project-image

Daybreak

Created by CMYK

A cooperative boardgame about stopping climate change, from the creator of Pandemic.

Latest Updates from Our Project:

Final stretch goal + small favor + new art!
over 1 year ago – Mon, Oct 17, 2022 at 09:48:13 AM

Hi internet friends,

We're 95 93 backers away from hitting our final stretch goal! 

Thank you so so much for believing in Daybreak—creating it has been a huge labor of love for us, and it's so thrilling to see that you're all as excited about it as we are.

In these final few days of the campaign, we want to get the word out as much as we can to folks who would be interested. So if you have a second, would you be able to help? For example:

  • Do you have a social media following? If so, could you post something about it?
  • Do you have a someone in your life who cares about climate change? Or just loves coop games? If so, could you pass along the link to them?
  • Are you on any mailing lists, Slacks, Discords, Facebook groups, etc. that might be interested in climate or boardgames? If so, would you share this with them?
  • Do you know anyone else who has a big audience who could help us share the project with folks? If so, would you mind connecting me with them?

You can just share this link if so:

https://www.backerkit.com/c/alex-hague/daybreak?ref=community

Thanks so much in advance!

In other news, we just got all of the illustrations from Jia-yi Zoe Liu in, and they are *stunning*






OK that's all for now—thanks so much again for helping to share the campaign!

Alex.

🤔 How does it feel to beat Daybreak?
over 1 year ago – Sat, Oct 15, 2022 at 07:00:38 AM

Happy weekend Daybreak friends!

Today our guest Amit reflects on his experience playing Daybreak a few times over the last year. How does it feel to lose? And how does it feel to win?

It was only on my fourth try playing Daybreak that we won this punishing game.

How did we do it? We collectively decided on a couple of strategies out of the gates and doubled down on them throughout the game.


Of course, we were taking on some risks where if the right card hadn’t turned up at the right time, it could’ve meant us losing the entire game.

But we had luck on our side and a stellar mid-game turn that turned the tables in our favour against our dirty energy production!

We managed to stick largely to the plan we set out at the beginning of the game, with all of us developing very specific roles that worked in sympathy (more or less) with the strategy we decided early on.

And there was such sweetness in the victory. We saved the f*cking world! We got to carbon neutral and managed to mitigate (or avoid) any serious disasters.


There was an overwhelming feeling of shock, elation and relief, with big fist pumps in the air and high-fives all around.

It was only after we’d finished patting ourselves on the back for saving the world and said our goodbyes that the victory started to feel more appropriately bittersweet.

Because Daybreak is just a game. And you can win and lose in a game, and no one gets hurt either way. No matter how many communities were put into crisis, win or lose, we can reset the board, turn back time, and it’s all ok again.

But this game is about a very complicated problem we’re all facing, and this particular play-through really stressed the importance of global consensus and collaboration.

I started to reflect on previous attempts.

They were also a ton of fun but we never won. Probably because all of us played with individual approaches. Each of us trying to develop really good strategies that weren’t in harmony with each other. The thinking was fair — if we individually do the best we can to reduce our carbon emissions, we’ll chip away enough to win. But add some bad luck, some unfortunately timed disasters and… we sunk, never managing to save the world.

It made me wonder if that’s where we really are with climate action. Everyone just trying to do their bit without any real long-term strategy to rally behind? It makes a lot of sense to me. We can’t really skip through time to see how effective any of our individual strategies are. We’re moving forward through time with as much hope as we can carry.

As an individual I’ve been put off by the sheer volume of noise that is out there on climate change (even between friends), but I’ve always tried to be environmentally conscious in private ways, trying to make better decisions around the way I live, eat, commute, deal with waste, shop, etc.

Since playing Daybreak multiple times as it was being designed, this has been coming more to the front of my mind. And whilst I’ve been wondering more and more if I’m doing enough, the game encouraged me to be more active and investigate through the noise and find out more.

I don’t claim to be entirely green, well-read, or politically aware, but I am way more engaged than I’ve ever been , and that is because of playing Daybreak!

It’s not just about the game, which whether you win or lose, it’s a definite ride, it’s about the curiosity it left me with. Or perhaps the curiosity it reminded me of.

We’ve all been little children who wanted to save the planet.

I remember when I was 6 or 7, our end of year play was to do with global warming and all the actions we could take to protect the Earth. It was our choice as a class to do a play about this.

