Daybreak (2-player review)
By Kaysee and Max

We bought Daybreak, which is called e-Mission in German (the copy that we used for this review), a few days after Earth day. We wanted to have a game that we could play on Earth day every year. On top of it being a Kennerspiel des Jahres (a Kennerspiel is in the middle of a family game and an expert game in terms of complexity) in 2024, we learned that it has information about some real life projects and initiatives for addressing the climate crisis. And the game is not just about managing the climate crisis thematically, but mechanically it’s also a crisis management cooperative board game with some survival elements.
The setup is not too complicated. Each player chooses and represents one of the World Powers (Europe, China, the US, and the Majority World). They get the corresponding player board, put some markers on the main and player boards, and shuffle the three decks of cards. For our first session, one of us chose China and the other the US. This combination is considered the standard mode for two players. The most involved bit of setup is adding the correct Emissions markers and Energy type to the player boards, as each World Power has its own specific starting configuration. Increasing the difficulty by adding individual or global challenges shouldn’t affect the speed of setup that much. The whole thing shouldn’t take more than 15 minutes even for beginners.

The game has a maximum of six rounds, which means the playing time is always going to be similar. Each round consists of five stages. The first is the Global stage, where players draw the Crisis cards for the round and two Global Project cards. To begin with the number of Crises is three. As the temperature increases over the course of the game, so does that number. One Crisis starts face-up each round. This allowed us to prepare for or potentially mitigate its effects. After drawing two Global Project cards, players get to choose which one they would potentially activate. Global Projects benefit all World Powers, so our choice was dependent on what starting Local Projects we both have. One of the things that we like about the Global Projects is they encourage interaction between players as some Global Projects allow players to trade with each other and help each other in some other ways.
We find the next stage, the Local Project stage, to be the most exciting stage, during which players draw and use Local Project cards. Each player starts with five Local Projects depending on their chosen World Power. But in subsequent rounds all the World Powers draw from the same Local Project deck. There’s plenty of different Local Project cards in the deck which makes it possible to construct different sets of Local Project cards each session. This where we prepare for the possible crises to come and the Forecast Crisis (the Crisis card faced up).
Unlike Global Projects, active Local Projects only affect the World Power that has them. Players don’t need to take turns to use a Local Project card; they can do it simultaneously and each player’s hand and board are open. They can use the effects of those projects, which generally either have a limited number of uses per round or require another Local Project card in hand to be discarded per use. They can also be used to modify active Local Projects in two ways: they can be played on top to change the effect or under an existing project to add their symbols to it. Later Local Projects often require a specific number of symbols to be used or to gain additional uses. We also made full use of Daybreak’s lack of communication limit at this stage and talked about our strategies extensively. Depending on which Global Project is active, a player can give some of their cards to another player during this stage, so we think that talking about which card to use is crucial.
During the Local Project stage, we tried to ensure that our societies meet their energy demands before we reach the next stage – the Emissions stage. At the Emissions stage, players first check whether they are generating enough energy for their societies’ needs. If they don’t, they will gain some Communities in Crisis markers, which can reduce the number of cards drawn in the project phase or even lead to a game over, if they accumulate too many.
All the Carbon (Emissions and Dirty Energy combined) caused by the World Powers is then added up. Luckily, Trees and Oceans (and potentially Direct Air Capture) absorb as much of the carbon as they can. The more Trees, Oceans and DAC you have, the more Carbon is absorbed. We find that increasing Carbon absorption is quite difficult to do. But being able to sequester all the Carbon, which is called Drawdown, is necessary to win the game.

Any leftover Carbon is then added to the Thermometer. If a number of spaces equal to the number of players, two in our case, on that track is filled, a Temperature Band is added to show that the global temperature has increased by 0.1 degrees Celsius. If the global temperature increases by 2.0 degrees Celsius, the game is lost.
The number of Temperature Bands on the board influences the next stage, which is the Crisis stage. Now, a player has to roll the Planetary Effects die a number of times determined by the temperature level. Based on the results, various markers advance along their respective tracks, causing negative effects when they reach a tipping point. E.g. the acidification of the oceans can limit their ability to absorb Carbon, while melting permafrost can cause increased Carbon. We are not huge fans of this mechanic. We think that if there’s a die roll, there should be significantly different outcomes. In Daybreak, five of the six outcomes are just very similar as they all slightly accelerate the increase of global temperature.
After applying these effects, it’s time to resolve the Crisis cards drawn at the beginning of the round. These can either affect all players or just one player. Most of them have instant effects, but some stick around and cause continuous problems until dealt with. There are ways to flip and reveal a Crisis card during the Local Project stage, but this is dependent on which Local Project card a player gets and it is very rare. We really like this stage, as it’s the most suspenseful stage. Many things may happen during this stage that are beyond our control. It is, for instance, still possible to lose during this stage even if you have achieved a Drawdown, since the effects caused by some Crisis cards can increase the number of Communities in Crisis markers. But it doesn’t mean that our choices didn’t matter. The chances of losing at this stage can be reduced by dealing with emissions or adding initiatives during the Local Project stage.

The final stage, the quickest stage of the round, is the Growth stage. Players simply check whether they have won and, if they haven’t, advance the round marker and increase their societies energy needs. There’s only six rounds, so not winning before or in the 6th round means you lose the game. This stage shows that there is an element of survivability in this game; even if all Carbon is successfully absorbed and Drawdown reached, all World Powers still need to survive the Crises. We really like that there are different ways to achieve that by reducing the Emissions and Dirty Energy, by adding more Carbon absorbers if possible, or by doing both.
After winning in our first playthrough, we realized that Daybreak isn’t as easy as we initially thought. We chose Europe and the Majority World in our second playthrough and added a challenge card to increase the difficulty. We lost. It required more careful planning, making sure that we get to reduce as much Carbon as possible and not get screwed by at least the Forecast Crisis. We tried again and won the second time and it was a rewarding win. The different ways that things could end up makes it more exciting. It would have been nice though if there were more World Powers to choose from and not have all the countries that are not China, the US, and in Europe all grouped as the Majority World.

Our Final Thoughts:
Daybreak gives us the opportunity to play as World Powers and consider what actions we could do to mitigate climate change while also thinking of different ways to survive. The different possible ways to solve the issue and different unpredictable ways things may end up make the game more realistic and also more replayable. Although the excitement and motivation to start playing it again aren’t always there (we have plenty of board games so it’s competing against the others in terms of attention), the excitement has so far never failed to exist during each game session, where the thrill that we get from things beyond our control is in balance with the excitement of performing an action, knowing that our choices still do matter in the game each time. We both agree and think that this game is definitely worthy of the Kennerspiel des Jahres award. And we think it plays well for two players.
What we like:
- different combinations of Local Projects
- the theme
- compostable components
- educational
- different aspects and solutions to solve climate crisis
- the Crisis stage
What we don’t like:
- the mechanism behind the Planetary Effect die
What Kaysee doesn’t like:
- not many World Powers to choose from
What Max doesn’t like:
- some Crisis cards are just mechanically the same but with different names
Kaysee’s rating: 4/5
Max’s rating: 4/5
Combined rating: 4/5
Title: Daybreak
Game Design: Matt Leacock & Matteo Menapace
Illustration: Mads Berg
Publisher: CMYK, Schmidt Spiele
Photos by Kaysee
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