Contains major game spoilers!!! A data-mined list of all events in the game.
The initial release of this guide is a plain dump of the full directory of events, based directly on the game data. I hope to work on a future release, that will include the cards that have modifiers on events.
Because the content of this guide is basically machine-generated from the game data itself, I claim no copyright over this content. However, if you should wish to repost the content of this guide elsewhere, in whole or in part, I request that you include a link back to the original guide as a form of attribution.
Event System Basics
You have a specific Duration in which to solve the event, before effects trigger.
Some events are recurring, by which I mean they have an “Every Round Effect” in the list below. Recurring events will trigger the “Every Round Effect” once the timer expires, and then will reset the timer. Other events happen exactly once before disappearing, by which I mean they have an “Expiration Effect” in the list below. Expiring events trigger the “Expiration Effect” once the timer expires, and then disappear from your play area. While this is one way you could organize the events into categories, it’s not the one I used for this guide.
If an event triggers a loss of resources as part of it’s “Every Round Effect” or “Expiration Effect”, then it may also have an “Effect if Resources Cannot Be Paid”. Such events will deduct as many resources as they can for their normal effect, and if they could not deduct the full cost of their normal effect, they will also trigger the “Effect if Resources Cannot Be Paid”. As far as I can tell from observing the game, if an event wanted to deduct 6 tokens, and you only had 5, you will still lose all 5 tokens and then also suffer the full consequences of failing.
On the other hand, if you solve an event, the “Effect of Solving” in the list below will trigger. These are generally beneficial, like rewarding cards or resources.
Each of those four effects may be of a certain type:
- Gain resources
- Lose resources
- Destroy cards
- Create cards or trigger events (the game actually seems able to do both at once)
- Add or remove emissions
- End the game (failure)
I’ve broken down the full event list based on how the events are triggered. An explanation of each category will appear under its heading. But in addition to these broader trigger categories, you should be aware of two other modifiers:
- Some events have an “Active Window”, and will only occur while the emission level is between the min and max emissions
- Some events will never activate before a certain number of “Rounds Before Activating”
Tipping Point Events
Tipping Point Events (continued)
Consequence Events (part 1)
- Events only triggered manually by another event
- Events only added to the pool by the effect a card on the play area
A future version of the guide might separate these two categories better. But suffice to say, these events are within your control and the consequences of your actions or inactions.
Consequence Events (part 2)
Consequence Events (part 3)
Random Events (part 1)
Random Events (part 2)
Random Events (part 3)
Random Events (part 4)
Random Events (part 5)
Random Events (part 6)