One could take a very cynical view and say that was just what we were learning about that week or month, and children can get emotional about cake (who doesn’t?) but I remember the strong feelings I had towards the disruption of ecosystems and animal extinction. I remember feeling sad for the planet.

I see it in my younger family members now as they go through school — there’s often a project to do with recycling, saving water, food sustainability, alternative energy sources, and when we talk about it I can see that they care.

We all cared, quite deeply at one point, about our little blue ball.

Over time we end up caring about so many things and life is such that we can’t help but get occupied with the immediate rather than the far away future. Those strong feelings I had as a child, I suppose they never really went away. They just got covered by all the other things.

In a pleasantly odd way, Daybreak reminded me just how much I actually do care.

And through playing the game I found some old thoughts and feelings that I’ve missed. This, and so many other things that playing Daybreak has left me with.

📗 Design Diary 5 – Winning and Losing
over 1 year ago – Sat, Oct 08, 2022 at 06:18:23 AM

Happy weekend Daybreak friends!

Matteo here for the fifth episode of the Design Diaries. In the previous episodes we explored the design goals, antagonists, resources, as well as the players and powers that make up the game. Today we'll dive into how we designed the winning and losing conditions.

Daybreak has one way to win and three ways to lose 

In order to win, players need to cut their emissions until they have reversed global warming

At the same time, players have to protect their communities from a crescendo of crises, so that they can win before it gets too hot, it's too late, or too many communities are in danger

Endangering too many communities is the core loss condition (more on this below). The other two – too hot or too late – are ancillary, but worth exploring first because they are tied to the question of when and how the game ends.

When is the game over?

Often one resource in a game acts at the clock. It gradually depletes and when it runs out, the game ends.

In cooperative games like Pandemic and Onirim, the clock is the player deck. In Daybreak, we have a large deck of opportunity cards, from which players draw each round to build their solutions engines. Since we encourage players to mine the deck in search of good cards (aka R&D actions), it wouldn’t make sense to make the game end when players run out of cards. It would also send a strange message, as if opportunities for climate action emerged at random and then expired if they were not immediately seized.

What about running out of time? 

For several months we resisted setting hard stops in the game. It felt wrong to tell players they have X rounds to solve climate change, because the world won’t end in 2050 (the current horizon of many governments’ plans).

However, we observed that the length of the round tracker would set strong expectations, and often false ones. Some players would say “we have 10 rounds to fix this” at the beginning of games that would end after 3-4 rounds. While some felt relaxed about their time allowance, others were concerned about how long the whole game might take (“if the first round took us 30 minutes, we’ll be still here past midnight!”).

So to guide players' expectations and instil a sense of urgency, we progressively shortened the round tracker (from 12+ to 6 rounds) and defined a hard-stop point: if players haven’t won by the end of the sixth round, then it’s game over and you all lose. In all likelihood though, if players haven’t won by round 6, they have already endangered too many communities and triggered the core loss condition.


What about running out of carbon?

You can think of the thermometer in Daybreak as your carbon budget. Since (carbon) emissions are directly linked to global warming, in our early prototypes we set a cap to the total amount of carbon players can emit before the game is over and lost.

But just like with time, we know the world won’t end if global warming reaches 2.0ºC, although we also know that at those levels the conditions for humans (and many other species) to thrive will be severely impacted, and many places on our planet rendered uninhabitable


So while setting a loss condition at 2.0ºC might feel arbitrary, or “disturbing” as Oliver Morton once told us, it helps us communicate that the higher the temperature, the more future generations will suffer. And like with the other ancillary loss condition, we tuned the game so that it’s rarely triggered. Normally players win or lose way before that point.

What is the core loss condition then?

When we started playtesting our initial prototypes with family and friends, the (only) loss condition was set at 2.0ºC. 

At the time we also reached out to the Red Cross Red Crescent Climate Centre to seek their advice on how the game was shaping up. On our first meeting, Pablo Suarez made the unforgettable comment that climate action is “not merely a war on carbon”, which was a good summary of our game at that point. We realised that while the game was modelling the emissions cycle and energy transition, it didn’t include the human suffering and loss caused by climate shocks. And we didn’t have a way to represent the efforts to protect people and places from the impacts of those shocks.

We had to include these dimensions in the game, so we gave each player a set of people tokens and introduced a new loss condition: you lose the game if players collectively lose N people. This centred protecting lives as a core climate goal.

