Green Guardians Rule Book
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TINY EARTH GAMES PRESENTS
AN ENVIRONMENTALIST BOARDGAME
2–4 PLAYER GAME • 45-60 MIN • 10+ YEARS
You are Green Guardians seeking prosperity in a new land. While exploring
your surroundings, you learn this new environment provides you with a bounty
of resources, but also poses many dangers. You find that each of your actions
affect your environment just as your environment affects you, sometimes
in unexpected ways. You must choose how to achieve your goals without
upsetting the natural balance of your new home. Will your choices bring
prosperity, or will your pursuit make your world into a polluted wasteland?
Acknowledgment
Table of Contents
© 2021 Tiny Earth Games. All rights reserved.
Created by Bobby Pierce.
Art & Design by Jennie Bengtsson.
Made in Sweden.
THE CONCEPT 4
OBJECT OF THE GAME 4
GAME COMPONENTS 5
GAME SETUP 6
2 player game 6
3–4 player game 6
PLAY 8
Phase 1 – Explore or Gather 8
Phase 2 – Phase 2A or Phase 2B 9
Phase 3 – Waste and Pollution 10
Phase 4 – Learn and Clean 11
End of turn 11
PROSPERITY POINTS & SCORING 12
RESOURCE ALLOCATION 12
WASTE AND POLLUTION 13
ENVIRONMENTAL DISASTERS 13
TREE OF KNOWLEDGE 14
Learn Resilience 14
Learn Knowledge 14
Learn Brakethrough 14
Levels of the Tree of Knowledge 15
BRAKETHROUGHS AND ABILITIES 16
Breakthrough abilities 16
Breakthrough prerequisites 16
PLAYER AID 17
INDEX 18
2 3
BRAKETHROUGH
BRAKETHROUGH
BRAKETHROUGH
BRAKETHROUGH
BRAKETHROUGH
BRAKETHROUGH
BRAKETHROUGH
DISASTER
BRAKETHROUGH
DISASTER
DISASTER
This is the only required phase.
Choose either explore new tile or
gather at revieled tile.
Optional phase.
Choose either 2A (build/upgrade) or
2B (produce/research)
If an action in Phase 2 is chosen,
then phase 3 is triggered.
Optional phase.
Learn through invest/Tree of Knowledge or
clean waste/pollution
WIND
POWER
HOLISTIC
DESIGN
RECYCLING
WASTE
COLLECTION
DISASTER
POTABLE
REUSE
TREATMENT
BIO
DIVERSITY
ECOLOGY
BIO
DEGRADATION
IRRIGATION
SANITATION
FOOD
SECURITY
AGRONOMY
SOLAR
POWER
TOXYCOLOGY
PHOTO
SYNTHESIS
DISEASE
RESISTANCE
SYMBIOSIS
CLIMATOLOGY
DISASTER
PARKS &
RECREATION
ANIMAL WATER PLANT AIR EARTH
TOURISM
HYDRO
POWER
HYDROLOGY
STABILIZATION
The Concept
Object of the Game
Game Components
Green Guardians is a strategic board game based on
the scarcity, risk, and cost-benefit of natural resource
use. The goal for the Guardians is to explore the
world gathering resources that are used to improve
production and research abilities. But each new
day exposes the Guardians to the risk of disasters
and pollution that hinders their progress. Players are
forced to make trade-offs between the beneficial uses
of natural resources and the negative impacts that
threaten their world.
Green Guardians is, like most games, a way to tell
a story with a fresh perspective. The inspiration
for Green Guardians is the precious natural
world around us that is being irreparably altered
through climate change and habitat destruction.
The challenge for the Guardians is to find the
balance of trying to win without polluting the world
beyond recovery. Green Guardians is a story about
sustainability, conservation, and also like most games
– still enjoying the journey even if you finish last. We
are passionate about protecting the environment, and
we hope you’ll join us to share the message through
this fun experience.
In an effort to live up to its name, Green Guardians is
designed with simple wood and printed components,
and uses two-sided printing to reduce our footprint
without sacrificing game play.
To win the game you need to collect a total of
10 Prosperity Points (10 PP). The game immediately
ends when a Guardian reaches 10PP.
