Challenge Cards?

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ljtrigirl
Posts: 2
Joined: 08 January 2014, 15:06

Challenge Cards?

Post by ljtrigirl »

How do I see what the challenge Cards mean? I can see the names of the descriptions but not what they actually do.
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TheInquisitor
Posts: 7
Joined: 15 January 2012, 15:25

Re: Challenge Cards?

Post by TheInquisitor »

Try hovering over them with your mouse. I am not sure how to view the hover tooltip on mobile devices though.
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ufm
Posts: 1382
Joined: 06 January 2017, 08:38

Re: Challenge Cards?

Post by ufm »

Long tap triggers tooltips in mobile
TinyDoc
Posts: 1
Joined: 02 November 2023, 03:08

Re: Challenge Cards?

Post by TinyDoc »

I am having no luck figuring out challenge cards on the mobile version. Is anyone willing to post what they mean for reference?
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Kayvon
Posts: 381
Joined: 17 October 2011, 01:39

Re: Challenge Cards?

Post by Kayvon »

It's the same on mobile except you long-press instead of hover. The tool tips still appear on mobile devices.
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Toonela
Posts: 4
Joined: 27 January 2015, 15:32

Re: Challenge Cards?

Post by Toonela »

Hovering no longer works. There is no description of Challenge cards, so playing with them is really hard mode as, unless you own the game, there is no way to know what they do.
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Mogri
Posts: 316
Joined: 21 June 2017, 21:15

Re: Challenge Cards?

Post by Mogri »

Toonela wrote: 07 March 2024, 20:59 Hovering no longer works. There is no description of Challenge cards, so playing with them is really hard mode as, unless you own the game, there is no way to know what they do.
the top of this page wrote: Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
You should report bugs via the bug-reporting interface.

In this case, though, the other posters are technically correct. The tooltips appear -- off the right side of the page. This isn't especially helpful unless you know they're there -- you need to scroll right, which isn't usually possible. I've updated it to make the tooltip start at the edge of the challenge card text instead.

(That tooltips run off the edge of the screen at all is a BGA framework issue, but not one they're in any hurry to fix)
Miriam_R
Posts: 2
Joined: 20 October 2020, 20:29

Re: Challenge Cards?

Post by Miriam_R »

Group Challenge Cards - Increase Difficulty
More Communities in Jeopardy - We all start with 2 more Communities in Crisis than indicated
We Are Unprepared - None of us start with any Resilience tokens
Worse Than We Thought - During setup, roll the Tipping Point die 4 times and immediately apply the matching Planetary Effects
Later Than We Thought - During setup, add 1 Temperature Band to the Thermometer
Let Them Eat Cake - We may not remove Communities in Crisis. Whenever anyone draws a card with an effect that removes Communities in Crisis, discard it and draw a replacement.
Our Worst Fears Are Real - During the Crisis stage each round, we must draw and resolve 1 additional (unknown) Crisis card after resolving all the other Crisis cards for that round.
The Kids Will Inherit the Earth - In order to win, the temperature must be at or below 1.5C
Higher Aspirations - In order to win, all of us must have fewer than 6 Communities in Crisis
Higher Standards - In order to win, all of us must have at least 5 Resilience tokens of each type
Focus on Industry - In order to win, none of use can have any Industry Emissions tokens on our player boards
Focus on Transportation - In order to win, none of us can have any Transportation Emissions tokens on our player boards
No More Fossil Fuels - In order to win, we must all be generating 100% Clean Energy (no Dirty Energy tokens our our player boards)
No Nukes - Whenever anyone draws a card with a Nuclear tag, discard it. Do not draw a replacement.


Group Challenge Cards - Decrease Difficulty
We Are More Resilient - During setup, we all add 2 more Resilience tokens of our choice to our player boards
Lungs of the World - During setup, we add 2 more Trees to the game board per player
We're Stronger Together - During the Global stage each round, we draw 3 Global Project cards and may select up to 2 to put into play.
Sharing is Caring - Global Project cards that let players pass Local Project cards to other players are free for us to activate.
Robust Adaptation - During the Crisis stage each round, we may discard one unknown Crisis card without resolving it.
Opportunities Abound - At the beginning of the Local stage each round, we may each draw 1 additional Local Project card.


Group Challenge Cards - Add Variety
Geoengineering Moratorium - Whenever anyone draws a card with a Geoengineering tag, discard it and draw a replacement.
Focus on the Source - Whenever anyone draws Direct Air Capture, Stratospheric Sulfur, or Cloud Brightening, discard it and draw a replacement.
Our Own Plans - Leave the starting Local Project cards in the box. Divide the Local Projects decks evenly between all players. Each player selects 5 of these cards to use as their starting Local Projects.
If We Factor in Consumption - If China is playing, they give 3 Industry Emissions tokens to Europe and/or the United States. If the Majority World is playing, they give 2 industry emissions tokens and 2 Agriculture Emissions tokens to Europe and/or the United States.
If Demand Were Equal - Each round, during the Growth stage, each player increases their Energy Demand by 2. Ignore the amount printed on your Reference card.


Individual Challenge Cards - Increase Difficulty
High Inertia - During setup, I must select 2 of my starting Local Project cards and discard them.
Dirty Growth - During the Growth stage each round, I must add 1 Dirty Energy token unless I have no Dirty Energy tokens left on my board.
Lack of Depth - If ones of my stacks has more than 4 cards, I must immediately discard the excess cards (of my choice).
Rampant Consumption - During the Growth stage each round, I increase my Energy Demand by 1 more than the amount indicated.
Prioritize Adaptation - In order to win, I must also have 6 Resilience tokens of each type on my player board.
No One Left Behind - In order to win, I must also have no Communities in Crisis.
Focus on Society - In order to win, I must also have 3 more Social Resilience tokens than the number of Temperature Bands on the Thermometer.
Focus on Ecology - In order to win, I must also have 3 more Ecological Resilience tokens than the number of Temperature Bands on the Thermometer.
Focus on Infrastructure - In order to win, I must also have 3 more Infrastructure Resilience tokens than the number of Temperature Bands on the Thermometer.
Clean Powerhouse - In order to win, I must be able to take an action that adds 4 or more Clean Energy tokens by discarding a single Local Project card.
Prioritize Growth - I must be able to take an action that would let me draw 2 Local Project cards during the next Local stage. (Note that this has been altered, per the errata https://docs.google.com/document/d/1lc9 ... 7689m2s44z)
Suburban Sprawl - During the Growth stage each round, I must add 1 Buildings Emission token unless I have no Building Emissions tokens.


Individual Challenge Cards - Decrease Difficulty
Ready to Aid - During the Local stage each round, I may pass 1 Local Project card from my hand to another player.
A Wealth of Opportunities - At the beginning of the Local stage each round, I draw 1 additional Local Project card.
Degrowth - During the Global stage each round, I reduce my Energy Demand by 1.
Stronger Armor - I start the game with 3 more Resilience tokens of my choice.
Reduction Jumpstart - I may remove 3 Emissions tokens of my choice from my player board.
Expanding Focus - I may have an additional stack (up to 6 instead of 5) in my play area.
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Romain672
Posts: 1019
Joined: 05 April 2016, 13:53

Re: Challenge Cards?

Post by Romain672 »

I reported my own version of the bug here: https://boardgamearena.com/bug?id=123013
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