We didn’t want to map people tokens to real population numbers. Doing that would have forced us to give each player a ton of tokens, especially to the player representing the Majority World. We also didn’t want the game to suggest that their entire population could be wiped by climate shocks.

Instead of trying to model populations, we wanted to focus on a threshold of suffering and loss, beyond which the consequences are unbearable or unacceptable.

Setting that threshold as a collective number would indicate that people are equal, no matter which part of the world they are in. If people in the Majority World are suffering, it doesn’t matter how safe people in Europe or in the US are, because the game will be lost by everyone when that collective threshold is reached.



This is how it worked. Each player would place an equal number (10) of people tokens in the middle of the resilience “doughnut” on their player board. Then, when a crisis would cause some people to become “lost”, the tokens would be transferred in a coffin-shaped area on the game board.



It was a rather macabre metaphor, and it turns out also a misleading one. As our Climate Centre advisors pointed out, people don’t have to be dead in order to be in trouble. It’s much more common for people to be displaced as a result of worsening climate and living conditions, than to be killed. To reflect this reality, we changed that state from being lost to being in crisis. This opened up the possibility of people recovering, either being rescued by humanitarian interventions or improving their conditions thanks to socio-economic policies.

Still, when “people” became “people in crisis” they were moved from the centre of each player’s attention to the game board. That distance was both physical and psychological: once over there, it was harder to track how many tokens were in the crisis zone, and it felt like they belonged to nobody.

We realised we wanted players to feel attached to their people, both when they are safe and when they are in crisis. So we changed the loss condition: everyone loses the game if any one player has N people in crisis.

This shift meant changing the boards too. People in crisis would now fall through the cracks of the resilience doughnut, sitting unprotected outside of it. We noticed players would care much more about their people with these rules and layout, but it was still hard to grok how many tokens were in the crisis zone, i.e. how close each player was to triggering a loss for everyone.


We then experimented with a more conventional track, in which each token in the crisis zone would occupy a designated space, and the danger level is very easy to read.

At that point we changed language and icons from “people” to “communities”, to highlight the societal scale of climate change impacts. Also, one too many playtesters confused the people icon for a gendered toilet sign 🚻

We wondered how granular we could go in representing the human suffering dimension of climate change. One experiment was a sliding scale, where communities could move from safety, to risk, to crisis and (hopefully) back.




Another experiment was to peg the number of communities in crisis to the number of cards people would draw each round.


Every additional community in crisis can have a meaningful impact on players, and make it harder and harder for them to win.

What is the win condition then?

The victory condition defines what players should strive for, and therefore what really, ultimately matters in a game. So when it comes to climate change, what does it mean to win? What is the ultimate goal of climate policy?

Our planetary climate system is breaking down because for centuries, certain human activities have been generating more greenhouse gas emissions than our planet can absorb


To prevent catastrophic levels of global warming, cutting those emissions at source is imperative. 

In Daybreak, each round all emissions from all players are dumped on the game board. Some of those get absorbed by carbon sinks on the world map. Then the remaining net emissions drive up global warming on the thermometer. This causes a cascade of crises, from extreme weather events to global crop failures and political shocks, which if left unchecked will overwhelm players (to learn more on how we modelled this feedback loop, see Design Diary 2 - Antagonists and Impacts).



Each player starts with a vast amount of emissions, based on the real-world emissions of the world power they oversee. Round after round, they are challenged to reduce their own emissions, while preserving and boosting collective carbon sinks.

We decided the win condition would trigger the moment emissions stop accumulating in the thermometer, and start to decline instead. In other words, when the planet, through its carbon sinks, can absorb more emissions than human activities generate. That moment is called drawdown.


Drawdown represents a vital milestone. It means we have stopped global warming and reversed the dangerous trend of the last couple of centuries. In the real world, drawdown doesn’t mean the job is done. In order to make our planet habitable for future generations, we must continue to bring down greenhouse gas concentrations to pre-industrial levels. We decided the game won’t model that phase, but instead will focus on the urgent, existential challenge of stopping emissions levels (and therefore temperatures) from rising.

