Introduction
But before we could design new educational games, we needed to understand what already existed, what was missing, and how games truly contribute to developing sustainability competences.
This is the story of how our research unfolded – a journey that led us not just to insights, but to a transformation of our entire approach.
⇓ Click on each of the following titles to unlock that part of our story, or scroll down for a summary and to access our games database ⇓
1. Mapping Existing Games
We launched the research phase by mapping existing games related to sustainability and climate action.
The process was simple but thorough:
- We searched widely across the internet and through our networks for various types of games — board games, card games, RPGs, LARPs, city games — that aligned with climate and sustainability themes.
- Each game needed to meet specific criteria: already published by the time of the research, accessible to activists and NGOs, analogue only for starters (no video games for the first 100 games), and ideally free, available in English, and published in the EU, although we allowed exceptions where it made sense.
- Researchers recorded detailed information about each game through a dedicated Google Form, including practical data (players, age, duration), accessibility, a short description, relevant links, and crucially, which Green Competences the game helped to develop.
We successfully mapped 115 games into the Climate for All Games Research Database, hosted on this webpage.
Key Insight
Our initial expectation was to identify gaps — competences that existing games were not supporting.
However, the research showed something amazing: all Green Competences as defined by the GreenComp framework were already being addressed by existing games!
It became clear that games are a powerful tool for developing sustainability competences, even if this happens mostly implicitly.
Strategic Shift
This finding led to an important change in our project’s strategy:
- We decided to design games based on competences we personally align with, instead of filling “missing” areas.
- We would prioritise the creation of high-quality games, aiming for engaging, meaningful experiences.
- We committed to making competence development explicit in our games, helping players and educators recognise how gameplay can foster sustainability skills — a crucial step for inspiring climate action through education.
2. Building Connections at the Seminar
From 3 to 9 December 2023, 14 participants, including two trainers, representing all five partner organisations of the project, met for the first Climate for All seminar in the scenic Slovenian countryside.
This five-day gathering was an essential moment for the project, with multiple objectives:
- Strengthen team bonds and define shared Values and Principles.
- Review research results and reflect on insights.
- Explore the GreenComp framework in-depth.
- Playtest selected games and analyse them using our Debrief ‘n’ Design (DnD) method.
- Brainstorm and select ideas for the new games we would develop.
Highlights of the Seminar
- Team Building and Values Setting
We established a shared commitment to sustainability, fairness, transparency, quality, learning, and long-term impact. - Learning through Play
We played and analysed six carefully chosen games: Earth Rising, Maring World, Wingspan, PEEK, Leviathan, and Golden Sun. Using the 4Fs (Facts, Feelings, Findings, Future), we explored how game mechanics build competences and what lessons we could apply to our own designs. - GreenComp Exploration
Through playful activities, we deepened our understanding of the GreenComp sustainability competences. - Brainstorming New Game Ideas
After a creative brainstorming process, we selected six core game ideas, which, one year later, became our original published games. - A New Way of Working
Rather than assigning one game per organisation, we decided to work in cross-partner teams.
This made the process a lot more challenging, but also much richer, combining diverse perspectives and expertise across all games.
3. Testing: Deepening our Insights
Testing events took place across all partner countries:
Country | Events | Notable Highlights |
---|---|---|
Poland (Kraków) | 6 | Small group sessions, deep discussions |
Slovenia (Ljubljana, Medvode, Maribor) | 4 | Collaboration with Zavod Odtiz for accessibility testing |
Netherlands (Utrecht) | 1 | Gamification Europe 2023: 30+ participants, 12 copies of K2 Pioneer City tested in one go |
Germany (Bad Belzig) | 1 | Post-apocalyptic LARP and venue scouting for next project phase |
Belgium (Brussels) | 1 | Playtesting during the Erasmus+ Goes Green conference |
Insights from Testing
Testing confirmed what the mapping phase had suggested:
Games naturally foster Green Competences, but players and facilitators are often unaware of this process.
This reinforced our decision to make competence development explicit in our own games.
A Transformative Moment: Accessibility
A beautiful moment of serendipity happened during our testing in Slovenia:
Through collaboration with Zavod Odtiz, an organisation by and for people with disabilities, we had the chance to playtest games with participants with diverse physical disabilities.
Their feedback was profound and eye-opening:
- We learned about practical adaptations for card games, board games, city games, and LARPs to make them more inclusive.
- We were inspired to adopt a new goal for the project:
To design each of our games to be accessible to specific disabilities!
This decision was not part of our original plan, but became one of the most meaningful evolutions of Climate for All.
Conclusion
The research phase of Climate for All was intended to guide our game development — but it became so much more.
We discovered:
- That the world of sustainability games is already rich and full of potential.
- That games are a powerful and joyful way to build Green Competences.
- That inclusivity is not an optional extra but a necessary, beautiful extension of our mission.
- And that collaboration across cultures and organisations brings challenges — and incredible rewards.
Our journey through research, play, reflection, and learning has shaped the DNA of Climate for All — and we are excited to continue sharing it with the world.
Research Highlights
What We Did
- Mapped 115 sustainability-themed games into a public research database.
- Gathered insights through an in-person seminar in Slovenia.
- Locally tested games across 5 countries with diverse audiences.
Key Findings
- All Green Competences are already addressed by existing games.
- Games are powerful tools for building sustainability competences — but impact is often implicit.
- Competence development needs to be made explicit to inspire climate action.
A Beautiful Surprise
Collaborating with people with disabilities during testing inspired a new goal:
* Design games accessible to players with specific disabilities.
Accessibility became a core value of Climate for All.
Our Strategic Shift
- Focus game design on competences we align with.
- Prioritise high-quality, explicit, competence-driven games.
- Foster cross-partner collaboration for richer, more diverse games.
Outputs
- 115 games mapped | 6 new games ideated | Accessibility integrated
- Research findings and the database are available on:
THIS PAGE RIGHT HERE!
Games are not just play
Games Database
The Climate for All team researched, tested and mapped 115 games related to sustainability, aligning them to GreenComp, the European framework on competences for sustainability. Ready to build green skills through play? Here you can find some games that might be good for that! We have now also added our own original 6 games to the database.
How to use the database:
- You can use the filters on top to narrow the database to only games of a specific type, suitable for a specific audience, or by a specific Green Competence.
- You can sort the database by any of the available columns, for example, by title, minimum number of players required, or duration of play in minutes.
- You can use the search function to search for any word included in any of the fields. For example, you can search for any game about "animals" or find a "strategic" game, by inserting the relevant keyword in the search bar.
- Click on any row to reveal additional information about a specific game, like a longer description, the authors, or relevant links.
