Daybreak

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Daybreak is a cooperative game about stopping climate change. Each player takes the role of a World Power (China, Europe, United States, or Majority World) and must collectively reduce carbon emissions before global temperature rises too high or too many communities fall into crisis. Players play Local and Global Project cards to remove Dirty Energy and Emissions, add Clean Energy, and build Resilience. The game is won when players reach Drawdown — the moment they collectively remove more Carbon than they produce.

Components

Setup

  1. Place Central Board. Put Current Round token on space 1 (clock side up).
  2. Place 6 Planetary Effects tokens on starting locations.
  3. Place Temperature Bands, Planetary Effects die, and Geoengineering die on Thermometer bulb.
  4. Add Tree and Ocean tokens to the board per player count chart.
  5. Shuffle Global Project, Crisis, and Local Project decks separately.
  6. Do not use Challenge cards in first game.
  7. Distribute player boards per player count: 4P = all; 3P = Majority World, Europe, US; 2P = China & US; 1P = any (see Reference card).
  8. Each player gets their 5 starting Local Project cards placed faceup in Play Area above player board.
  9. Set Energy Demand, Dirty Energy, Clean Energy, Emissions, Resilience, and Community in Crisis tokens per Reference card values.

Turn Structure

All players play simultaneously. Rounds have 5 stages:

1. Global Stage

2. Local Stage

Players independently draw 5 Local Project cards to hand (public), then perform actions in any order:

3. Emissions Stage

4. Crisis Stage

5. Growth Stage

Actions

Actions during the Local Stage are the main player decisions:

Card actions typically: remove Dirty Energy/Emissions tokens, add Clean Energy tokens, gain Resilience tokens, or help other players.

Scoring / Victory Conditions

Win Condition

Players win by achieving Drawdown: in the Emissions Stage, if total Carbon cubes produced this round (from all players combined) is less than or equal to the total sequestered by Trees, Oceans, and DAC tokens.

Lose Conditions (any one)

Special Rules & Edge Cases

Player Reference

Round Stages:

  1. Global (Crisis cards + Global Project)
  2. Local (Draw 5 cards; play/tuck/discard)
  3. Emissions (Check demand → Add emissions → Sequester → Thermometer)
  4. Crisis (Planetary Effects → Resolve Crises)
  5. Growth (Check Drawdown → Increase Demand)

Lose if: 8 Temperature Bands OR any player has 12+ Communities in Crisis Win if: Drawdown (emissions ≤ sequestration)

Starting Crisis Cards by Temperature Bands: | Bands | Crisis Cards | |——-|————-| | 0-1 | 3 | | 2-3 | 4 | | 4-5 | 5 | | 6-7 | 6 |