What’s the difference between drawdown and net zero

Net zero was originally used by climate scientists to describe the moment when globally, the sum of all emissions produced by human activities is equal to the amount of emissions absorbed by carbon sinks. Since then it’s become a rather abused phrase, as many governments and corporations have been dressing up their emission accounting tricks as net zero pledges. Indeed, we found players tend to be more familiar with “net zero” than “drawdown”. That meant our definition of net zero could well be different from what some players might have heard in other contexts. Drawdown allows us to avoid any potential confusion (which is rather important when it comes to evaluating a win condition). It also feels more evocative and ambitious: instead of min-maxing their carbon accounting to reach neutrality, we encourage players to cut emissions as deeply as possible.

And how does it feel to win?

In our early prototypes the game would end immediately after players achieved drawdown. While this made for a clear and explosive moment of joy, it also meant that crises (which come after emissions in the round order) could be ignored by players when they felt they were close to drawdown. This rule was sending the misleading message that once we reach the drawdown milestone, everything will be solved, no more extreme weather events, no more suffering. It also drained a lot of tension from the end game.

We therefore moved the victory check after the resolution of the last round of planetary effects and crisis cards. To recap, when players reach drawdown they know this is going to be the last round. But it’s not over yet, they still need to survive one last crisis step. Will they make it? 

If any player’s resilience is low or if they have a dangerous number of communities in crisis (as it often happens in the late game) then the tension is high and you bite your nails until the last crisis card. To use a football analogy, it feels like a 3-2 victory when your team has scored the last goal ten minutes before the end, and relief comes only with the final whistle. 

Playful Activism 

Designing a game about the climate crisis feels like trying to photograph a rapidly moving subject. Both hopeful and terrifying news keep erupting. So we could tinker on this forever. But we also can’t wait to share this labour of love with the world, and see what you make of it. 

As we chased this subject over the last couple of years, we started to filter news articles and net-zero pledges through the lens of Daybreak. We realised what we’ve built is an interactive model that helps us make sense of what is happening (or not happening) on the climate front, and to have deep conversations with our friends about the future of our planet.

We were over the moon to hear from many people that playing Daybreak changed how they understand the problem and its potential solutions. 

Playtesters told us that while the game doesn’t shy away from the loss and destabilisation ahead, it’s empowering to play out the rapid and far-reaching transformations required to stop global warming. To build a sustainable future where everyone can thrive as well as survive.

Daybreak, in its playful blend of climate science, tech, policy and internationalism, reminds us that all this is possible. If we can imagine it, we can make it happen.

Climate change is here, and it won’t go away if we ignore it. But getting involved in climate action doesn't always have to be serious. We can be playful activists. Taking part in social change can be fun! 

We hope playing Daybreak helps you zoom out from the chaos, understand the climate crisis, and join the conversation.

That's all for today 

We're putting the finishing touches on the challenge cards, which you'll be able to mix in many different combos to make the game easier or harder, either for individual players or the whole team. Say you survived your first game, but can you do it again while keeping temperatures lower, while avoiding certain technologies, or while creating an even more resilient society?

We can't wait to show you what we've been up to!

M

📗 Design Diary 4 – Players and Powers
over 1 year ago – Wed, Oct 05, 2022 at 09:16:51 AM

Matt here for Design Diary number 4! Today, I'll be sharing more about how we decided who the players would represent and how we untangled and presented all the many different types of actions you can take to take on the climate crisis.

In our previous journal entries we described our goals, the antagonists of the game, and the resources in play. In this entry, we look at who the players represent in the game and what they can do about the problems at hand with the resources that they have.

Who Should the Players Represent?

We agreed the game should have a global scale so it made sense to first explore the idea of each player taking on the role of a government. Each player would be in charge of a country, or group of countries (in a realistic or imaginary world, we weren’t sure at the time), using political will and financial capital to roll out policies and technologies from an opportunities deck.

Players would have individual agency over their economies but their emissions would be added to a common pool (the atmosphere), which would tie everyone to the same global engine of doom and create a strong incentive for players to cooperate.

Given the practical requirement of a 1–4 player game, we needed to work out a list of world powers for the players to represent. But splitting the world into four is not simple! We wanted to include as much of it as was reasonable, giving players meaningful options and agency without reproducing the Western idea that only wealthy “developed” countries had a role to play.

Our list was heavily influenced by the book The 100% Solution which outlines four major players in the struggle as the United States, China, Europe (plus other “developed” countries), and India (plus other “developing” countries). We wanted the Global South – not a country, but a block of countries with broadly similar trajectories – to have a seat at the table. Those are the countries that are the least responsible for the climate crisis yet are the most affected by its consequences. So we expanded India to include all of the Global South and then renamed it to the Majority World, which better reflects its scale and highlights that it represents most of humanity.

