|Czas gry||120 min.|
|Zalecenia wiekowe||od 12 lat|
|Niezależność językowa gier obcojęzycznych||Elementy gry zawierają teksty w języku obcym.|
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In CO2: Second Chance, each player manages an energy company that responds to government requests for new, clean power plants. The goal of the players is stopping the increase of pollution while meeting the demand for sustainable energy. You will need enough expertise, money, and resources to build "green" power plants. Energy summits will promote global awareness while allowing companies to share a little of their expertise and learn more from other societies.
CO2: Second Chance revises and enriches of the original competitive game CO2 published in 2012 and also includes a brand-new cooperative game, in which the players have to collaborate to save the world, losing victory points each turn that they don't achieve their goals.
This new and totally re-designed edition of CO2 will bring completely new iconography, an entirely new rulebook (with lots of 3D pictures for easier comprehension of the rules), more balanced gameplay, a new events deck, improved and streamlined mechanisms, a shorter length of play and upgraded wood components for the power plants (instead of cardboard tokens), while maintaining beautiful illustrations on the board and cover.
CO2: Second Chance also includes the original CO2 competitive mode in a revised and enriched format.
Changes form First edition:
- Added cooperative mode, which is now the main game (but you still get the full competitive game, too!).
- New private goals to play the co-op version.
- Event goals were created for the co-op version.
- Different UN goal cards, and different point values.
- You can claim a UN goal card if you have the right infrastructure, while in the original you needed the right power plants.
- The way summits give points has been altered a bit, but it works basically the same way.
- A few new endgame objective cards have been added, and some have been tweaked.
- Your scientist must leave the Project tile to get you knowledge.
- Scientists are no longer allowed in infrastructures.
- You can sacrifice a scientist to take a minor benefit from lobby cards that have already been played.
- Hiring a scientist gives you a “wild” knowledge point.
- No more payment to other players. When the scientist moves out, the scientist’s owner gets a knowledge point.
- Placing projects gives you a knowledge point.
- Building a plant costs a CEP.
- New goal cards.
- Events work a bit differently: They now cost a CEP as well, and if pollution is above 400 ppm, 2 events occur, instead of just 1.
- Added UN Inspectors Variant.
- One turn fewer per decade in both versions.
- One decade fewer in co-op.
- Spend points to reduce CO₂ and pay for events.
- You lose if your points go below zero in co-op.