Title | Short description | Long description | Authors | Links | Type | Age | Players FROM | Players TO | Duration FROM | Duration TO | Suitable for | Green Competences Tackled | Requirements | Comments | Tags |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Climate action board game | A simple board game for children to learn about simple sustainable actions they can every day to better the future of our planet. | A simple one-page printable board game, where players move forwards (or backwards) depending on the dice rolls and the special fields players land on, with the goal to reach the Finish line first. The main mechanic of the game are the "special fields" that contain a common mix of sustainable and unsustainable actions, which reward or punish the player that lands on them resulting in them moving forwards or backwards on the board. This simple game can be adapted, deepened and made more complex with your own creativity and knowledge of the field. | European Union | https://learning-corner.learning.europa.eu/learning-materials/climate-action-board-game_en | board game | 7+ | 2 | 7 | 3 | 15 | school lesson | 1.1. Valuing sustainability, 4.2. Individual initiative | table, printed board game, dice 1x, player tokens (can be anything small enough) | It would be best if the game is facilitated by someone who can explain why the described actions are sustainable or not. It can also be expanded by adding additional fields, being creative with the simple game mechanics of the play, be transfered into a physical polygon, and be enhanced by using conrete examples for each described sustainable action (ideas: showing videos on the topic, finding an example in the classroom, talking about what children noticed in their lifes in connection with it, sharing stories, creating a short interactive scenario on the topic which children have to deal with/solve, etc.). | #boardgame #children #sustainable-actions #sustainable-lifestyle |
Ecosystem | Ecosystem is a simple card-drafting game in which players in each turn choose cards and place them into a grid, building their diverse ecosystem. Win by creating the best spread. | Ecosystem is a card game in which you build your own ecological network. Players choose, pass, and arrange eleven different beautifully illustrated card types consisting of organisms (ranging from bees to bears) and environments (like streams and meadows). Earn points by aligning animals with habitats where they most flourish. The game is played in rounds, where players chose a card, then pass the rest to their neighbour, who does the same. The goal is to create the most successfully interconnected spread, as each card can score higher or lower based on the neighbouring cards. Biodiversity is rewarded while monocultures are penalized. Each time you play, you build a one-of-a-kind ecosystem, striving to balance the delicate connections between all living things. | Designer: Matt Simpson, Illustration: Lindsay Falsone, Publishers: Genius Games; Ediciones MasQueOca, GaGa Games, Nasza Księgarnia, Origames, Schwerkraft-Verlag | https://genius-games.eu/products/ecosystem https://boardgamegeek.com/boardgame/271519/ecosystem | card game | 12+ | 2 | 6 | 15 | 20 | school lesson, activity for seniors, university class | 2.1. Systems thinking, 4.2. Individual initiative, 3.2. Adaptability | the game cards, playing surface, paper and pen / note app (for calculating the score at the end) | It's not as simple as it looks like. | #ecosystem #biodiversity #cardgames #choices #card-drafting |
My Rooftop Card | Rooftop Carden is a card game for 2-5 players in which you will have to create your own rooftop garden while interacting with other players and weather. | Welcome to the most beautiful city in the world! However, this city is lacking something... green spaces! And therefore, it is exposed to weather catastrophes, that will become more and more intense due to climate change... But you have the opportunity to make something about it! Make use of your rooftop and create the most sustainable garden, which will increase the resilience of the city population and increase biodiversity! This is a standalone and free to print card game acceptable for ages 12 and up. Spend your income in the market to buy new plants or make investments, that will make sure you are better off then others, especially since you never know what weather catastrophe the wind might blow in next. Buy the beehive to expand your gardens, invest into Protection against weather cards (greenhouse, water tank, etc.), purchase Income cards (to get things like Solar Panel, Compost and Drip Irrigation System) or play dirty and sabotage your opponents with Attack cards --- all while learning precious real-life information about each of the elements used! | Aulia Ikhsan Nur Alam, Albert Halenka, Tonje Rostad Solhus, Umar Nawaz Khan, Valentina Araya Piqué | https://myrooftopcarden.itch.io/my-rooftop-card-en | card game | 7+ | 2 | 5 | 45 | 90 | school lesson, activity for seniors, university class | 1.3. Promoting nature, 4.2. Individual initiative, 3.2. Adaptability | Print: game cards pdf, but question cards pdf is optional (you can choose to use them as an online resource). Try to print on recycled paper. You also need the game currency of Clover Coins: authors suggest using anything you can find at home in larger quantities (like chickpeas or stones), but make sure you have enough (recommendation: have 20 clover-coins with avalue of 1, and 20 clover-coins with a value of 2). Surface to play on. | This game seems great for learning about gardens and their resiliance, as each plant card adds an interesting fact about the plant and the system simulates real-life garden solutions and situations. The game also has clear and lovely visuals. | #cardgame #urbangardening #competitive #biodiversity #investments |
No planet B! (Ni planeta B!) | Band together against natural disasters, safeguard ecosystems, solve environmental challenges and reduce the global warming back to 0 °C ... or is it "game over" for humanity? | “No Planet B!” is a cooperative board game about global warming and protection of the environment. The goal of the game is to lower the temperature on the thermometer to 0 °C while preventing the wasteland from spreading across the planet. Oh, and did we mention battling against raging natural disasters, safeguarding fragile ecosystems, solving daunting environmental challenges meanwhile? Can you steer civilisation towards a sustainable future … or is it "game over" for humanity? This is a modular game meaning you can build the planet differently each time. Choose the starting temperature on the thermometer, which determines the difficulty and duration of the game. To start, randomly place down the tiles simulating lowlands, mountains, and sea and add plant & animal tokens to each to create unique ecosystems. The game is played in rounds with the roll of the dice, where each player leads their own group of houses. In a typical round, you roll a die and place it on a specific ecosystem. Depending on the success of the role you add or remove plant and animal tokens, or flip them over to gain idea tokens. In the second part of the round, all players can discuss the best strategy and use idea tokens to solve challenge cards for lowering the temperature or for special actions on the game board. Severe natural disasters, environmental pollution, greenhouse gases, but also positive events make for a tense game. | Primož Černelč, Value Add Games, društvo Focus, Zavod BOB | https://shop.valueaddgames.com/en/product/no-planet-b/ https://shop.valueaddgames.com/wp-content/uploads/2023/07/no_planet_b_rules_eng.pdf | board game | 12+ | 1 | 6 | 20 | 60 | university class, school lesson, training for companies | 2.1. Systems thinking, 3.2. Adaptability, 2.3. Problem framing | the board game, table with chairs | Its sold as a full board game, existing reviews are good. | #boardgame #naturaldisasters #cooperative #temperature #biodiversity #challenges |
River Village - Save the water! | A village leader asks you to investigate why the small settlement living off of the local river has recently been suffering an economic & health decline. | This scenario enables players to witness the possible consequences of toxic dumping in water urging them to act and raise awareness about water pollution, which is too often seen only as visible floating plastic waste, overlooking the chemical waste. After it is clear the pollution comes from the factory of the fire nation, the players should do something about it – but what else can they do, if talking doesn't go so well? Can they use magic? But what if that isn't enough on its own either? Talking to Borvan the factory boss, whose viewpoint is purposely not nuanced and aggressively pro-corporation and pro-industry, players should experience frustration similar to the one they can encounter in real life when trying to discuss the short- and long-term effects of water pollution on the institutional and on the industrial level. When it comes to these water cleaning solutions, players' own imagination could prove to be the key they need! This game leaves character creation and potential fighting mechanics up to the facilitator/game-master. In this scenario, the participants can try and be persuasive to solve the conflict, but eventually it is immediate action directly addressing the source that is required, considering the urgency of the situation for the people downstream. | Daniel Kiss, Héloïse Danna in cooperation with Amulet D20 | https://d20.si/global_education/ | TTRPG | 12+ | 3 | 5 | 60 | 90 | school lesson, university class, training for companies | 1.1. Valuing sustainability, 1.3. Promoting nature, 4.2. Individual initiative | A facilitator/game-master (begginer/average/expert), a character creation process and a fight mechanic (complexity of both is up to the facilitator). For the characteristics of the NPC's guards you can see the MM p.347 (note from authors). | Would advise the facilitator/game-master to take some time for preparation, especially by: - thinking about the arguments of the factory boss, - having a general idea of the factory floor plan, - how to describe the pollution and how the stress of the townspeople shows (like making up a few emotional/intense scenes that the players witness), - as well as to prepare a character creation process and fight system (both can be very simple). Would advise to have a derolling and de-briefing session after the game, as well as to connect the game to real-life (e.g. by asking questions like "Have you ever been in a simmilar position before?", "When was the last time you were faced by water-pollution and in what way?" etc.). | #tabletop-rpg #water-pollution #act #investigation |
The dispute in the New Rockness Village | A short encounter where the party sent by a regional consortium visits a village to solve a dispute between the financial benefit of wood production and harmful deforestation. | The party got hired by the council of the region in order to resolve a dispute in a village hidden in the "Fluvial valley". Their purpose is to investigate and find concrete proof that could help to solve the issue. This short roleplaying scenario demands the players to investigate and act. But what they will choose, is up to them and their consciousness. | Esdras, Andrea for Društvo Amulet D20 | https://d20.si/global_education/ | TTRPG | 16+ | 3 | 5 | 45 | 90 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 2.2. Critical thinking, 4.3. Collective action | storyteller (a facilitator also known as Game Maste or Dungeon Master) | This simple scenario is versatile as it can be enhanced by character creation session, be expanded or made to last longer if desired, have a more detailed debriefing and reflection, and can be transformed into a more LARP game. | #roleplayinggame #short #scenario #climateaction #deforestation #act #choice |