We didn’t want to perpetuate the myth of a level playing field sustained by many games, so we imagined that the players would have asymmetrical starting values and abilities. We also figured this would add variety and texture to the game and potentially give each player a kind of role to play – similar to the roles in Pandemic.

What Can the Players Do About the Problem?

We began with the premise that there would be a collection of standard actions that the players could do along with special actions that would be printed on policy and technology cards. Players could put these cards into play by spending two currencies: financial capital and political power.

In the very first iteration of the game, this menu of standard actions was pretty simple:
  • Add energy capacity
  • Buy and sell energy
  • Exchange ideas

Players could produce energy, sell it to the other players, and hand their cards to each other.

By version 1.17, this list had blossomed into a much bigger menu:
  • Buy Dirty Energy Plant
  • Buy Clean Energy Plant
  • Decommission Dirty Energy Plant
  • Give Foreign Aid
  • Share Opportunities
  • Buy or Sell Energy
  • Reforestation
  • Sequester Carbon

This was a pretty heterogeneous list. And since some of these actions took place during different steps during the order of play or adjusted certain values, the player aid began to look pretty complicated. 

This was functional but a bit awkward and certainly not something you’d describe as elegant or easy. The complexity of this system and all of the resource manipulations that were required meant for a much longer play time than we wanted.

In February of 2021, we embarked on an experiment to simplify the game by entirely removing its two main currencies: financial capital and political power. We moved to an economy that used cards as currency instead. Players spent opportunity cards, and as a result, each action now had an “opportunity cost.” In a sense, this was like turning Terraforming Mars into Race for the Galaxy.

Standard Actions Become Starting Projects

Around this time, we also decided to move all the standard actions of the game onto a set of starting project cards for each player. In doing so, we were able to eliminate the menu of standard actions altogether. If an action wasn’t on a card in your tableau, you now simply couldn’t do it. These starting project cards were also the perfect surface for differentiating the players. All we needed to do was give each player a different set of starting cards.

Here’s an evolution of the starting cards for the U.S. player:




Fostering Communication and Cooperation

In our early prototypes, cooperation was limited to swapping cards and buying and selling energy. Once we started to lean into our new design that featured a starting tableau of differentiated player powers, we found lots of new opportunities for players to assist each other, right from the start of the game:
  • The U.S. is good at R&D and can discard cards to go “fishing” for solutions that might benefit another player. They can then pass that card to the other player using their Climate Debt Repayments card.
  • China starts out with the ability to export clean energy technology which can help other players meet their electricity demand.
  • Europe can help by giving other players resilience tokens and can help pull the other players’ communities out of crisis.
  • The Majority World can forecast upcoming crises that often affect every player.

We did notice one issue crop up repeatedly in playtesting: once players received their initial hand of cards, they suddenly got tunnel-vision – it was difficult for players to propose ideas to the group since players tended to get hyper-focused on their own hands, tableaus, and player boards. This came up in several post-game debriefs: players expressed frustration with an inability to make proposals to the group. It was like the opposite of the “alpha player'' problem. Players had so much autonomy that they found it difficult to talk about the big picture.

We solved this by creating the Conference step. In this new step, players could forecast upcoming crisis cards, debate global project cards, and generally talk strategy together. Crucially, this step occurred before any player had their new hand of playing cards. This gave everyone some time to focus on the bigger picture together. Thematically, it resonated: it gave the feeling of the world coming together at a COP conference where they could make plans and promises that they could try to fulfill but (since they didn’t yet have their hand of cards) couldn’t do with 100% confidence.

Making the Players Feel Powerful

Once we changed our currency system, we identified another benefit. In the old design, cards were typically purchased and their effect was recorded on the player board – and then the card was largely forgotten. In our new design, cards could be put into play for free but players would need to pay a cost in order to activate the action on them. This meant that we could design recurring actions.

This, in turn, led to experiments where we tinkered with different ways the cards could scale using the tags printed on them. Prior to this, the tags were more like passive categories – sometimes they mattered, but that was the exception, not the rule. With the new card design, we could let players put a new card into play quickly (but fairly inefficiently) and then let them really scale it up into something far more powerful. Here’s a comparison:
 
The card on the left is from an early prototype. It cost 5 financial capital and 4 political power. When it was played, the player would increase their clean energy production by 3 and their political power income by 1 each round. The card was then put in a loose tableau of cards that the player had rolled out, where it could essentially be forgotten.