There are two ways of gaining Prosperity Points;
1. By cleaning pollution (see pg. 12)
This earns you 1 PP/cleaned pollution
2. By gaining Brakethroughs (see pg. 16)
This earns you 3–4 PP/Brakethrough.
Green Guardian x 4 Die x 1
Workshop/laboratory token x 28
These are 2-sided tokens.
7 Building tokens for each Guardian in each color.
Resource cards x 85
Plant, animal, air, water, earth x 17. Same green backing.
BIODIVERSITY
You may remove 1 Waste for
free if:
tile only has 1 Waste
and
tile is adjecent to or
occupied by your Guardian
FOOD SECURITY
Move your Guardian up to 3
tiles away. Gather resources
from the tile where the
Guardian is finally placed
(even if that tile is already
revealed).
WIND POWER
During Production/Research:
creates 1 fewer waste
HYDROPOWER
When a disaster card is drawn,
collect Resources:
+2 Water
+2 Earth
POTABLE REUSE
Recieve +2 water Resources
when Producing/Researching
in waterbody terrain.
Breakthrough Cards x 8.
Same blue backing.
DISEASE RESISTANCE
You may re-roll die for
1 external waste creation
per building.
Waste token x 25
Research token x 52
13 Research tokens for each
Guardian in each color.
DEAD ZONES, OCEANS
Noted since 1970’s, pollution
depletes oxygen that supports
marine life. Shifting conditions
change community identity and
reduces reproductive &
growth rates.
ENDANGERED SPECIES,
GLOBAL
30,000+ known species are
threatened with extinction from
human accelerated hunting, habitat
loss, and invasive species.
GREAT SMOG, LONDON, UK
In 1952, a coal heating exhaust
mixed with industrial emissions
formed a toxic fog that reduced
visibility to near zero. About 4,000
Londoners died of respiratory
ailments over those few days, and
up to 8,000 more would succumb
in the months that followed.
Disaster cards x 15
Pollution token x 25
Player Aid card x 4
ARAL SEA
Once the 4 th largest lake at
68,000 km 2 , lost 90% since the
1960s after the rivers that fed it
were diverted by Soviet irrigation
projects.
LOVE CANAL
NEW YORK, USA
Home to a landfill where decades
of dumping toxic chemicals left
residents with longstanding health
issues including leukemia.
Resource type x 3. Same backing as Resource cards.
PARKS AND RECREATION
When cleaning Pollution from
tiles adjecent to your
building(s), collect:
+2 Resources from
corresponding tile.
SOLAR POWER
When upgrading a Workshop
to a Lab:
cost 1 fewer Resource
creates 1 fewer waste
QUICKPLAY
PHASE 1: EXPLORE OR GATHER
PHASE 2: 2A OR 2B
PHASE 3: ASSIGN WASTE & POLLUTION
PHASE 4: LEARN & CLEAN
RESOURCE ALLOCATION
Tree of Knowledge Board
Hexagonal terrain tile x 19
Plains x 4, Forest x 4, Ocean x 4, Mountain x 4 and Desert x 3
4 5
Game Setup
A
D
B
C
1. The board is made up of interchangeable
hexagonal terrain tiles. Shuffle the tiles and place
them randomly, face down A .
2 PLAYER GAME
For 2 Guardians, select the following tiles (12 total):
3 Ocean, 3 Plains, 2 Forest, 2 Mountains, 2 Deserts.
3–4 PLAYER GAME
For 3–4 Guardians, use all tiles (19 total):
4 Ocean, 4 Plains, 4 Forest, 4 Mountains, 3 Deserts.
2. Sort the resource and corresponding disaster
cards by resource (such as Air, Animal, etc. that
have the same backing B ). Shuffle disaster
cards (3 each) in with each resource type.
3. Place resource and disaster cards face-down in
stockpiles on their allocated slots C . First time
playing? Take the resource sticker and paste it to
the resource card holders backs.
Leave space for discard piles in front of each
stockpile D .
4. Place breakthrough cards next to the resource
and disaster cards E .
5. Place the Tree of Knowledge close to the terrain
tiles F .