The Good Life for All | Create a Good Life for people across our planet while trying to save Nature and improve the state of our Society globaly. We really are all connected! | The concept at the heart of this game is the “Good Life for All” – the idea that all people in the world should have good lives and at the same time take care of our planet Earth. We should live these good lives in solidarity with, instead of at the expense of each other. As we all know, achieving that is no easy task. We are faced with worsening climate change and serious global inequalities. It is vital that we listen to each other and work together. The game exists for three different themes: “Tourism and Coloniality”, “Agroecology and International Trade”, and “Mining and Digitality”. Playing this game will show you that we really are all connected. The goals of the game are to: - exchange perspectives and try to understand different people’s reasoning. - encourage you to think about some big (and small!) things and ideas in a new way. - learn how to collaborate and join forces for your own well-being, but also for the common good. - understand that individual actions are important, but making the world better for all requires collective effort and political will. This game is played with a board game, characters, discussions, tokens and actions cards, where the objective is for all characters to achieve a good life while ensuring that Nature and Society get healthier and better at the same time! | The game was developed as part of the project “Learning materials for the Good Life for All”, conducted at the University of Siegen and funded by the German Federal Environmental Foundation, Engagement Global and Misereor. The games were created collaboratively with content and perspectives provided by the following project partners: Haile Selassie Secondary School (Zanzibar, Tanzania), Gymnasium am Europasportpark, UNESCO ASPnet school in Berlin (Germany), Friedrich-Leopold-Woeste-Gymnasium, UNESCO ASPnet school in Hemer (Germany), Institute for Political Economy (IPE) (Zagreb, Croatia), Institute for Ecology (Ljubljana, Slovenia), Common Future e.V. (Berlin, Germany) | https://thkopp4.wixsite.com/thegoodlifeforall/ | TTRPG | 12+ | 4 | 5 | 30 | 60 | university class, school lesson, training for companies | 1.2. Supporting fairness, 2.3. Problem framing, 4.3. Collective action | Printed: action & character cards, tokens, character sheets, glossary and gameboard. | This game requires preparation time (reading 1,5 page character sheet). Would suggest to play the game for longer than 30 minutes in general as it contains discussion and can therefore take longer. Would suggest to include derolling(game can potentially create conflict) as well as debriefing / reflection session afterwards. | #board-game #diverse-worldviews #cooperative #good-life #global |
Trade jack | Run a successful and sustainable business, develop responsible products, reinvest your profits wisely, and win awards to emerge victorious. If that is not enough, try to Good luck! | It’s all about fair trade. TradeJack is a dynamic game with cards and tokens, where your goal is to run a successful and sustainable business sourcing palm oil products for supermarkets while satisfying the market needs in the most ethical and sustainable way. Yet winning money is not enough – build a reputation of your brand by offering more responsible products, reinvest your profits wisely and win awards to edge out the competition. The game is played in turns where you'll have to outbid your competitors to control the sources of palm oil most valuable to your market. Each round plays differently, with various regulations and consumer trends to account for, and different awards up for grabs. Palm oil can be found in 50% of packaged goods on your supermarket’s shelves, often with devastating consequences for the environment. What if we really cared how our products are sourced? Would supermarkets, with all the power they have, start to behave differently? From farmer to consumer, Tradejack provides an overview of the supply chains that bring products into our homes. Variants: - Advanced: more strategy - Quick - CO2: cooperatively fight against the rising levels of CO2 | Pádraic MacOireachtaigh (kudupadraic.com), Elin Henrysson, Kamil Mroczkowski, Kacper Szarmach | https://valueaddgames.com/en/tradejack/ https://boardgamegeek.com/boardgame/256004/tradejack https://focus.si/poenostavljamo-tade-jack-druzabna-igra-s-poenostavljenimi-pravili/ https://focus.si/tradejack-druzabna-igra-o-dobavnih-verigah-palmovega-olja/ | board game | 12+ | 2 | 6 | 30 | 60 | university class, school lesson, training for companies | 1.2. Supporting fairness, 2.1. Systems thinking, 4.1. Political agency | game surface | A great start to a conversation. Some of the material is accessible online, including the rules and background for creating this game with deeper information on other fair-trade products (cacao, coffee etc.) as well as a showcase of relevant official food labels. | #fair-trade #board-game #bussiness #CO2 #palm-oil |
Umazana igra (Dirty game) | Play as a rat gangs and return your clean city to its former glory: trash and waste covering the streets! | Dirty Game shows the consequences of reckless waste management. The goal of this game is to make the city pleasantly dirty again, enabling you and your fellow rat friends to thrive in it! One could say the game is made to be "non-educational" as it reverses the usual roles by putting the players on the other side, the side of rat gangs trying to organise and bring the city into its waste-filled state - which is seemingly evil and negative. In reality, the rat gang trying to litter the city is no more evil than humans are. The creatures gathered in gangster gangs are simply fighting for their space and existence in a city occupied by humans - much like humans have taken over the planet. This makes Dirty Game in-fact educational, as it enables the players to start notice problem points in their own cities. This game is written in Slovenian language and it consist of action, mission and character cards, as well as a selection of interesting and educational facts on waste, which can help you succeed in the game. It is played in 6 rounds representing years, each starting with the rat boss choosing a mission that needs to be completed by the players. If the rat gangs gather enough points, the city is yours and the game is won! | Published by: the Research Centre of the Slovenian Academy of Sciences and Arts, Concept: Baltazar Consulting, Developed by: Value Add Games d.o.o., Illustration and design: Monika Klobčar, Authors of the game: Vincent Selenne, Kamil Fraszczak, Kamil Lesiczko, The game was developed under the project: Invisible Life of Waste. | https://shop.valueaddgames.com/izdelek/umazana-igra/ | card game | 7+ | 3 | 6 | 15 | 20 | school lesson, university class, training for companies | 1.3. Promoting nature, 4.2. Individual initiative | appropriate surface | This game would be excellent as an fun event activity and a simple way to start a deeper conversation about waste in cities. | #card-game #waste #role-reversal #cooperative #SLO |
Weed in the cracks - a guerilla gardening game | Grab a shovel, get some seed bombs and put your gloves on because it's time to do some guerilla gardening in the city! | Grab a shovel, some seed bombs and put your gloves on, because it's time to unearth the sand under the pavement! Play around with cities and their ecologies in a freeform tabletop roleplaying game. The essence of the game is the fight between Guerilla Gardeners and the Opposition (neighbours, councills etc.). Players try to overgrow the city back into wilderness, while the Opposition (players or facilitator) reacts by taking actions against them (e.g. pouring concrete or arresting people). Your main goal is to make the city livable again. Playing the game is simple: do whatever you want and deal with the consequences. The game is played in rounds of Operations (player actions), Counter offenses (actions by the Opposition) and Downtime (roleplaying, garden descriptions or anything else). Start by imagining a city (or take a real map), then pick your target (something you want to take over). Then take it over by making gardens, and don't let go. If desired, everything can be abstract. It has a simple character creation process, with all rules as optional and a design that supports all the imagination you desire to use. The longer the games goes on, the higher the stakes and the more severe the actions on both sides. This game can also be used to map out steps towards establishing a real community garden! | Rhymes of Contraband | https://contrabandrimer.itch.io/weeds-in-the-cracks | TTRPG | 12+ | 2 | 7 | 20 | 90 | university class, school lesson, tourist experience | 1.3. Promoting nature, 3.3. Exploratory thinking, 4.3. Collective action | 3d6 (three 6-sided dice) | Take time for preparation, as the instructions are written in a complex way. Some experience for facilitation advised. This game shows potential to be made into a physical game played with the local green areas/in the park. | #tabletop-rpg #gardening #guerilla #quirky #freeform |
The Quiet Year | Build community after the collapse. | The Quiet Year is a map game. You define the struggles of a community living after the collapse of civilization, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern. The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news, good omens, project delays and sudden changes in luck. At the end of the quiet year, the Frost Shepherds will come, ending the game. The Quiet Year occupies an interesting space – part roleplaying game, part cartographic poetry. | Avery Alder | https://buriedwithoutceremony.com/the-quiet-year | storytelling game | 12+ | 2 | 4 | 180 | 240 | university class, training for companies, activity for seniors | 3.2. Adaptability, 3.3. Exploratory thinking, 4.3. Collective action | A table to sit around comfortably, a purchased deck of cards or printout of the pdf, a large paper for the map, papers for notes, pencils and erasers for all, tokens, 6x2-sided dice | Card-based RPG that is relatively easy to set up (although it requires materials) and is guaranteed to create a cosy atmosphere for a group despite the narrative of collapse. I love the innovative mechanics that use collaborative drawing for storytelling. | collapse, map, drawing |
Beecarbonize | Do you have what it takes to save the planet? Beecarbonize is an environmental card strategy game with climate change as your opponent. | Do you have what it takes to save the planet? Beecarbonize is an environmental card strategy game with climate change as your opponent. Research cutting-edge technologies, enact policies, protect ecosystems, and modernize industry to cut down carbon emissions. Manage your resources well and you might survive. Beecarbonize is a strategic challenge that lets you experience phenomena shaping our everyday lives hands-on. Just how many seasons can you last? | Charles Games | https://charlesgames.net/beecarbonize/ | board game | 12+ | 1 | 1 | 10 | 30 | school lesson, university class, training for companies | 2.1. Systems thinking, 3.2. Adaptability, 1.1. Valuing sustainability | Even though it's a board game with cards, it's available digitally on various platforms | The game does a really good job of developing systems thinking, as you can easily see the effect of different sectors on the reality of the game, and forces you to balance out the different areas of intervention. It also helps develop more awareness of the solutions as it lays them out in a way you can see their impact. It's a solo game, but I could see it played in small groups of friends competing. Looks perfect for a school lesson. | cards, ecosystem, strategy, solo, resource management |
