‹ Cli Mate
today's season
GLOBAL HEAT: a hotter planet makes stronger storms tap = why? 0
ISA STORM
Threat
0
incoming
You stop
0
nothing yet
=
Hits the city
0
·
ENERGY 3
‹ Play

Storm Season

Five named hurricanes are coming. You can't stop them, but you can limit the damage.
  • The goal: block damage. Every point you stop is a point of score. The city just has to still be standing at the end.
  • The storm tells you what's coming. Play cards that match it. You get 3 energy a round.
  • Survive a storm, pick a new card, face a bigger category.
Same five storms for everyone today.
CM NEWS · Storm WatchLIVE
ISA STORMreporting live · the sea wall
STORM SEASON: five storms head for the coast
Season forecast · expected threat

Global Heat

Why the flame number matters.

Recovery

Storm survived. Take one card into your deck.

Rules

Learn in a minute.
  • The goal: you can't stop a hurricane, so you block as much damage as you can. Blocked damage is your score. Lose the whole community and the season ends early.
  • Prevention stops damage this round. Levees last the storm. Sea Wall / Early Warning last the season.
  • A card marked vs flood, rain is worth half against anything else.
  • Heat = how much the planet has warmed. It rises after every storm, and fossil-powered cards add more. Hotter planet → stronger, longer, meaner storms. Heat 3: storms get longer. Heat 4: surge is worse. Heat 5: storms stall and repeat their worst.
  • Some cards are cheap and powerful and raise Heat. Worth it now, but Heat comes due at the Finale, and it costs score.
Score = share of damage prevented + storms survived + community left − heat.

Season over