At Massey College last night I got the chance to play Daybreak: a cooperative board game about solving climate change.
I played with another couple of beginners, but got two crucial strategy tips. Like in real life, greenhouse gas emissions from fossil fuel burning in the past persist and accumulate, creating an important incentive to cut quickly as a higher priority even than building green energy to keep up with growing demand. Second, since it’s a cooperative game, all the players should be working to help keep anyone from getting in too much trouble.
As Europe, my two big contributions to the game were stressing the strategy of rapid cuts right from the beginning and using an ability to rescue ‘communities in crisis’ anywhere in the world. It’s nice to see a game that demonstrates the huge range of solutions which can help humanity control the problem, although the game structure where everyone accepts cooperation and works together exists in painful contrast to actual global climate negotiations.
I enjoyed the game a lot and took considerable inspiration from it both in terms of physical game design and implementing game mechanics. I’d like to make a tactile version of my Rivals sim where each player’s completion card goes in a mini-briefcase which can be closed during breaks to keep it secret, and where the steps toward weaponization are represented as physical tokens that get added to the briefcase.
I’m grateful to have had the chance to play a game like this, and to meet more of sort of people interested in playing. This likely creates new avenues toward finishing development on Rivals and getting people playing.