6. Set the waste and pollution tokens on the side
of the board, ready for use when created by the
Guardians' actions G .
7. Each Guardian takes your color-coded set of
Guardian token, workshop & lab tokens and
Research tokens H . Leftover sets are put away
and will not be needed for the game.
8. Each Guardian takes a Player Aid card I .
2 PLAYER GAME 3–4 PLAYER GAME
H
x 13 x 7
QUICKPLAY
RESOURCE ALLOCATION
PHASE 1: EXPLORE OR GATHER
This is the only required phase.
Choose either explore new tile or
gather at revieled tile.
PHASE 2: 2A OR 2B
Optional phase.
Choose either 2A (build/upgrade) or
2B (produce/research)
PHASE 3: ASSIGN WASTE & POLLUTION
If an action in Phase 2 is chosen,
then phase 3 is triggered.
PHASE 4: LEARN & CLEAN
Optional phase.
Learn through invest/Tree of Knowledge or
clean waste/pollution
I
WIND
POWER
HOLLISTIC
DESIGN
RECYCLING
WASTE
COLLECTION
POTABLE
REUSE
TREATMENT
BIO
DIVERSITY
ECOLOGY
BIO
DEGENERATION
IRRIGATION
SANITATION
FOOD
SECURITY
AGRONOMY
F
SOLAR
POWER
TOXYCOLOGY
PHOTO
SYNTHESIS
DISEASE
RESISTANCE
SYMBIOSIS
E
G
x 25 x 25
CLIMATOLOGY
PARKS &
RECREATION
HYDROLOGY
STABILIZATION
ANIMAL WATER PLANT AIR EARTH
TOURISM
HYDRO
POWER
6 7
Play
The Guardian wearing or having the most green color in possession goes first. Play proceeds clockwise.
Each turn consists of up to 4 phases:
• Phase 1: This is the only required phase.
• Phase 2: Guardians can choose either Phase 2A or Phase 2B actions.
• Phase 3: If an action in Phase 2 is chosen, then Phase 3 is triggered.
• Phase 4: This is always optional.
Explore
If you move your token to an unexplored (face-down)
tile, the tile is revealed (placed face-up) in that same
position. You receive 2 resources according to the
terrain type (see Resource Allocation for details).
i
EXPLORE A POLLUTED TILE
In cases where you move to an unexplored
(face-down) tile with waste or pollution, you still
receive 2 resources according to the terrain type.
PHASE 1 – EXPLORE OR GATHER
Guardian tokens begin off the board. Begin your
first turn by moving your token onto any edge tile. On
subsequent turns, you may move your token to any one
adjacent tile each turn. After initially entering the game
board, you do not have to move your token each turn.
Gather
If you remain on or move to a revealed (face-up) tile,
you may gather 1 resource of your choice according
to the terrain type (see Resource Allocation for details),
unless there is Waste or Pollution.
i
DISASTER CARDS
In cases when you receive multiple resources, these
are to be considered received simultaneously.
Therefore, if you draw an environmental disaster
card, you still draw any remaining resource cards that
were earned.
Disasters cause you to lose your next turn, retain the
disaster card to turn in instead of taking your turn.
Phase 2A – Build and/or Upgrade
You may build and/or upgrade multiple buildings.
Build a workshop
Invest 1 resource*. Discard the resource card and
place workshop token on the terrain
Upgrade a workshop to a lab
Invest 2 resources*. Discard the resource cards and
flip the workshop token over to the lab side.
i
You may build a workshop where your Guardian is,
and/or on any adjacent revealed tiles.
You may build on multiple tiles on your turn, but only
one building per tile.
You may build on a tile with waste, but not on a tile
with pollution.
You may not build on a tile where another Guardian
or building is present.
i
BUILD
UPGRADE
You may upgrade any number of your workshops to labs.
You may upgrade on a tile with waste but not on a tile
with pollution.
You may upgrade a building the same turn it is built, but
both steps are required and create waste (see Phase 3).
PHASE 2 – PHASE 2A OR PHASE 2B
If you Build and/or Upgrade, you may not Produce
and/or Research from buildings, and vice versa.
