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.