!
The winner then gets to choose who will be the first player for the next decade and gives them the ‘starting player tile’.
And Here’s a Fun Twist for Solo Play
Let’s see how many points you can earn before global CO2 pollution goes above 500ppm. Just follow these rules:
Getting Started: First, take out Company Goals 27, 30, 32, and 33 from the game. Keep the UN Goals face-down in a pile.
Next, choose a region. Take one of each of the five projects and hold them in your hand. Then, draw another project without looking and put it in the grant space of your choice in that region. But remember, you don’t receive the grant for this project.
If the region’s agenda doesn’t allow that type of project, move to the next region in a clockwise direction that accepts it, and place the project there. Keep going clockwise from there with the next random project until all five projects are placed.
It’s possible that one region may start with more than one project. Just keep in mind that you won’t get any grants for these initial five projects!
Finally, instead of playing only five turns in each decade, we’ll play six turns. Let’s get started!
Playing a lobby card with a free move gives you an extra card from the deck. If you used the Main Lobby, a new UN Goal is revealed from the stack and placed to the right of any existing ones, making it available to be claimed.
Every time a disaster occurs, the leftmost face-up UN Goal in the display is removed from the game.
If the global CO2 pollution level rises above 500 ppm during the Supply phase, the game ends. However, you still score because we believe that stopping pollution requires collective effort.
Tally up your victory points, but don’t distribute income yet. You’ll receive it during the income step of this Supply phase.