Daybreak
Players: 1-4
Playing Time: 60-120 minutes
Designers: Matt Leacock, Matteo Menapace
Publisher: CMYK
From compostable containers to QR codes that explain every card, Daybreak raises the bar for board game production. Yet despite its excellent gameplay and hopeful outlook, it paints a grim picture of the future.
Pros
- Daybreak approaches the climate crisis with a refreshing sense of hope.
- The engine-building is satisfying, with tough but rewarding decisions.
- QR Codes on each card teach you so much about the wonderful science projects going on in the world.
- A fantastic rulebook. It isn’t just clear, it gets you hyped to play.
- Plenty of ways to change difficulty, so you can make it a challenge regardless of your abilities.
Cons
- Crises cards can feel emotionally heavy, and losing the game hits harder than you’d expect.
- Some of the bad events feel unavoidable, which can make them feel unfair.
- For a cooperative game, there aren’t a lot of ways to actually work together, which can be frustrating.
Love our reviews? Buying through our links earns us a small commission at zero extra cost to you, helping us table the next big release! Full disclosure here.
From the moment you open Daybreak, you know you’re holding something special. The sheer amount of love and effort poured into this game bursts from every component.
Take the QR codes on each of the 200+ cards. A perfect example of this dedication. Each code links to a website that not only clarifies the card’s rules but also provides deeper insights into the real-world projects behind them. For instance, this page on Microgrids, isn’t it just incredible?
But what truly sets Daybreak apart is its perspective on the climate crisis. Instead of the usual doom and gloom, it offers a lens of hope. Bright colours, cheery artwork, and well-researched mechanics all come together to reassure us: we can do this.
And yet, after playing so many times… I’m not so sure.

How to play
Daybreak is all about reaching Drawdown, the point where humanity finally captures as much carbon as it emits. It is an ambitious goal, and the game treats it that way.
Each player takes control of one of the world’s biggest polluters, working to rein in emissions through science, policy, and cooperation. Cutting carbon is only part of the job though. You also need to keep energy flowing and protect your population from an increasing wave of climate disasters.
Each round begins with Crisis Cards, nasty events that will hit at the end of the round. The upside is you see them coming, which gives you a small window to prepare.
Your first opportunity to respond comes through Global Projects. These are large-scale initiatives that require cooperation. As a group, you will draw two, talk it through, and commit to one. These usually provide some passive benefit, but require your team to contribute to it in someway.
After that, the focus shifts to your own country. You draw five Local Project cards, representing your country’s efforts to combat climate change, and put them to work in a few different ways. Over the course of the game, you will build up five stacks of projects, each with its own ongoing effect, like generating electricity based on the number of power plant tags in that stack.
So with your hand of project cards, you can boost an existing project by tucking a card underneath it, adding its tag to the stack and strengthening its effect. You can replace a project entirely by playing a new card to the front, changing how that stack functions. Or you can spend cards to trigger actions from other projects already in play, adjusting your economy, energy, and emissions.
Once everyone is done, you total up global emissions from sources like industry, transport, and energy, then subtract what has been absorbed by forests, oceans, and direct air capture. Any remaining emissions are then added to the temperature track.
If no new emissions are added, you have reached Drawdown. Hurray! From there, it becomes a matter of holding on and surviving what is still to come.
If emissions continue to rise, things escalate quickly. Higher temperatures mean more frequent and more severe planetary effects. You will roll for these, on a dice that creates deforestation events, famines, and other natural disasters. Then resolve each Crisis Card from the start of the round, one by one, as the pressure builds.
If your team makes it through, you move to the next round, increase your population’s energy demands, and do it all again until Drawdown is reached. Hopefully, you are a little more prepared this time around.