Forest Shuffle | Experience the miracles of the forest in this clever card game. 2-5 players compete to gather the most valuable trees and attract species, thus creating an ecologically balanced habitat. | In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna. To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half. On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play. Each tree and dweller shows a cost, and to pay this cost, you must discard cards from your hand into the clearing face up. If you play a tree, flip the top card of the deck into the clearing, then place the tree in front of you. If you play a dweller, pay only the cost on the dweller you choose, then slide this card under a tree that has an empty side that matches the dweller you want to play. (A tree can have cards played on all four sides of it: top, bottom, left, and right.) Alternatively, you can play a card face down as a tree sapling. This card costs nothing and can have dwellers played on it, but it has no species, whereas each tree is one of eight species. After you play a card, you can use the effect on this card (drawing cards, placing additional cards, taking another turn, etc.) or gain the bonus you gained if you paid for this card with cards of the same color — or both, if applicable, with the effect taking place before the bonus. If at the end of your turn the clearing contains more than nine cards, place all of these cards in the box out of play. During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins. Forest Shuffle is the first in a line of Lookout games sporting the Lookout Greenline label, produced on FSC certified paper and avoiding plastic completely. | Kosch | https://lookout-spiele.de/en/games/forrestshuffle.html | board game | 7+ | 2 | 5 | 60 | 90 | school lesson, activity for seniors | 1.3. Promoting nature, 2.1. Systems thinking, 1.1. Valuing sustainability | For the in-person version of the game, you need a purchased copy of the game, a table and chairs to play it - no facilitator is needed except if you want to provide debriefing. | Beautiful art and gameplay suitable for children. It's great for understanding how a forest ecosystem works and how fauna and flora maintain a balance. | forest, nature, cards |
K2 Air Quality | K2 Air Quality is a simulation game that 6 to 17 people can play. It addresses challenges related to air quality, stakeholder participation, decision making and policy implementation at a city level. | K2 Air Quality is a simulation game that can be played simultaneously by 6 to 17 people. As the name suggests, it addresses the challenges related to air quality, stakeholder participation, decision making and policy implementation at city level. This simulation game focuses on different approaches to improving urban air quality. The players take on the roles of Zephyr city's main stakeholders. After a report shows an increase in patients registered with respiratory diseases and record-high values of air pollution, Zephyr's stakeholders need to come up with solutions. Time is limited, so they need to decide quickly. | Dhyan Or, Natalia Ciobanu | http://k2games.info/games/air-quality | simulation game | 16+ | 6 | 17 | 150 | 180 | university class, training for companies | 1.1. Valuing sustainability, 4.1. Political agency, 2.3. Problem framing | A venue, a facilitator, printing documents, preparing a few props, reading the facilitator's guide carefully | It's a fun simulation of essentially lobbying by different stakeholders on a city level, which can be very useful for understanding conflicts of interest and politics | simulation, pollution, negotiation, lobbying, conflict |
K2 Climate Negotiations | K2 Climate Negotiations is a two-part simulation game that addresses the topic of climate change at both national and international levels. | Players take on the role of stakeholders in a country, and come up with a national plan to be presented internationally during the international negotiations on the second day (international level). They have to prepare, communicate and maintain successive Nationally Determined Contributions (NDCs), in which each country formulates its plans and ideas on how to tackle climate change locally and globally. Part One is a stand-alone game that can be played as it is or can be extended by playing Part Two. In Part Two, players take on the roles of representatives from different countries that have to come up with an effective international agreement. This agreement should not only satisfy everyone’s intentions and plans (e.g. national economic development), but also tackle the climate change (e.g. climate mitigation, climate adaptation, loss & damage). At the end of the second day, the host country announces whether the developed international agreement is actually helping tackle climate change or if it is “business as usual”. | Anna Branets, Karim Elbana, Noha Mosaad, Tobias Rieth | http://k2games.info/games/climate-negociations | simulation game | 16+ | 13 | 19 | 300 | 600 | training for companies, university class | 1.1. Valuing sustainability, 2.3. Problem framing, 4.1. Political agency | Venue, facilitator, props, character printouts | Detailed and engaging simulation game with a heavy emphasis on building negotiation skills. The time requirements make it tricky to fit in, but it's a nicely designed game. Very much a LARP for aspiring politicians or diplomats. | politics, negotiation, diplomacy |
K2 Garden | K2 City Gardens is a simulation game that can be played by 8 to 20 people. The issues it addressed revolve around green spaces in cities, urban development with focus on active citizenship. | K2 City Gardens is a simulation game that can be played by 8 to 20 people. The issues it addressed revolve around green spaces in cities, urban development with focus on active citizenship. The players take on the role of citizens of Gardenia city. The city council asks for help and ideas of its citizens in order to redesign a former army barrack into a green area that would meet the needs of Gardenians while creating new services. Civil society actors propose projects that would improve city life while trying to preserve as much green space as possible. | Aldo Campanelli, Natalia Ciobanu | http://k2games.info/games/city-gardens | simulation game | 16+ | 8 | 20 | 210 | 240 | tourist experience, university class, training for companies | 2.3. Problem framing, 4.1. Political agency, 4.3. Collective action | Venue, five tables, several props, flipchart sheets, sticky notes | Great for debating and building negotiation skills. It's made to empower active citizenship. The scenario gets the point across and makes it relatable to the characters without getting too deep on the theme, which is great for the gameplay. It would require an experienced facilitator to run though. | active citizenship, participation, city politics, community |
K2 Pioneer City | K2 Pioneer City is a cooperative board game that 3 or 4 people can play. It addresses the topics of environmental change, pollution, decision making and sustainability debate. | K2 Pioneer City is a cooperative board game (eurogame type) that 3 or 4 people can play. It addresses the topics of environmental change, pollution, decision making and sustainability debate. In this game, players receive a mission. They must achieve it to win the game. To do so, they usually have to choose between removing pollution and developing the city. They have a limited amount of energy that can be used, so they have to discuss which approach would be best suited. | Francesco Binetti, Pasquale Facchini, Diana Lupei, Antonios Triantafyllakis | http://k2games.info/games/pioneer-city | board game | 12+ | 3 | 4 | 45 | 90 | university class, training for companies, school lesson | 1.1. Valuing sustainability, 4.3. Collective action, 2.1. Systems thinking | A table and chairs for each board set up, printing out the booklet, board and cards of the game, getting all relevant game tokens | It is an exciting cooperative board game in the style of Pandemic, but somewhat easier to onboard. | k2games, cooperative, |
K2 Recycling Party | K2 Recycling Party is a competitive board game (card game type) that can be played by 3 to 7 people. It tackles the issues of responsible consumption of food, recycling and overuse of food packaging. | K2 Recycling Party is a competitive board game (card game type) that can be played by 3 to 7 people. It tackles the issues of responsible consumption of food, recycling and overuse of food packaging. In this game, players try to win by scoring the most points while bringing food to the party. To earn points, players need to put together full menus. Recycling as much as possible and reusing the food packaging will add valuable points to whoever takes up this practice. Therefore, players need to decide individually what kind of points they want to gain to win the game. | Francesco Binetti, Pasquale Facchini, Diana Lupei, Antonios Triantafyllakis | http://k2games.info/games/recycling-party | card game | 12+ | 3 | 7 | 10 | 20 | school lesson | 1.1. Valuing sustainability, 4.2. Individual initiative | A table and chairs to play the game, printouts of the cards | It's a very fast game to play, which makes it easy to facilitate. It can make you think about the concepts it tackles but doesn't go deep enough without debriefing. Very suitable for schools. | recycling, fast game, cards |
K2 Waste Management | K2 Waste Management is a simulation game up to 18 people can play. It tackles the issue of inadequate waste management and the challenges in identifying the best solutions in an ever-growing city. | K2 Waste Management is a simulation game that can be played by up to 18 people. It tackles the issue of inadequate waste management and the challenges in identifying the best solutions in an ever-growing city. Players take on the role of a working group, created to develop a sustainable waste management solution for Rewastenvill city. The group consists of different stakeholders that should develop a new waste management system together. There are public discussions and negotiations planned. The final version of the new system should be voted for by at least 70% of the public. | Aistė Vertelkaitė, Alevtina Snihir | http://k2games.info/games/waste-management | simulation game | 16+ | 5 | 18 | 180 | 240 | training for companies, university class | 1.1. Valuing sustainability, 2.1. Systems thinking, 2.3. Problem framing | A venue to fit the number of participants, printouts of the roles, a facilitator | The game consists of a series of negotiation rounds that make it suitable for schools, NGOs or debate clubs. There might be more emphasis on the negotiation and less on the thematic focus on sustainability though. | waste, negotiation, debate |
MOVE! | A post-climate crisis LARP for two groups with different backgrounds who face conflict and danger on the way to safety. | Two groups of 3-7 participants can play the game. Representing different social strata, the groups face different crises on their way to safety away from natural catastrophes, where they will face the final challenge. | Antonios Triantafyllakis | https://docs.google.com/document/d/1jl3uk8S-qtqQELZFw5mTutTIFAU5SpDs8fZRIUzynV0/edit?usp=sharing | LARP | 18+ | 6 | 14 | 180 | 240 | training for companies, university class | 3.2. Adaptability, 4.2. Individual initiative, 3.3. Exploratory thinking | Venue with several rooms (at least 3), many props, character printouts, portable speakers, facilitator | The game is fun to play from the three times I ran it, but seems to depend a lot on the environment (venue) for its success. It's made to create conflict and experience exaggerated effects of climate change on both the environment and society. Not recommended for overly young audiences due to the high conflict and death of characters. | climate crisis, conflict, deep adaptation |
