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.