Much of the modern discourse about board games has finally, gloriously, arrived at the issues of meaningfulness, message and content. We’re starting to take it as read that games create a state of mind and habituate a communication of values, and those values can at the very least teach us insight and empathy and understanding of the world around us. For the most part, however, these discussions have been about things in the past or in potentia. Not that that this makes them less important to learn, just that they aren’t existing in a space where learning is the first stage to actually solving the problem. In this case, climate change has its hands around our throats and Daybreak, by Matt Leacock and Matteo Menapace, with art by Mads Berg is a literal actual step in trying to losing that grip. Billions of lives are at stake, and here is a board game joining climate strikes, marches, gluing people to art work, blocking traffic, starting fires and being a Swedish teenager as things designed to get people to care.
Not that I expect Daybreak to strike a revolution like those other tactics, nor should it be judged for not trying to do so. There are many ways to eat an elephant, and movies and games are a softer way to spread awareness, anger and motivation. But like any political tactic, everyone is a critic. If you’ve dabbled in politics even a tiny bit you know that there is no stance that doesn’t make somebody on your own side enraged. If you over emphasise the threat of climate change you’re an irresponsible doomer, but if you take it too lightly you’re not emphasising the danger we’re in. Try to get people to take local action and you’ll be accused of letting the 1% off the hook. Try to target the rich and they’ll accuse you of trying to stop capitalism (too hard) instead of trying to save the planet. Point out that they’re nickel and diming you instead of just getting on board and they’ll accuse you of not caring about specifics or being blindly tribal. Criticise their methods and they’ll call you a traitor who is encouraging people to despair because they can’t see a united front.
So far, Daybreak has mostly dodged these critiques, but not entirely. I’ve seen a few accusations that it is too optimistic. We also have a new kind of political critique: online, the game is accused of being too easy. For the most part this is internet nerd nonsense from hobby gamers who are stuck in a bubble where John Company is just a little bit complicated, but it illustrates the stakes. The game needs to be simpler than average because it wants an enormously wide audience. It needs to be winnable because it is about creating hope. We are in a position where the game mechanics don’t have to just be good, they are rated on how well they might save billions of lives. This is unlike anything else in the history of board gaming. The only thing close is how much chess interacted with the Cold War.
Expectations, to say the least, were high. Also because Matt Leacock designed Pandemic, which is not just one of the first and greatest cooperative games but also had enormously wide appeal and approachability to the general public and build a deserved empire on that bedrock of reliable relatable fun-puzzle combination. He also designed Pandemic Legacy which so established the high quality of legacy games it caused the first board game box office bomb when it outplayed its rival SeaFall straight into the bargain bin. Leacock famously used his computer game testing background to have hundreds of groups, some under constant video recording, running through the campaigns to identify every possible rough edge or pinch point. The man does not phone this in, and his legend deservedly precedes him. And full disclosure, Pandemic and Pandemic Legacy are two games that I swept me up into the full glory of what games could be and were life changing experiences for me, as well as for the industry, so that raises even more expectations.
But the amazing thing is, there’s a sense when you look at Daybreak that every one of those expectations has been met. I may be biased since I believe in saving the earth and love Leacocks style, but this beautiful game really did understand the assignment.
For some, games are engineering puzzles and like with the automobile in the early 20th century some believe that as we move from the firehose era to the flood era, design is becoming standardised and perfected; old designs are now obsolete and it is now just about chassis . For these folks there is nothing innovative about Daybreak. I disagree on both counts but there are familiar sign posts here that work very well to walk you into the rhythm m. Each round the board gives you some indication of the troubles ahead; you then work hard to change the situation with your cards and actions and then the board punishes you. You can build shields against the punishment in three suits to hedge your bets but if you do that too much you won’t concentrate on bringing down your dirty fuel and emissions which is how you lose and win. On top of this familiar structure we have ways to decrease bad things and increase the cushion for the carbon using a hand management mechanic full of impossible but clever choices that reminds me of Mage Knight. Pandemic is a legend; adding a masterpiece seems like a win.
To get more specific each player has a board with five slots for card columns and showing their population, which is being provided with just enough fuel to stay alive, some of which is dirty, some clean. Below that are emissions tracked in types like industrial, car, agriculture and so on. At the end of the round carbon cubes equal to the amount of emissions and dirty fuel – roughly twenty per player – will be added to the board. Then the trees and oceans will absorb what they can, roughly ten per player. Anything left is added to a goal thermometer tracking temperature rise, with every five cubes per player causing a 0.1 degree. If you do nothing you’ll be adding two bands a turn and hit 2 degrees rise in four turns – and lose. Your actions can remove dirty fuel, add clean fuel, remove emissions, add the aforementioned resilience and add trees and oceans to absorb more carbon. Meanwhile crises will take away resilience, pour on carbon, kill trees, choke oceans and also roll the climate dice which tracks the chaos of the planetary chaos of climate breakdown.
And all of this is interconnected, running back into one conclusion: everything is about carbon. The strength of pandemic was always the multiuse cards creating a single resource yet one that entangled everything. The cards you needed to use to move around and build treatment centres were the very same cards you needed to cure diseases. A small step then to mage knight where now the cards can also be used to power up other cards. For example: in one of my five columns of cards I have two GRID symbols which means I can activate the front card which lets me discard any card to generate clean power equal to the number of grid cards. But the only card I have left to discard would let me convert into solar power. Putting that card on the top of the stack means I can get two clean power a turn without discarding a card, but I can only do it once per turn, per solar symbols I have in the column. If next turn I draw more solar symbols, I can slide them behind the solar power scheme and get ever more free green energy but if I instead get no solar cards and more grid symbols and more cards I can discard I might have lost vital momentum.