PEEK | Peek is a social game about the future. | Peek is a social game about the future, featured in the book Beyond Speculative Design, the V&A Museum's Digital Weekend 2018, and a number of international conferences, workshops, and play sessions. Peek is an entertaining game for exploring the complexities and twisted narratives of the future. It is essentially a playable speculative/science fiction novel inspired by role-playing-games (RPGs) and improv theatre. Players build mini-stories about the future using classic storytelling elements like character, conflict, meaning, and context from the individually illustrated game cards along with an easy-to-follow scoring and rules system. | Evan Raskob | https://store.thepeekgame.com/en/ | storytelling game | 12+ | 3 | 12 | 45 | 120 | university class, school lesson, training for companies | 3.3. Exploratory thinking, 3.2. Adaptability, 3.1. Futures literacy | Purchased deck or printout of the cards, timer, papers and pen for each player | Very simple yet innovative gameplay based on storytelling. It's difficult (in a good way) to categorise because of its unique approach. Truly excellent for quickly learning futures thinking. | speculative, science fiction, storytelling |
World Climate Simulation | The World Climate Simulation is an in-person role-playing exercise of the UN climate change negotiations. | The World Climate Simulation, from Climate Interactive, the MIT Sloan Sustainability Initiative, and the UMass Lowell Climate Change Initiative, is an in-person role-playing exercise of the UN climate change negotiations. Through the simulation, participants get to explore the necessary speed and level of action that nations must take to address global climate change. At the heart of the experience is the use of our interactive C-ROADS simulator, which is used to rapidly analyze the results of the game play. Literature shows that the World Climate Simulation game serves as an effective climate communication tool which allows for self-led learning and an increased potential for climate action. Tens of thousands of people around the world have participated in the World Climate Simulation since its debut over a decade ago. Audiences have included Nobel Prize winning scientists, a former U.S. Secretary of State, (actual) United Nations climate negotiators, university presidents, European Union policymakers, oil executives, and countless students of all ages from over 100 countries. | Climate Interactive, the MIT Sloan Sustainability Initiative, and the UMass Lowell Climate Change Initiative | https://www.climateinteractive.org/world-climate-simulation/ | simulation game | 7+ | 8 | 50 | 120 | 180 | university class, training for companies, school lesson | 1.1. Valuing sustainability, 2.1. Systems thinking, 4.1. Political agency | A venue large enough for all participants to fit (ideally with different rooms as well), many printouts and many props described in the guidelines (not expensive, but requires a lot of preparation) | The game is used officially by the UN for training, used in NGOs, schools and multiple other settings. It requires a lot of studying from the facilitator to be able to run it properly, but it is very powerful for developing skills in negotiation and understanding international policy making in relation to the climate crisis. | UN, negotiation, policy |
9m2 de terre à inventer | Will you be able to maintain a good level of biodiversity on your territory? This game is a guilt-free way of taking the first steps towards the systemic aspect of the question. | Collective thinking to achieve a common goal. Whether you embody an arachnophobe, a gardener or an eco-warrior, you'll have to think collectively to reach the common goal. But will you be able to achieve your personal goals at the same time? Not so easy when not everyone has the same degree of acceptance of the species in their living environment. | La Bêta-Pi and CPIE de Gâtine Poitevine | https://www.comprendrepouragir.org/produit/9m2-de-terre-a-inventer/ | card game | 7+ | 3 | 4 | 10 | 15 | school lesson | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.3. Exploratory thinking | Printed materials and some extra paper | Fast card game, very easy to run and with very familiar mechanics. | biodiversity cooperative |
Barrage | Nations vie for hydroelectric dominance in a dystopia where water is power. | Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses. Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers. | Tommaso Battista and Simone Luciani | https://craniointernational.com/products/barrage/ | board game | 12+ | 1 | 4 | 60 | 120 | training for companies university class, training for companies, university class | 3.3. Exploratory thinking, 4.1. Political agency, 4.2. Individual initiative | Game components: 4 Cardboard Boards in different sizes, 4 Cardboard Composite Boards, 4 Cardboard Wheels, 12 Cardboard Punch Boards, 202 Wooden Components, 35 Plastic Components, 2 Rulebooks | Barrage is quite a complex game, it takes some time to learn how to play it. I think that experience players can enjoy it better than players who are not used to boardgames. | resource management water power |
California Water Crisis | Take the role of one of California's three main regions and try to find a solution to the fundamental cause of California's drought: there's more water demand than there's water. | Thought provoking game, based on extensive research on California water history and current conditions. California Water Crisis will expose you to real world challenges such as special interest groups, groundwater depletion, and population growth. You might find yourself stealing water or draining the aquifer. | Alfred Twu | https://www.californiarailmap.com/cawater | board game | 12+ | 2 | 3 | 40 | 60 | school lesson training for companies activity for seniors | 2.2. Critical thinking 2.3. Problem framing 3.2. Adaptability | Game prints on 8.5x11 pages, except the board, which is an 11x17. Preview the rules at the bottom of the page. You will also need two 6-sided dice. For cities, water units, as well as groundwater and approval rating markers, cut on dotted lines and fold on solid line. You can substitute with tokens. | I find the main subject of the game very interesting (the lack of water), as in many countries this is only associated with very economically depressed areas. I think there is a lot of potential in the possibility of "bad behaviour" that is allowed of the game. | water crisis drought |
Climania | Climania is an educational and discussion tool aimed at informing the public of the role of the built environment in the climate emergency – specifically focusing on urban planning and retrofit. | Climania focuses on the built environment and its relationship to climate change. The objective of the game is to reach the centre of the board, with a completely retrofitted property before the set time decided runs out. In the process you will learn about retrofitting buildings and employing urban planning to achieve climate change mitigation and adaptation goals. | Simeon Shtebunaev and Claudia Carter at Birmingham City University | https://climaniathegame.com https://creativecommons.org/licenses/by-nc-nd/4.0/ | board game | 3+ | 2 | 6 | 30 | 60 | school lesson university class training for companies | 1.1. Valuing sustainability 1.2. Supporting fairness 2.1. Systems thinking | The game consists of a foldable A2 game board; A glossary; A rule book; A number of green, amber, red and joker cards; 6 retrofit property cards; 35 retrofit elements fitting together as a puzzle. You will need up to 6 pawns or counters to play the game. | This game might give the impression at first of being some kind of trivial, but it is actually much more and I am very interested in the game design process itself. I think it is a very good example of a classical approach about how to build scientific knowledge during the game. | urban planning retrofit environment adaptation |
Dominant Species | 90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. | Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest". | Chad Jensen | http://www.gmtgames.com/domspecies/DomSpec_Rules_FINAL.pdf https://boardgamegeek.com/boardgame/62219/dominant-species | board game | 12+ | 2 | 6 | 120 | 240 | training for companies school lesson | 2.1. Systems thinking 2.3. Problem framing 3.2. Adaptability | Game components: ● rulebook ● one game board ● six animal displays ● 27 cards—1 “Survival” and 26 “Dominance” ● 31 large and 12 small hexagonal tiles used to create“earth” ● 330 wooden cubes representing the “species” belonging to the six animal classes ● 60 wooden cylinders used for the animals’“action pawns” ● 60 wooden cones used as “domination” markers for the animals ● 120 round markers representing the earth’s resources, called “elements” ● 6 square markers used to show each animal’s “initiative” (turn order during the Planning Phase) ● one cloth bag | Heavy game not recommended for beginners. It takes quite a long time to play it so I would recommend to plan a whole morning/afternoon for it. | evolution adaptation cataclism survival |
Go Goals! | The game aims to help teach children around the world about the Sustainable Development Goals in a simple and child-friendly way. | Quiz game which helps children understand the Sustainable Development Goals, how the global aims impact kids’ lives and what they can do every day to help achieve the 17 Goals by 2030. The game can also be used as a tool to learn a foreign language. Children are encouraged to develop their own set of questions and to discuss the ways in which they can implement the SDGs at home and at school. | UN Regional Information Centre for Western Europe (UNRIC) | https://go-goals.org/downloadable-material/ | board game | 7+ | 2 | 10 | 30 | 60 | school lesson | 1.1. Valuing sustainability 1.2. Supporting fairness 1.3. Promoting nature | A3 board game sheet, game rules, dices, token and information, game questions. 1 moderator. | Very classic quiz game, it is available in a lot of languages. | SDG children quiz school |
Mission ODD : La planète en alerte ! | "Missions ODD : La planète en alerte" is based on the principles and codes of an Escape Game. The aim of this tool is to discover all 17 SDGs in a fun and dynamic way. | The participants, divided into four teams, will each work on a pillar of the ODD dynamic: Population, Planet, Prosperity and Peace. Each of these pillars will bring together 4 ODD targets to discover. To progress in the game, each team will have to solve a series of riddles, each one corresponding to a deeper understanding of a different SDG. The different puzzles call on general knowledge, logic, deduction and team spirit to stimulate all participants throughout the game. | KuriOz Foundation | https://www.comprendrepouragir.org/produit/objectif-developpement-durable-planete-alerte/ | escape room | 16+ | 8 | 24 | 90 | 120 | school lesson tourist experience activity for seniors | 1.2. Supporting fairness 2.1. Systems thinking 2.3. Problem framing | Printed materials, a lock of 4 digits, a big table in the center of the room, six different spaces of work, a visible countdown (in a screen, for example), a suitcase, four more extra spaces for the teams to work, | To print, laminate and prepare the room(s) takes quite some time. | ODD teams riddles |
