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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.

Visit our website www.tinyearthgames.com for

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