Phase 2B – Produce and/or Research
You may produce and/or Research from multiple
buildings this Phase.
Produce in buildings
Workshops produce 1 resource* of your choice.
Labs produce 2 resources*.
Research in lab
Labs create 1 research per turn.
Labs can produce 2 resources or create 1 research
per turn, but not both.
i
You may produce resources at any number of
buildings you own, except they must not be on
polluted terrain.
i
PRODUCE
RESEARCH
You may research at any number of labs you own,
except they must not be on polluted terrain.
Research tokens are kept on the lab building until
used for learning or cleaning (Phase 4) and do not
have to be used the same turn.
...
*according to the terrain type.
8 9
PHASE 3 – WASTE AND POLLUTION
Place waste tokens on tiles for each act of building,
upgrading, producing and researching. Waste can
be either local (on the tile of the action), or external
(a tile adjacent to the tile of action). Waste is still
placed even if a disaster card is drawn for the action.
When a tile reaches 3 waste, the waste tokens are
replaced by 1 pollution token. No additional waste
is added to a polluted tile.
i
PLACING EXTERNAL WASTE
Assign external waste by rolling the die. Each
hexagonal tile is marked with a number 1–6 on each
side corresponding to the die. External waste tokens
are placed on the adjacent tile in the direction whose
number is rolled.
If the number rolled indicates an edge with no
adjacent tile, the die is re-rolled until the number
indicates an adjacent tile. If the roll indicates a tile
which is already polluted, that waste is not added
and no re-roll is necessary.
Example, place external waste:
Player A produces in his/her workshop located on
the Forest tile, which generated 1 external waste.
Player A rolls the die showing [ 4 ]. The waste is
placed on the Ocean tile (west of the forest tile),
adjacent to number 4 on the Forest tile.
Place waste
• build a workshop: 1 local waste
• upgrade a workshop to a lab:
1 local & 1 external waste
• produce in workshop: 1 external waste
• produce in lab: 2 external waste
• research in lab: 2 external waste
Learn
You may earn multiple Research tokens each turn.
Invest 3 resources to earn 1 Research token, either:
• all of 1 type (eg. 3 x water)
or
• 3 different types
(eg. 1 water, 1 earth and 1 air)
Research tokens are placed on a lab building if one
exists, or at your Guardian location if not, until used
for learning or cleaning (Phase 4).
Also, in this phase, you can climb the Tree of
Knowledge (see pg. 14).
i
RESEARCH TOKEN
Research tokens can be used to gain knowledge and
eventually breakthroughs, marked by placing
the Research token on the Tree of Knowledge. They
can also be used to clean waste and pollution (see
Phase 4: Clean).
Research tokens do not have to be used the same turn.
PHASE 4 – LEARN AND CLEAN
Clean
To clean up waste or pollution, invest 2 resources per
waste that are from the target terrain type, or invest 1
Research to clean up all waste or pollution on the tile.
Remove the pollution token from the board and keep
it to mark the point: pollution cleanup earns
1 Prosperity Point.
i
CLEAN
You may clean up waste or pollution from any tile
where your Guardian is placed or where your
building are.
END OF TURN
Play continues to the next Guardian seated
clockwise. Play continues until a Guardian earns
10 Prosperity Points.
10 11
Prosperity Points & Scoring
Resource Allocation
Waste and Pollution
Environmental disasters
There are two ways of gaining Prosperity Points (PP);
1. By cleaning pollution (see pg. 12)
This earns you 1 PP/cleaned pollution
When cleaning a pollution, take the pollution token
off the board and put in your home base. Each
cleaned pollution in your home base represent 1PP.
2. By gaining Brakethroughs (see pg. 16)
This earns you 3–4 PP/Brakethrough.
When gaining a Brakethrough, put the corresponding
Brakethrough card in your home base. The number of
the Brakethrough card represent that PP-value
(3–4 PP/card).
i
WINNING
You earn resources for exploring, gathering, and
producing. The terrain tiles produce 2 different
resources as shown in the illustration below.
Example: The Forest tile produces 1 Plant and 1 Air.
You create waste from building, upgrading, producing,
and researching as described in Game play. Once 1
or more waste is on a tile, you can no longer gather
resources there but you can explore a tile with waste
and receive resources. You may still build/upgrade
on a tile with waste, but may not build/upgrade on a
tile with pollution.
Once 3 waste are on a tile, the waste tokens are
replaced with 1 pollution token. Once 1 pollution
is on a tile, you can no longer upgrade, produce
or research on that tile until it is cleaned up using
resources or research.
Waste and pollution can occur on unexplored tiles,
but can not be removed until explored. Waste can
not occur on top of pollution, even if an action would
otherwise assign waste there.
Environmental disasters occur if you draw disaster
cards from the resource card stockpiles. In cases
when you receive multiple resources, these are to be
considered received simultaneously. Therefore, if you
draw an environmental disaster card, you still draw
any remaining resource cards that were earned.
Disasters cause you to lose your next turn; retain the
Disaster card to turn in instead of taking your turn.
If you draw two disaster cards at the same time, you
skip your next two turns.
Note! Resilience helps you fight off the environmental
disasters more easily and some Brakethrough cards
offer assistance when drawing a Disaster card
(see pg. 14).
To win the game you need to collect a total of
10 Prosperity Points (10 PP). The game immediately
ends when a Guardian reaches 10PP.
DISASTER
DISASTER
DISASTER
GREAT SMOG, LONDON, UK
TENNESSEE, USA, 2008
Coal ash slurry dam burst, covering
nearby river and 1.2km 2 land
with toxic waste. Increased cancer
risk from poor equipment caused
40 cleanup workers to die within
10 years.
In 1952, a coal heating exhaust
mixed with industrial emissions
formed a toxic fog that reduced
visibility to near zero. About 4,000
Londoners died of respiratory
ailments over those few days, and
up to 8,000 more would succumb
in the months that followed.
INVASIVE SPECIES, GLOBAL
Human accelerated migration of
species that dominate habitats
from absence of natural balance.
12 13
Tree of Knowledge
The Tree of Knowledge is where you mark your
progress toward learning Breakthroughs that provide
special abilities and Prosperity Points. There are
three levels on the Tree of Knowledge: Resilience,
Knowledge, and Breakthroughs, where Resilience
and Knowledge are prerequisites to Breakthroughs.
LEARN RESILIENCE
Cost: 3 resources of that Resilience type
(ie. learn stabilization = 3 x earth).
Benefit: you may invest 1 resource to overcome a
disaster of that same type.
(ie. Rid 1 earth disaster = 1 x earth).
LEARN KNOWLEDGE
Cost: 3 resources of a kind or 3 different resources,
or 1 Research, provided all prerequisites have been
researched.
Benefit: Knowledge is a prerequisite for other
Knowledge and Breakthroughs. The more Knowledge
required, the more Prosperity Points the Breakthrough
is worth.
LEARN BRAKETHROUGH
Cost: 3 resources of a kind or 3 different resources,
or 1 Research, provided all prerequisites have been
researched.
Benefit: Breakthroughs provide Prosperity Points
based on the amount of Knowledge/Resilience
required. Breakthroughs give you special abilities
(see Brakethroughs and Abilities, pg. 16).
Once a research token is applied to the Tree of
Knowledge, you cannot undo or move the Research
token once played. Resilience and Knowledge can
be learned by more than one Guardian. BUT
Breakthroughs can only be learned by one Guardian,
after they have learned all of its prerequisite
Resilience and Knowledge. Breakthroughs earn you
special abilities and Prosperity Points as described on
the respective card.
Example, learn Potable Reuse:
Potable Reuse gives you 4PP. Hence, there are
4 prerequisites.
To gain the Brakethrough "Potable Reuse" you have to
buy all the prerequisite Knowledge and Resilience, as
well as the Brakethrough itself:
• Waste Collection cost: 3 x Animal
• Irrigation cost: 3 x Water
• Treatment cost: 1 Research, or 3 x same resource,
or 3 different resources.
• Biodegradation cost: 1 Research, or 3 x same
resource, or 3 different resources.
• Potable Reuse: 1 Research, or 3 x same resource,
or 3 different Resources.