NOA2424 | There is a future - our planet in 303 years, in 2424. The situation on Earth is poor due to climate change, many species have already become extinct and humanity is looking for a new home on Mars. | This role playing game aims to cover the topics of species diversity and species conservation, allocation and interdependence of resources, food independence and social inequalities. It is designed in a way that children can enjoy, challenge themselves and learn from it. | Lea Pullerits, Ederi Ojasoo, Mailin Eessalu, Martin Kirotar | https://ctc.ee/publications/games/noa-2424 | TTRPG | 7+ | 9 | 30 | 90 | 120 | school lesson | 1.2. Supporting fairness 3.1. Futures literacy 3.3. Exploratory thinking | - A classroom where each group can sit together around a table and move around easily. - Game materials (official or self-printed): role, character and group maps, resource maps, global event maps, spaceship diagram. - Projector if desired | The material and didactics about how to use this game for educational purposes are very well made, full of suggestions and it has been evidently widely tested. I think that even if simple, it can also be enjoyable for adults and probably a very good game for families. | sci-fy future resources children |
Participology | Using a board-game format, Participology is a resource that comes with guidance and templates that you can tailor to your needs. | It revolves around using a board game format where players encounter questions/challenges as the dice throw dictates. The board, questions and rules of the game can be designed from scratch or existing templates can be adapted to your specific needs. | Alister Scott and Claudia Carter | http://www.participology.com/index.php | board game | 16+ | 5 | 6 | 120 | 180 | school lesson university class training for companies | 2.1. Systems thinking 2.3. Problem framing 3.1. Futures literacy | The great flexibility of this game, to tackle the specific areas and questions of your interest, has a cost: a design phase pre game. You will need to design your board, your questions and other cards to enrich your game. There are already examples ready to use, and lots of instructions about how to do this. - Paper or cards or flip chards to record answers - Questions from the design phase, ideally one per page - One table per 5 persons - Board - Facilitator | I am particularly curious about this games, which seems to be more like the main structure to which you can add decoration in order to use this resource at your will. It is extremely flexible and adaptable. Which means it also takes a lot of preparation. | flexible participation engagement adaptable |
Quelle saison? | In 'Quelle saison?' players will learn to recognize fruits and vegetables grown in France and associate them with a season. | Quelle Saison? is a cooperative game in which each player does his or her best to achieve a common goal: to taste a preparation based on seasonal fruit or vegetables. To do this, players must go around the board (answering questions), and reach the central "Which season?" square as quickly as possible. | L'Ambassade du bien vivre alimentaire | https://www.comprendrepouragir.org/produit/quelle-saison/ | board game | 7+ | 2 | 20 | 15 | 30 | school lesson | 1.1. Valuing sustainability 1.2. Supporting fairness 4.3. Collective action | Printed materials, dice and 4 tokens. Optional: actual ingredients, kitchen, etc. | Classical game very easy to run with the extra attractive of cooking the ingredients played during the game. | responsible consumption seasonal |
Root: A game of woodland right and might | Root is a game of adventure and war in which 2 to 4 players battle for control of a vast wilderness. | Root is a game of woodland might and right. Stalk the woods as one of the Vagabonds, seize the initiative with the Eyrie birds of prey, rule over your subjects as the Marquise de Cat, or command the Woodland Alliance to create a new order. With creatures and cunning, you'll rule a fantastic forest kingdom in the ultimate asymmetric board game of adventure and war. | Cole Wehrle | https://ledergames.com/products/root-a-game-of-woodland-might-and-right | board game | 12+ | 2 | 4 | 60 | 90 | training for companies university class school lesson | 1.3. Promoting nature 2.3. Problem framing 3.1. Futures literacy | Components of the game: Booklets. Walkthrough, Learning to Play, and Law. Cardboard Pieces. 28 Buildings, 19 Tokens, 12 Clearing Markers, 4 Ruins, 4 Victory Point Markers, 3 Relationship Markers, 23 Items. Wooden Pieces. 55 Warriors, 1 Vagabond Pawn. Cards. 54 Cards for Shared Deck, 16 Faction Overviews, 4 Eyrie Leaders, 2 Loyal Viziers, 3 Vagabond Characters, 15 Quests, 4 Walkthroughs. Other. Board (Fall and Winter Maps), 2 Dice, 4 Faction Boards. | Very popular game, there are available several expansions and complements. With some of them it is possible to extend it until 6 player. | strategy forest war |
Solarpunk | It is the year 2081. After a long phase of denial on climate change, fortunately they came together and took action. By now, a utopia has come to be what some call the sunburn. | Cities are greener than ever, with plants grown on roofs and vertical gardens; solar panels provide all the energy needed and more; orbiting mirrors orbit the sun's rays away from the earth, thus preventing the absorption of infrared radiation into the atmosphere and the further rise in global temperature. Humanity, or at least the vast majority of it, is flourishing. However, the whole adaptation to climate change is only a carefully maintained balance - a cosmic litter from a meteor cloud called the Persians showed this system how vulnerable this system can be. The OCM-18 orbital mirror navigation system has been damaged, and the MM1 space station, which monitors in-orbit mirrors, has declared a crisis situation and sent out a repair team, whose fast action now depends a lot. In just four hours, the sun's rays hit this mirror, and if the angle is not right, the atmosphere absorbs enough infrared radiation to cross the tipping point and restart the chain of disasters on Earth. | Lea Pullerits, Mailin Eessalu. | https://ctc.ee/publications/games/solarpunk | TTRPG | 12+ | 4 | 15 | 60 | 90 | school lesson | 1.1. Valuing sustainability 1.2. Supporting fairness 3.1. Futures literacy | Classroom and smaller segregated space Game materials: role sheets, sound clips, a poster depicting the sun mirror control system and scissors, glue or tape to “fix” it, Computer or smartphone with a speaker. Optional projector, webcam or smartphone to build a video bridge. If desired, suits, medical equipment (for example, a drip chamber can be built for people with radiation, a drip chamber can be built with hand tools, etc.). In the case of the longer version it is recommended to have two, in the case of the shorter version one instructor or game manager. | There is a short and a long version of the game, both detailed in the scenario manual. Even if the target group of this game is young people from 14 to 17 years, I think it can be enjoyed by adults. The manual includes also very well done ice breakers and debriefing. | future space technology resources |
The Deep Forest | For a long time, our monstrous home was occupied by invading humans. Now, finally, we’ve driven them off, and we will dismantle their settlements and reclaim our lands. | This is a map-drawing game. You collectively explore the struggles of a community of monsters, trying to rebuild and heal after driving off the human occupiers. It’s a game about community, difficult choices, and decolonization. When you play, you make decisions about the community, decisions that get recorded on a map that is constantly evolving. Parts of the map are literal cartography, while other parts are symbolic. Players work together to create and steer this community, but they also play devil’s advocate and introduce problems and tensions into the game. | By Mark Diaz Truman and Avery Alder Art by Jules Silver | https://buriedwithoutceremony.com/the-quiet-year/the-deep-forest | TTRPG | 12+ | 2 | 4 | 120 | 240 | university class training for companies | 1.3. Promoting nature 4.1. Political agency 2.1. Systems thinking | • Pencils, erasers, and several index cards • Six dice (smaller is better) • 20 Contempt Tokens (possibly stones or glass beads) • A deck of regular playing cards • The Oracle (which includes a page of reference cards) A blank piece of letter-sized paper Some preparation is required before you are ready to teach The Deep Forest to others. Begin by clearing your table or play space of any unnecessary objects. Aim for a minimal environment. Separate the deck into the four suits (representing four seasons). Place each in a separate stack. Place the blank piece of paper in the centre of the table - it will become the map of your area. Around it, array the remaining supplies: the pencils, dice, Contempt tokens, summary cards, and index cards. On one index card, write two column headings - Adoptions and Taboos. On a second index card, write the heading Names. | This game doesn't speak directly about sustainability. It is rather a very interesting tool for educators to create a discussion and reflection around it. Also, The Deep Forest is very flexible: it can be adapted so it is shorter, or suitable for younger players. | fantasy maps roleplaying apocalypse |
Climate Detectives: Open for Business | Players work to create sustainable, environmentally friendly economies, which are resilient to natural disasters. As they create towns, they learn how human choices shape and impact the environment. | Players must make strategic decisions on how to design towns that can withstand hurricanes, ecosystem collapses, disease outbreaks, droughts, oil spills, and more.The game helps children feel safer and more in control of their world. It encourages climate bravery, not climate anxiety, by teaching sustainable urban design. Players learn how to protect their friends, family, and neighbors from natural disasters, environmental pollutions, and more. Buildings can increase or lessen pollution, mitigate or worsen the effects of natural disasters, and influence quality of life for townsfolk. | Jake Harrison and Paige Harriman | https://www.mightycuriousgames.com/ | card game | 7+ | 2 | 4 | 15 | 30 | school lesson, tourist experience, training for companies | 2.1. Systems thinking, 2.3. Problem framing, 3.1. Futures literacy | venue, game, table and chair | It's a card game, which seems to be more hands on than other online games I was planning on mapping, but the instructions online are not very clear | sustainable, education, science, disaster relief, urban planning |
Polar Eclipse | A board game where time meets temperature. Educational and interactive, the game explores issues related to the environment, climate change and lifestyle choices. Fun and inspiring! | Polar Eclipse is a board game that engages children and youth (fourth to eight grade) to think about the world in a different way. The object of the game is to make it into the future, to get cooler and cooler temperatures so that your species can survive. With bright coloured, interspersing photos, the game is marked with examples of renewable energy sources and wildlife. Using a giant grid with one axis for years and another for temperature, the game uses cards to move players forward in time to a sustainable future. Whether prompting children to consider just how far their breakfast travelled to reach them or the amount of water a redwood tree requires on an average day, McDonald created the game for classrooms, a jumping off point into discussing environmental practices. Special "Arctic Cards" also come with the game, corresponding to special squares on the board. Each card asks a question, with no right or wrong answers. | Parkite Lori McDonald | https://www.polareclipsegame.com/ | board game | 7+ | 4 | 5 | 45 | 60 | school lesson, tourist experience, training for companies | 1.3. Promoting nature, 2.1. Systems thinking, 3.1. Futures literacy | venue with a table to sit around comfortably, purchased board game, rules and reference booklet | Seems like a fun and interactive way to help children increase awareness of how simple actions impact the environment while simultaneously inspiring them to find alternative ways to move toward a more sustainable future. In my opinion, this has the potential to improve ecological intelligence, awareness, responsibility, and stewardship. | sustainability, environment, stewardship, empowerment, awareness |