The card on the right is from the final prototype. It can be played for free on top of any stack. Once played, the action on it can be used if a player discards a card from their hand. This will gain 1 clean energy plant for each solar tag in that card’s stack. Since the card already has a solar tag, the player can discard 1 card and gain 1 clean electricity plant right away.

On the left is a more extreme example. Here the player can gain 2 clean electricity plants for every solar tag in this card’s stack for each card they spend. In this example that’s 6 plants per card! And the only limit to the number of times a player can do this is the number of cards they have to spend.

We also let players play cards on top of existing stacks. The example on the right shows what would happen if a player placed a “Clean Energy Portfolio Standards” card on top of their “Major Solar Program.” This card lets the player remove 1 dirty energy plant for each clean electricity tag in the card’s stack each round. In this case, 4 dirty plants, for free, each round.

This ability to add cards on top of other cards led to an understanding that your new solutions could be built on the foundations of your older solutions and also conveyed an exciting feeling of momentum.

A Diversity of Solutions and Tradeoffs

As we worked through the design of these cards, we wanted the game to make it clear there is no single solution to the climate crisis – that many different solutions, all working together at the same time would be required. 

More than Just Decarbonization

We wanted to get across a key lesson from our research – that many climate solutions aren’t just tied to decarbonization and energy. While we decarbonize the world, it’s equally vital to build resilient communities, restore ecosystems, improve infrastructure and bolster international cooperation. For instance, expanding access to healthcare means vulnerable people will be more protected from the impacts of climate change (think heatwaves, fires, storms, as well as food shortages and epidemics).


Here’s a small sampling of cards that look beyond decarbonization and energy:
  • Women’s Empowerment, Rewilding, City Greening, Regenerative Agriculture, Universal Access to Healthcare, and many more that build resilience.
  • Environmental Movement, Social Movement, and Community Wealth Building projects as well as various climate finance projects that increase opportunities to roll out future solutions.
  • Community Recovery Policies and Climate-smart Immigration Policies that pull communities out of crisis and care for them.
  • Indigenous Peoples’ Forest Tenure, Mangrove Restoration, and Peatland Protection and Rewetting that increase land-based sequestration.
  • Foreign Aid, Climate Debt Reparations, and Patents Regulation that help players share opportunities with each other.
  • Adaptation Programs and Early Warning Systems to help predict and mitigate upcoming crises.

All told, we came up with over 130 different opportunity cards and two dozen starting projects!

Tradeoffs

But these solutions couldn’t all be equally valid at any given time. We also wanted the players to make difficult tradeoffs! Through many rounds of playtesting, we were able to hone these and worked to increase their importance in the game through the design of the actions on the opportunity cards. Some key tradeoffs included:
  • Perfect the enemy of the good? Should you design high efficiency projects that will take longer to mature, or do as much early action as you can – even if it’s less efficient?
  • Mitigation or adaptation? Should you focus on mitigation (reducing greenhouse gasses emissions) or adaptation (build resilience)? Both are needed; what’s the right balance?
  • At home or abroad? When should you help another player achieve their goals or protect their communities when it would mean less investment in your own economy?
  • How much risk is right? Do you invest only in technology, hoping the crises this round will be mild and spare your communities? Do you start a project which requires a lot of future investment that you may not be able to afford? Will this geo-engineering project work? Should you invest in R&D even if it might not pay off this round?

We noticed that we started to read climate news articles with the dynamics of the game front of mind. Just about anything, it seemed, could be turned into an opportunity card (or a planetary effect or a crisis card). By the time we finished, we had a huge suite of opportunity, global project, and crisis cards on our hands.

Managing Complexity

The new play patterns and the diversity of options made the players feel far more powerful and creative. Over the course of development, we found that the problem space needed to be bounded, however, to prevent players' “heads from exploding.” (We have footage of several people using this exact phrase before we solved this problem.) 