Rags-to-riches gameplay
Every fancy restaurant I’ve been to (which, admittedly, isn’t many) has put just as much effort into presentation as flavour. Before you eat with your mouth, you eat with your eyes.
Taken literally, that’s a horrifying metaphor.
But the idea applies to board games, too.
Think about it. Everything from unboxing the game to packing it away is part of the experience. Yet so many games focus only on the time spent playing.
Not Daybreak.
It has one of the best rulebooks I’ve ever read. Everything is laid out clearly, but more than that, it acts as the game’s hype man. Full of pictures and well-written explanations, it doesn’t just teach you how to play, it sells you on the fun you’re about to have.
By the time I finished reading, I wasn’t just ready to play. I was itching to.
When it comes to gameplay, Daybreak builds on the engine-building formula of classics like Terraforming Mars and Everdell, but with a cooperative twist.
The key difference? You’re limited to five active cards at a time.
This restriction creates tough choices. Gaining a new ability means sacrificing another, but it also opens up clever opportunities, like using a card’s ability just before covering it with a new one. With the right setup, this can be incredibly powerful.
Despite this twist, the core of engine-building remains. Early turns feel slow, like you’re getting nowhere. But over six rounds, your engine gains steam and heats up until it’s practically contributing to the climate change — the very problem it’s trying to solve.
I love this rags-to-riches style of gameplay, and Daybreak delivers it sublimely. It offers so many strategic paths, each leading to unique situations and tough decisions.
For instance, in one game, I focused on mass-producing green energy. Then, using one of China’s base cards, I supplied it to everyone else, freeing them to focus on other areas.
In another, playing as Europe, I became what my grandfather always hated: a tree-hugging hippie. I ignored nearly every project that wasn’t about planting trees, turning my country into an environmental powerhouse.
Two completely different strategies. Both viable. Both rewarding.

The not-so-cooperative game
While the biggest surprise in Daybreak was the QR codes and the rulebook, the second was how little actual cooperation there is.
I don’t know if this was intentional. Perhaps a commentary on the fractured state of global climate policy. But unless you draw the right Global Projects, helping other players is difficult. Almost frustratingly so.
By default, you can’t trade cards, and most of your actions only affect your own board. You spend much of the game working within the borders of your own country, similar to Spirit Island—except in that game, nothing stops you from leaping across the map to help an ally in need.
In Daybreak, you can see the problem. You want to help. But often, you just… can’t.
And that’s not the only time Daybreak makes you feel powerless.
For a game with such an optimistic outlook, it’s surprisingly heavy.
Each round, when it’s time for the bad stuff to happen, Daybreak doesn’t just hit you, it piles it on. The Planetary Effects are devastating, but Crisis Cards are even worse. They’re largely indefensible, meaning every turn feels like you’re being dragged closer to the apocalypse, unable to stop it.
It creates a creeping sense of hopelessness—a feeling that, no matter what you do, it’s not enough.
And when you lose, which will happen, especially as you experiment with strategies or add challenge cards, the silence around the table is deafening.
You just sit there. Soaking it in.
Because, unlike most games where failure means resetting and trying again, Daybreak hits differently. It’s impossible to shake the real-world implications staring back at you.
So while on the surface, Daybreak is a game about hope. Showcasing the incredible work, research, and social organisation being carried out across the globe to fight climate change. It never lets you forget the dread of watching the temperature rise… and the world begin to crumble.
Similar Games You Might Like
The LOOP Review – Combos So Good They Should Be Illegal
Harness temporal energy to reset your hand and unleash multi-card combos against the mad Dr Faux. A deeply satisfying cooperative challenge that drags a bit at higher player counts.
CO2: Second Chance Review – Save the Planet, or Die Trying (Most Likely the Latter)
Balancing global infrastructure gets tricky when a random bag draw doubles atmospheric pollution. A gorgeous puzzle ruined by bad luck.
Pandemic Review – The Game That Saved Me From Catan (and Greg)
As if managing global outbreaks wasn’t hard enough, drawing an epidemic card can ruin your arvo. A modern classic co-op.
A score tells you if it’s good, but the leaderboard tells you if it’s worth the shelf space.