On the other hand, I only need so much clean energy anyway – each turn I must produce energy to match population growth. A few green energy a turn is easy to do. But if I suddenly gut my dirty energy I need vast amounts of green energy to make it up…but a turn or two later I might get a combo which puts me way ahead in green energy while also stopping my population growth. Now I have to pivot my nation away from the whole solar plan because once a problem is solved you must deal with the other spinning plates. On the other hand I could rapidly boost my population in order to embrace tiny net zero housing, reducing the city pollution emissions but driving up my need for energy. If you like tactical games where you most constantly change horses midstream, this is delightful. But it is also an amazing puzzle because sometimes you’re not quite out of the woods but you have another killer combo you need to start and it has to be in that column. Do you iterate one more time on the old plan or scrap the whole thing because we’re nearly there? Or leave two weak plans in place one more round hoping you can buff them both next turn?
The choices are agonising and never ever simple, because everything is interconnected. You could outlaw coal tomorrow but if you can’t meet fuel needs you’ll gain communities in crisis and too many of them makes you lose the game. But it might be worth it to remove all that dirty energy, if those folks in crisis can hold on just a little longer. But then you’re so busy burning combos on getting out of coal you might not build up your social resiliency and then you’re offered a chance to build up new forests but since those trees occupy farmland for poor people your social resiliency takes another hit. That’s fine if there’s storms and hurricanes but if eco fascists get elected or democracy is captured by capitalists, your communities fall apart. All of this means that m while you’re gaining momentum against the board with combos, you’re never safe until victory. Most coop games you can tell when you have so little momentum you cannot win, or so much you cannot fail; just as in Pandemic Leacock avoids that problem with everything on a knife edge.
Unlike Pandemic, however, you cannot plan much. To avoid quarterbacking, everyone is heads down over their own boards and you can only ever see one of the upcoming crises each round. Likewise because the six kinds of climate chaos are on a six sided die you have to trust in luck that the weather patterns break down before the ice caps melt. You can get screwed by unlucky rolls or a bunch of bad crisis draws. (I’ve also seen some say you can draw a bad hand of local projects but I’ve never seen it – a bad hand is more cards to discard into the engine.) The redeeming factor here is that – like every inch of this game – it is thematically perfect. We can’t see what’s coming, and the collapse is chaotic. It wouldn’t be fair to let us control those things because it wouldn’t be realistic.
But the bad luck can, every ten games or so, feel a wee bit frustrating. Cards with the Regulation tag are 23% of the deck and I needed just one to activate a project and couldn’t find one in drawing ten cards in a row, and that will happen about 8% of the time. But the game is short and a spot of bad luck can be ameliorated by turning to a friend having good luck, in true co-op spirit – but this is balanced out by higher player counts giving you more risk of one player having a weak point. It is a little isolated compared to talkier coops because trading cards is not a given, but you do get a strong sense of camaraderie. I assume this is why the board is bigger than it needs to be, since the map does nothing: so people have a talking point so they keep meeting each other’s eyes. And if you do get bad luck as mentioned, the game is short (under 90 minutes mostly) so it’s no crushing loss – you can just start again (I want to do that every time the game finishes). And because of the titanic nature of the task and the randomness of climate change, you don’t feel cheated – and you feel good about every inch of progress made. It always feels like you did something, and it always feels FAIR.

Once I got into a heated discussion on Twitter with a Dutch climate scientist who was criticising the movie Don’t Look Up because it was too “silly” in suggesting that people don’t think climate change exists or is important to deal with. I live in Australia where we keep building coal plants and nobody is doing anything. This game is at the opposite end of Don’t Look Up: it exists in a world where everyone cares, is trying to save the planet and taking big steps to do so. It exists in a world where we just know that oil companies lie and cheat, where media collusion is accepted as truth, where we have cards that let us change our governments to not scapegoating immigrants and to invest in solar. Against that has to be the unflinching reality of how hard this task is, and how many millions of people are going to die and have already died. By combining that reality with the fantasy of a world acting for change, I never mind losing. The mechanics are so clean and beautiful I want to immediately play again anyway but also just to spend an hour actually fighting, acknowledging the scale of the problem but also all the things we can do – that is paradise.
And not just a fools paradise. Every card in the game has a QR code to the website page about it, explaining in simple terms what the card means, what we are already doing to get this going, and how you personally can add your strength to those projects. Is that over optimistic? Neither I nor the game thinks so. If we turn off the news and government propaganda we know there’s more power in us than we believe, and more than just despair and surrender. We can change things.
That’s what this game says. I find nature documentaries paralyse me with fear and political arguments drain me of strength but when I play Daybreak I have hope and I believe. This game changes the human soul in a time when the lights are going out and as such it is a significant work of revolutionary art. It’s not enough of course on its own to save humanity; Goya’s Third of May didn’t stop war and The Tin Drum didn’t stop fascism, but they raised a fist and said “this far and no further”. May all of us game designers be inspired to do the same. May we live in hope, and play to believe.