WIND
POWER
HOLISTIC
DESIGN
RECYCLING
WASTE
COLLECTION
POTABLE
REUSE
TREATMENT
BIO
DIVERSITY
ECOLOGY
BIO
DEGRADATION
IRRIGATION
SANITATION
FOOD
SECURITY
AGRONOMY
TOXYCOLOGY
PHOTO
SYNTHESIS
SYMBIOSIS
CLIMATOLOGY
PARKS &
RECREATION
HYDROLOGY
STABILIZATION
ANIMAL WATER PLANT AIR EARTH
LEVELS OF THE TREE OF KNOWLEDGE
SOLAR
POWER
• Resilience: each Resilience can be learned by all Guardians.
DISEASE
RESISTANCE
• Knowledge: each Knowledge can be learned by all Guardians.
• Breakthrough: each Breakthrough can only be learned by 1 Guardian.
TOURISM
HYDRO
POWER
14 15
Brakethroughs and Abilities
Player Aid
BRAKETHROUGH
You earn Breakthrough cards and special abilities
by learning each of the prerequisite Resilience and
Knowledge. You mark the Breakthrough on the Tree
of Knowledge with your Research token and collect
the corresponding Breakthrough card that indicates
the Prosperity Point value and special abilities. To
keep track of Prosperity Points (PP), you may use the
pollution tokens (if there are any) and put them in your
home base.
BRAKETHROUGH
BIODIVERSITY
You may remove 1 Waste for
free if:
FOOD SECURITY
Move your Guardian up to 3
tiles away. Gather resources
from the tile where the
Guardian is finally placed
(even if that tile is already
revealed).
tile only has 1 Waste
and
tile is adjecent to or
occupied by your Guardian
BRAKETHROUGH
PARKS AND RECREATION
When cleaning Pollution from
tiles adjecent to your
building(s), collect:
+2 Resources from
corresponding tile.
To ease the flow of the game, each Guardian is given
a Player Aid card with short information of Game play,
Resource Allocation, Action Overview and Tree of
Knowledge.
ICON REFERENCE
Workshop
Lab
BREAKTHROUGH ABILITIES
• Hydropower 3PP: you receive 2 water and 2
earth resources when you draw a disaster card.
• Parks and Recreation 4PP: when cleaning
pollution from tiles adjacent to your building(s),
collect 2 resources from corresponding tile.
• Food Security 3PP: you may move your Guardian
up to 3 tiles away.
Gather both resources from the tile where the
Guardian is finally placed (even if that tile is
already revealed).
• Biodiversity 3PP: you may remove 1 waste for
free if the tile only has 1 waste and tile is adjacent
to or occupied by your Guardian.
• Potable Reuse 4PP: receive 2 water resources
when producing or researching in ocean terrain.
• Wind Power 3PP: you create 1 fewer waste for
production/research.
• Disease Resistance 4PP: you may re-roll for 1
external waste creation per building.
• Solar Power 4PP: you may upgrade a workshop
to a lab with 1 resource, and create only 1 waste.
BREAKTHROUGH PREREQUISITES
• Hydropower 3PP:
Climatology, Stabilization, Hydrology
• Parks and Recreation 4PP:
Photosynthesis, Climatology, Symbiosis, Tourism
• Food Security 3PP:
Irrigation, Photosynthesis, Agronomy
• Biodiversity 3PP:
Irrigation, Biodegradation, Ecology
• Potable Reuse 4PP:
Waste Collection, Irrigation, Biodegradation,
Treatment
• Wind Power 3PP:
Waste Collection, Recycling, Holistic Design
• Disease Resistance 4PP:
Photosynthesis, Waste Collection, Toxicology,
Sanitation
• Solar Power 4PP:
Photosynthesis, Waste Collection, Toxicology,
Sanitation
2
1PP
Research
Local Waste
External Waste
Resource(s), the number indicating how many.
1 Prosperity Point
QUICKPLAY
PHASE 1: EXPLORE OR GATHER
This is the only required phase.
Choose either explore new tile or
gather at revieled tile.
PHASE 2: 2A OR 2B
Optional phase.
Choose either 2A (build/upgrade) or
2B (produce/research)
PHASE 3: ASSIGN WASTE & POLLUTION
If an action in Phase 2 is chosen,
then phase 3 is triggered.
PHASE 4: LEARN & CLEAN
Optional phase.
Learn through invest/Tree of Knowledge or
clean waste/pollution
RESOURCE ALLOCATION
ACTION
Build
workshop
Upgrade
to lab
Produce in
workshop
Produce
in lab
Research
in lab
Clean
waste
Clean
pollution
from target terrain type
ACTION OVERVIEW
COST WASTE EFFECT
2
2
3 or
2
1 PP
TREE OF KNOWLEDGE
LEARN RESILIENCE
3 resources of that Resilience type
(ie. learn Stabilization = 3 x Earth).
Benefit: you may invest 1 resource to overcome a
disaster of that same type.
(ie. Rid 1 earth disaster = 1 x earth).
LEARN KNOWLEDGE
3 resources of a kind, or
3 different resources, or
1 Research.
LEARN BRAKETHROUGH
3 resources of a kind, or
3 different resources, or
1 Research.
Benefit: Prosperity Points and Abilities.
16 17
Index
A
Abilities.............................................................................16
Agronomy (Knowledge).................................................15
Air (Resource)..............................................................5, 12
Animal (Resource).......................................................5, 12
Assign Waste....................................................................10
B
Biodegradation (Knowledge).......................................15
Biodiversity (Brakethrough)............................................16
Brakethrough cards........................................................16
Brakethroughs.................................................................16
Build..................................................................................9
Buildings (workshops and lab).................................5, 9
C
Clean...............................................................................11
Climatology (Resilience).................................................15
D
Deck building....................................................................6
Desert (Terrain tile)....................................................5, 12
Disaster cards..................................................................13
Disease Resistance (Brakethrough).............................16
E
Earth (Resource)..........................................................5, 12
Ecology (Knowledge).....................................................15
Explore..............................................................................8
External waste...........................................................10, 13
F
Food Security (Brakethrough).......................................16
Forest (Terrain tile)......................................................5, 12
G
Game Play..........................................................................8
Gather............................................................................8
Green Guardian................................................................5
H
Holistic Design (Knowledge)........................................15
Hydrology (Knowledge)................................................15
Hydropower (Brakethrough).........................................16
I
Icon Reference.................................................................17
Irrigation (Resilience).....................................................15
K
Knowledge.....................................................................15
L
Laboratory (Lab)..........................................................5, 9
Learn.................................................................................11
Levels of the Tree of Knowledge...................................15
Local waste................................................................10, 13
M
Mountain (Terrain tile)...............................................5, 12
Move...............................................................................9
O
Ocean (Terrain tile)....................................................5, 12
P
Parks & Recreation (Brakethrough)...............................16
Photosynthesis (Resilience).............................................15
Plains (Terrain tile)......................................................5, 12
Plant (Resource)..........................................................5, 12
Player Aid card................................................................17
Pollution......................................................................10, 13
Potable Reuse (Brakethrough)......................................16
PP (Prosperity Points).......................................................12
Prerequisites.....................................................................16
Produce...........................................................................9
Prosperity Points..........................................................4, 16
R
Recycling (Knowledge)..................................................15
Research..........................................................................9
Research token............................................................5, 9
Resilience..........................................................................15
Resource Allocation........................................................12
Resource cards...........................................................5, 12
S
Sanitation (Knowledge).................................................15
Scoring (Prosperity Points).............................................12
Stabilization (Resilience)................................................15
Solar Power (Brakethrough)..........................................16
Symbiosis (Knowledge).................................................15
T
Terrain tile....................................................................5, 12
Tourism (Knowledge)......................................................15
Toxicology (Knowledge)................................................15
Treatment (Knowledge)..................................................15
Tree of Knowledge.........................................................15
U
Upgrade workshop..........................................................9
W
Waste..........................................................................10, 13
Waste Collection (Resilience)......................................15
Water (Resource)........................................................5, 12
Wind Power (Brakethrough).........................................16
Winning...........................................................................4
Workshop......................................................................5, 9
18 19
TINY EARTH GAMES
Fun, educational, science-based, games for all.
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