Natural Restrictions and Simplifications

We found some helpful and natural restrictions and simplifications helped bound the problems into a more human-manageable size:
  • We introduced a limit to the number of stacks of cards that a player could manage (at first 4, then 5) and ruled that only the topmost card in each stack was available. When we started, all of the cards in each player’s tableau were spread out in a large pile and the player might need to evaluate every one. We also tried limiting each stack’s depth but found that this was unnecessary.
  • We didn’t allow players to move cards around in their tableaus. Doing so would have meant players would have to re-evaluate every card and its position. Far too time consuming!
  • We severely limited the players ability to exchange cards, making it a special action they had to unlock in order to use. This felt wrong to me, initially: I figured this would be an essential component of cooperation. Initially we let players hand cards to each other at the cost of 1 political power. Then we let players simply swap cards whenever they wanted. But this often meant that players would attempt to internalize the entirety of each others’ tableaus in order to best min/max the potential of each card. This obviously led to much longer play time and a tendency for some players to attempt to direct the action (the “alpha player” syndrome). When we added the card passing restrictions, these problems disappeared, play time became much more manageable, and there was still plenty of cooperation.
  • We reduced the number of ways you could play a card. We experimented with cards that had “instant effects” (that were played and then discarded) and cards with rollout costs that you’d have to pay in order to add the card to your play area. We removed all of these exceptions in favor of a single, easier-to-understand system.
  • We moved global project cards out of the opportunity deck. The global project cards used to be mixed in with all of the opportunity cards. Players would draw them into their hands and then have to try to make a case to the group for rolling them out – while everyone was focused on improving their local economy. We pulled these out of the opportunity deck and into their own deck when we introduced the Conference step.

Abandoned Ideas

We also tossed a number of ideas from the game to reduce complexity and better model what was going on. Here are some of the many ideas that got the ax:
  • An elaborate model of battery technology which attempted to model how intermittency could be mitigated. We scrapped this after discussions with Justin Vickers for a much simpler system that also made for a better model.
  • Clean energy storage. Turns out, you can’t store electricity (at least in these quantities) for 4–5 years anyway.
  • Buying and selling energy. Early versions of the game allowed players to buy and sell dirty energy (and with some technology cards) clean electricity with each other.
  • Financial capital and political power. These currencies bogged the game down and were presented with a level of fidelity that was largely just made up. We replaced them with a system that used opportunity cards as currency instead.
  • Dirty energy demand. This represented the fact that legacy systems that run on fossil fuels can’t run on electricity. We ditched the idea of “reducing dirty energy demand” in favor of representing these sources of emissions directly with different tokens. We were then able to model electrification by removing these tokens in exchange for increasing electricity demand.
  • Innovation checks. In earlier versions, many of the cards that used speculative technologies had a system where you’d pay for the card and then draw further cards to see if you were successful, using a system similar to 7th Continent. We simplified this system considerably and limited it to only the R&D cards.


A Long Evolution

Here’s a visualization of how some of the starting actions evolved over the course of Daybreak’s development.
In the next post, we’ll look at how we designed the winning and losing conditions for the game.

📗 Design Diary 3 – Models and Resources
over 1 year ago – Fri, Sep 30, 2022 at 08:25:01 AM

Matt here for the third episode of the Design Diaries! Today I'll be sharing the journey we took as we designed the resources in Daybreak – both what they would be and how we would to present them to the player.

We started meeting in April of 2020 to discuss our goals, the central challenge, and the solutions that would make up the game. One of our first projects was to come up with a simple model for how the game operated.

A Toy Model

Our initial concept was a game where the players could convert money and political power into technologies and policies that would help them decarbonize their economies. If players could accomplish this before global temperatures rose too much (triggering a loss) they would win the game.

To get started, we needed to figure out what resources the players had and what attributes they’d need to track and how they affected each other. In order to guide the game’s design, we sketched out an early model to summarize this:


We sketched out the resources that players would need to track: financial capital, political power, dirty energy, clean energy, and carbon. Players would also need to track quite a few other attributes for themselves including their rates of income, how much energy and carbon they produced each round, their energy demand, and how quickly their energy demand and income grew.

Early Stats

We didn’t want to over-engineer the first prototype of the game but also wanted the values involved to have some basis in reality. (Our initial aim was to get roughly within an order of magnitude.) We pulled some values from The 100% Solution (emissions and sequestration) and Wikipedia (financial capital was loosely based on GDP) to plug into the first prototype:


Our first player boards were set up to track all of this information. Here’s our very first player board:
If you’ve played Terraforming Mars, you’ll likely see the influence of that game. Each box on this board tracked both income (the number written down) as well as the player’s current balance (represented by the tokens).

We also tracked Financial Capital Growth and Total Energy Demand Growth and how much clean energy a player could save each round.

It was… a lot.

But, we were able to get a functioning game out of it! It was a bit long and fiddly, but was up and running.

Our next version used a whiteboard arranged with the goal of making accounting a bit easier. Dirty energy cubes could be dragged downward from a supply box to meet demand, and then dragged downward again, to join the “other carbon” the player generated, in order to become the emissions generated for that round. We thought this was quite clever: the same tokens that were used for a resource could be converted into waste simply by dragging them across the board.

This design was also functional but complex. It was also hard for other players to read from across the table and not terribly accurate. The concept of “dirty energy demand” was hard to understand and a weird way to model the problem. And players had to handle a lot of tokens — they needed to collect and spend a good number of financial and political capital tokens each round, and the time needed to count and collect all of those tokens really added up.

Despite all of these issues, we used variations of this overall design from May 2020 to February 2021 while we iterated on other aspects of the game.

In February of 2021, we challenged ourselves to make the game “less about stats manipulation.” Overall play time was longer than we liked and a lot of game time was spent on bookkeeping — adjusting all the numbers and token counts on the player boards. One prompt that came up in a design discussion really intrigued us: what if we removed the financial capital and political power resources from the game entirely and instead used cards for the game’s currency? In hobby game terms, this was akin to transforming Terraforming Mars into Race for the Galaxy. A big change (which we’ll dive into in the next design diary).

Resources at a Glance

After we took that big leap, players no longer needed to track financial capital and political power. They still had to track energy and carbon however. I took a stab at how players might keep track of those resources with the aim of making their counts easier to read across the table. One experiment resulted in this physical sketch that used puzzle pieces:

The pieces here represent dirty and clean energy plants (first row), dirty and clean energy demand (second row), “other” carbon (third row), and dirty energy storage (fourth row).

The dirty energy demand puzzle pieces could only fit into dirty energy plant tokens, which was meant to make it clear that the needs of legacy infrastructure could only be met by dirty energy sources (fossil fuels). I even experimented with making the clean plant tokens wider to communicate how they were more efficient. I thought this was all quite clever. In practice it was weird, fiddly, and confusing!

We didn’t have the ratios right at this point, either. Greenhouse gasses produced by sources other than electricity generation (transportation, industry, buildings, agriculture and land use, and so on) make up a much higher percentage of total emissions than we were initially playing with.

But one thing this design did get right was to break away from the whiteboards in order to “embody” the electricity plants and carbon sources on the table in a more physical way. We saw a lot of advantages to this: it was easier to track what other players were doing at a glance and calculations could be made by adding and subtracting pieces instead of writing and erasing numbers. It also promised to be a more sustainable solution since we wouldn’t have to include consumable pads of paper or use plastic whiteboard markers that would dry out.

After quickly abandoning the puzzle pieces, we tried a board with an extendable channel to hold the plant tokens next to a pegboard number line to track energy demand. The best feature of this design is that players wouldn’t need to do sums — they could simply physically rack up their plants to see if they met their demand.


This was the last design that featured the concept of “dirty energy demand.” We abandoned that concept after conversations with Justin Vickers of CMYK (who is an energy transition lawyer by day and a game publisher by night) and decided that players could simply generate 1 carbon cube per dirty plant each round provided they still had the plant on their player board. This was a better match for reality — any plants not shut down or mothballed (taken off of a player board) would continue to generate carbon.

Different Emissions Sources as “Resources”

Then in March 2021, Matteo had the brilliant idea to further refine what we had been calling “other carbon” into the different categories of emissions sources that comprised it (Transportation, Industry, Agriculture and Land Use, Buildings, Fossil Fuel Extraction, and Waste). We updated the prototype to represent the proper amounts for those emissions using ClimateWatch “emissions by source” data.
(Here's the spreadsheet we used at the time.) This led to this design, which was a real breakthrough:



The introduction of these new categories opened up a rich array of policies and technologies that could target those specific emissions. The game no longer only centered on shutting down fossil fuel plants anymore — it was much clearer that it was about decarbonizing your entire economy.

Fine Tuning

Once we had this design, we tried out a number of different arrangements so that we could quickly do emissions accounting, track resilience, and count the number of people or communities in crisis.



In the next post, we’ll look at how we designed the actions and opportunity cards that power the solutions in the game.

*Although we dropped the concept of storing energy from round-to-round, we do make an attempt to model how grid infrastructure is required to scale wind and solar due to the intermittency of those energy sources.