The Manhattan Project: Energy Empire | Build power plants, not bombs, in this standalone sequel to The Manhattan Project. | From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation’s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises. | Design: Tom Jolly, Luke Laurie, Artwork: Josh Cappel, Jeffrey Edwards | https://boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire | board game | 12+ | 1 | 5 | 60 | 120 | university class school lesson, university class, school lesson | 1.2. Supporting fairness, 3.1. Futures literacy, 4.1. Political agency | The game, a space to play | Educate about sustainability by playing a game that encourages you to do the opposite | Historical, Energy Empire, Nuclear Energy, Global Impacts |
A year without sun | A game about surviving natural disasters and disease as a community | It is the year 1816. The small village of Suure-Kaalika somewhere in Europe lives its peaceful life. There are several farms, fields, cattle, people are tired of the Napoleonic Wars and long for a peaceful life again. This spring seems to be a breathtaking time and a new life can begin with a resurgent nature. But there is still something wrong. Why is the sky cloudy and when can the sun shine again? …. "A year without the sun" is an environmental role-playing game that makes you think about what happens when we don't see the sun… The game is aimed more at young people and adults. The focus is on climate change and its effects. | Marilin Eessalu, Ederi Ojasoo | https://ctc.ee/publications/games | LARP | 12+ | 5 | 25 | 120 | 180 | university class | 2.3. Problem framing, 4.1. Political agency, 2.1. Systems thinking | 1. A classroom in which each group can sit together around a table and gather to stand or sit together for a joint discussion. 2. Game materials (official print or self-printed): roles, scenes by families, newspaper clippings. 3. Optional costumes | Has some spelling mistakes but has a highly relevant topic to today's situation | History, Resources, Social welfare, Social Responsibility, Impact of climate change |
Cyborg Gaia Allies | The world of Cyborg Gaia, is a possible future, sustainable and climate just. This game is about priming the players to become interpreters or Gaia allies. | This is a chance to step into the story world Cyborg Gaia, created by Lina Persson. Cyborg Gaia is a possible future, sustainable and climate just. This future sends messages of sorts to the present that, if deciphered correctly, will help make this future happen. The players of the scenario will become sensitized in order to become Gaia interpreters or Gaia allies.This game is about priming the players. Priming as in activating and sensitizing. We will take you through some interactions, some verbal, some non-verbal. You will be given prompts (e.g. written questions) but if you feel inspired to do something please feel invited. | Lina Persson & Josephine Rydberg | https://scenariofestival.se/archive/scenarios-2021-2/cyborg-gaia-allies/ https://www.uniarts.se/english/people/co-workers/lina-persson/ https://www.uniarts.se/english/people/co-workers/josephine-rydberg/ | LARP | 16+ | 3 | 12 | 120 | 180 | university class, training for companies | 2.3. Problem framing, 1.1. Valuing sustainability, 3.2. Adaptability | A room that private, a bunch of small balls for tossing around, clay enough for each player to have a piece, access to a printer for printing material | Very simple in organization, but also very well thought of. Beginner friendly for both facilitation and playing | Climate, Sustainability, Society, Savior, Futuristic |
Everdell | Everdell is a game of dynamic tableau building and worker placement. Gather resources to develop a harmonious village of woodland critters and structures. | Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises? | James A. Wilson | https://boardgamegeek.com/boardgame/199792/everdell | board game | 12+ | 1 | 4 | 40 | 80 | school lesson, training for companies, university class | 1.3. Promoting nature, 3.3. Exploratory thinking | The boardgame, a space to play | I just love the combination of whimsical art and sustainbility | whimsical, journey, society |
For Sale (1997) | What's your bid? Bid on promising property bundles, then sell properties for checks. | For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible. | Stefan Dorra | https://boardgamegeek.com/boardgame/172/sale/credits | board game | 12+ | 3 | 6 | 30 | 60 | university class, training for companies, school lesson | 2.2. Critical thinking, 1.2. Supporting fairness, 4.3. Collective action | The board game and a space to play | I like how it simulates an issue about economic sustainability as most games focus on environmental sustainability. | Capitalism, reverse learning, Housing market |
Leviathan | A LARP about living with unpredictable weather | This LARP is about a people who inhabit the back of a gigantic beast that is cruising through an immense ocean. As it moves it dips and surfaces to a rhythm that nobody has yet been able to predict, causing the people great anxiety. When the beast dives deeper the tide rises and the people’s land shrinks; but when it surfaces again the land is exposed and irrigated, encrusted with minerals and vegetation that the people can live on. The retreating tide also reveals surprises, new opportunities, omens, and possible threats. In this LARP each player plays an individual character who has a certain relationship to the beast. Over the course of the LARP this relationship will be tested. Strange things will happen. Things that are frightening, and difficult to explain. And at the very end, you will have to make an important decision, either alone or together. | Laura op de Beke | https://lodbeke.itch.io/leviathan | LARP | 12+ | 7 | 15 | 120 | 180 | university class, training for companies | 3.2. Adaptability, 3.1. Futures literacy, 2.2. Critical thinking | Required to run: a space to host 7-15 people Speakers and a playlist of stormy, watery sounds The ability to dim and turn off the lights Two tent-like structures that more of less fit all players (I have loved using thin plastic sheets and mosquito nets) Sheets of paper Sticky notes and a pen A single use rain poncho per player, tape, zip ties Additionally good to have: A black box theatre space, atmospheric lights A spotlight and the ability to slowly change its color A gong or bell for the players to call 'meetings' during play | I really like the structure of relationships in this game and how it creates the lore of the community that you play | Weather changes, community, uncertainty, dependency |
Spillover | Bat habitat loss and degradation endangers the entire web of life. Spillover shows how colonial extractivism and deforestation is creating monumental human vulnerabilities to pandemics. | Bat habitat loss and degradation is not only endangering species, but the entire web of life. The accelerating anthropocene as a global economic system of colonial extractivism and deforestation is creating monumental human vulnerabilities to pandemics. This is a non-verbal environmental tragedy, simultaneously playing out human and bat histories before modern-day pandemics hit. Spillover takes its name from the process of zoonotic spillover, the transmission of diseases from wild animals to humans, and it’s about leaving bats the f*ck alone. | Alex Brown | https://alexandria.dk/en/data?scenarie=13793 | LARP | 16+ | 6 | 20 | 120 | 180 | university class | 1.1. Valuing sustainability, 1.2. Supporting fairness, 3.2. Adaptability | ● Approximately 5 reused/salvaged cardboard boxes per player (make sure they are clean and dry). It can be less but requires an absolute minimum of 3 per player. ● Toilet rolls hung from ceiling or rigging in one area of the space ● Scene Changes document should be printed and taped to floor close to the play To be set aside and introduced during the workshop or larp: ● Tape (ideally paper packing tape) ● Scarves or small pieces of fabric that can be used as blindfolds, ideally black (for half the number of players) ● Blankets or large pieces of fabric that can be used as bat ‘wings’ no smaller than 1.20m x 1m, ideally black (for half the number of players) Lighting: Lighting can be scaled depending on equipment available and/or your experience with lighting design. As a minimum, white or yellow lights should be flashed off/on to change scenes as this is an important cue for players which is described in the workshop. Scene 5 should be dimly lit Spotify Premium for music | It has an incredible potential to make a serious mark on people who play this game | colonial extractivism, deforestaton, zoonotic spillover, pandemic, habitat loss, endangering species, consequences, |
Autonomía Zapatista | Players collaborate to uphold Zapatista principles, cultivating autonomy and countering societal pressures in a self-sustaining community. | Zapatista Autonomy is a collaborative board game set in a Zapatista caracol, emphasizing collective action and strategic decision-making. Players aim to fulfill 13 Zapatista demands and 7 principles of leading by obeying within 10 rounds. Set against the backdrop of the Zapatista movement, players must navigate challenges such as land cultivation, community infrastructure development, and defense against threats, mirroring the struggle for autonomy. Each turn involves revealing context cards, rolling and placing dice, and subsequent resolution, fostering an immersive gameplay experience. The game's primary goal is to promote an understanding of social justice and marginalized communities' quest for autonomy. By fostering collaboration and strategic planning, Zapatista Autonomy offers insights into the complexities of sustaining a self-sufficient community while upholding the core values of the Zapatista movement. | Óscar García Agustín | https://boardgamegeek.com/boardgame/337636/autonomia-zapatista | board game | 7+ | 2 | 6 | 30 | 45 | university class, training for companies | 1.1. Valuing sustainability, 4.3. Collective action, 4.1. Political agency | To host the "Autonomía Zapatista" game, the organizers will require a suitable venue that can fit players with a board game and comfy chairs or a sofa. Additionally, access to relevant information on renewable energy and some related concepts referenced in the game to ensure everyone's comprehension | If I were unaware of its board game nature, it would seem to me more like a LARP. The emphasis on fostering comprehension of social justice and marginalized communities' pursuit of autonomy presents serious goals. This has prompted my curiosity about its successful adaptation into a board game format. | # Autonomy Struggle #Community Building #Indigenous Rights #Social Justice |
A Tree of life | The creatures who live in different parts of a giant tree need to find solutions to mysterious problems affecting their home and well-being. | "The Tree of Life" is an Edu-LARP game that helps you understand nature. You work with others to improve the environment and learn about using resources wisely. It's a fun way to discover how we can all take care of the world. This game draws the participants' attention to ecological balance, overconsumption and social inequality. The aim is to lead the participants to think about achieving balance through sustainable development goals, addressing among other things the possibilities of community gardens and the use of resources and overconsumption. | Marilin Eessalu and Ederi Ojasoo | https://nausika.eu/larpforclimate/a-tree-of-live/ | LARP | 12+ | 10 | 30 | 45 | 180 | school lesson, training for companies, activity for seniors | 1.2. Supporting fairness, 3.3. Exploratory thinking, 2.3. Problem framing | A room where players can sit in 5 groups and move around between them. Game materials printed from the printout document Pens or pencils (and optionally crayons for drawing) Optional: a speaker to play the bird or nature sounds (You can use whatever you like) | I am a firm believer in the facilitation of these educational live-action role-playing games (Edu-LARPs) that tackle climate-related and other crucial topics. It is essential to conduct interactive workshops that introduce participants to the concepts of ecological balance, overconsumption, and sustainable development. These workshops serve to familiarize participants with the key issues at hand and equip them to effectively navigate the challenges presented during the game. This approach is crucial in maximizing the benefits of the game and ensuring that its objectives are met. Additionally, it is vital to ensure that we foster a shared understanding among a broader audience, particularly focusing on instilling environmental responsibility among students and young learners. Furthermore, there is a need to organize follow-up activities or initiatives post-game to encourage participants to actively adopt sustainable practices in their communities. By facilitating its application in various other countries, amplifying its influence on a global scale. These activities could include tree-planting events, community clean-up drives, or awareness campaigns to promote responsible environmental behavior. | #Ecology #Sustainable development #Community building #Resource management |
Catan Oil | CATAN's Oil Springs expansion adds a new challenge: deciding whether using oil is worth the risks it poses to the environment and society. | Catan Scenarios: Oil Springs introduces settlers to the discovery of oil on the island of Catan, offering both opportunities and challenges. Players can utilize oil to boost resource production, but they must also navigate the environmental consequences, including the risk of global climate devastation. The game emphasizes the interplay between economic growth and environmental preservation, highlighting the complexities of sustainable development. Set in the familiar world of Catan, this expansion provides a dynamic and engaging gameplay experience, prompting players to grapple with the delicate balance between resource exploitation and environmental stewardship. With its focus on real-world economic and environmental dilemmas, Oil Springs enriches the traditional Catan gameplay, encouraging players to consider the broader implications of their decisions in a compelling and thought-provoking gaming experience. | Klaus Teuber | https://www.catan.com/oil-springs https://boardgamegeek.com/boardgame/110794/catan-scenarios-oil-springs https://www.catan.com/sites/default/files/2021-06/catan_base_rules_2020_200707.pdf | board game | 12+ | 3 | 6 | 45 | 60 | university class, training for companies | 1.1. Valuing sustainability, 2.1. Systems thinking, 2.2. Critical thinking | To facilitate the "Catan Oil" game, organizers will need a suitable venue equipped with comfortable seating, allowing players to engage with the board game comfortably. Moreover, Additionally, access to relevant information on renewable energy and some related concepts referenced in the game to ensure everyone's comprehension | Please note that there may be some different versions of the Catan oil game, as indicated by the varying player numbers and game duration mentioned in the provided links. Currently, we have the Polish version of Catan Oil at Nausika, and Zbyszek will obtain an English version, allowing for updates to the information in the future. | #CatanOilSprings #ResourceManagement #EnvironmentalBalance #SustainableDevelopment #EconomicDilemmas |
Ceremony for Hope | Cultivate emotional resilience and how to face big challenges | Ceremony for Hope is a larp about feeling hopeless in the face of climate change and experiencing climate grief. In the larp players will play a future version of themselves whose dreams for the future have been shattered by the climate catastrophe. In order to cope with the despair and hopelessness, the players join a ceremony to support one another and inspire new hope within each other. This larp touches on sensitive topics and invites the players to show a vulnerable side of themselves with regards to climate change. It allows the players to express their emotions beyond a usually rational debate. Played with care for each other, this larp will deepen connections and trust between the players. | Alibier AS | https://nausika.eu/larpforclimate/ceremony-for-hope/ https://docs.google.com/document/d/1tURTgy7P-tTldDthxx_klicgSx0Y859zvyOUZx63RnY/edit | LARP | 16+ | 4 | 20 | 180 | 240 | training for companies, university class | 3.2. Adaptability, 3.3. Exploratory thinking, 2.3. Problem framing | Empty space Printed character sheets, scenario sheet, cheat sheet, and ritual sheets A couple of everyday props (see checklist in the appendix in the link that I wrote above) | Honestly, this game is my top pick from what I mentioned earlier since it fosters emotional strength. Moreover, I've had several discussions with my friends about how the climate impacts our emotions. I find this game unique, as it touches on the concept of climate grief, which personally intrigues me, considering how the climate can sometimes affect our vitality. Its title is captivating, and I appreciate games that offer a challenge. I'm eager to witness how it unfolds. | #Climate grief #hope #ceremony #future |
CO2 Second chance | "CO2 Second Chance" is a strategic board game where players act as CEOs of renewable energy companies, working together to build sustainable projects and reduce global carbon emissions. | In the game Second Chance, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy- and of course to profit by doing so. You will need enough knowledge, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their knowledge while learning from others. See if you can meet the UN goals and help save our habitat while achieving your own private agenda! This game offers two modes of play: a fully cooperative mode of play, and the classic, mostly competitive mode, in which each player is striving to outperform the others. If too much pollution occurs, everyone loses, no matter how you play the game! You can use either mode of play for your first game, but the cooperative mode is easier to learn and teach. | Vital Lacerda | https://boardgamegeek.com/boardgame/214887/co-second-chance https://www.ultraboardgames.com/co2/game-rules.php | board game | 12+ | 1 | 4 | 120 | 240 | training for companies | 1.3. Promoting nature, 1.1. Valuing sustainability, 2.1. Systems thinking | To host the "CO2 Second Chance" game, the organizers will require a suitable venue that can fit players with a board game and comfy chairs or a sofa. Additionally, access to relevant information on renewable energy and some related concepts referenced in the game to ensure everyone's comprehension | The game's name is captivating, and I feel it requires multiple plays for a thorough understanding. I appreciate the dual gameplay modes, allowing players to opt for either cooperative or competitive play. However, I suggest providing assistance from someone experienced during the initial facilitation of the game. Nevertheless, it is important to explain the fundamental concepts beforehand, ensuring everyone comprehends the key ideas and feels confident enough to engage in the game. | #Global warming #Strategic planning #Board game #Environmental Conservation #Competitive cooperation |
Deep Sea Mining | The game educates diverse individuals, including officials and educators, on crucial topics, fostering perspectives and promoting environmental consciousness while addressing future energy demands. | Context: Deep sea mining is a plan to mine the bottom of the Pacific Ocean for a group of metals that include cobalt, nickel, copper, manganese. The supply of these metals from land mining is expected to be insufficient soon, because of an abrupt spike in demand. The spike will come mainly due to the forthcoming energy transition, which will need vast amounts of these metals to build batteries and put them in electric vehicles as well as renewable energy generators, such as solar panels or wind turbines. The minerals are indispensable for the energy transition to mitigate the climate emergency, but extracting them from the seafloor comes with its own environmental risks, many of which are yet to be understood. While scientists have studied climate change for years, the sea bottom remains a mysterious ecosystem. We still know too little about it to understand what environmental repercussions deep-sea mining might bring about. Gameplay: Through a process of analyzing background facts, debating, and voting, the participants will need to arrive at a final recommendation: should deep sea mining take place or should there be a moratorium on it? The question of the moratorium is also based on reality, since organizations such as mining companies or the scientific and environmentalist community have been lobbying for or against it. The whole workshop ends in a debriefing session, which creates a space to reflect on the events of the simulation and the choices the participants made. | Centre for Systems Solutions (CRS), Olga Mironenko, University of Bremen, NOAA Ocean Exploration | https://games4sustainability.org/gamepedia/deep-sea-mining/ | simulation game | 18+ | 10 | 30 | 120 | 180 | university class, training for companies | 1.1. Valuing sustainability, 2.2. Critical thinking, 4.2. Individual initiative | Venue: A suitable space equipped for presentations, discussions, and group activities. Ideally, a room large enough to accommodate all participants comfortably, with provisions for audio-visual aids and group discussions. Materials: A range of materials such as whiteboards, markers, notepads (not necessarily), and writing materials for participants to take notes and engage in group activities effectively. Additionally, any required printed materials, including handouts, background information, and guidelines, should be prepared beforehand (This supports my personal comment and suggestion about the game). Resources: Access to reliable internet connectivity for any online research or having the access to check some information shared during the game. It may also require access to relevant research papers, case studies, and articles to provide participants with comprehensive background knowledge on deep-sea mining and its implications. (This supports my personal comment and suggestion about the game). | I believe it is very important to have knowledgeable facilitators in the field of deep-sea mining and environmental conservation is crucial for guiding discussions and providing valuable insights during the game. Also, introduce and be able to clarify some crucial concepts that address deep-sea mining. Additionally, The facilitator should be able to simplify the game as well. I think with a few adjustments, this game can be tailored to fit within the time constraints of a typical school lesson. | #Sustainable Resource Management #Deep Sea Mining # