‹ Cli Mate
today's season
HEAT: every point makes the storms worse 0
Threat
0
incoming
You stop
0
nothing yet
=
Hits the city
0
⚡ ENERGY 3
‹ Play

Storm Season

Eight storms. It gets hotter. You cannot beat the weather, only be ready for it.
  • Each storm shows what it will do before you act. No dice, ever.
  • Spend 3 energy a round on cards. Prevented damage is your score.
  • Cards answer specific threats. The wrong tool is worth half.
  • After every storm, Heat rises, and a new rule switches on.
Everyone plays the same season today. Score is the share of damage you stopped.

Recovery

Storm survived. Take one card into your deck.

Rules

Learn in a minute.
  • 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 rises after every storm. Heat 3: storms get longer. Heat 4: surge is worse. Heat 5: storms stall and repeat their worst. Heat 6: every hit lands harder.
  • Some cards are cheap and powerful and raise Heat. Worth it now, but Heat comes due at the Finale.
Score = share of damage prevented + storms survived + community left − heat.

Season over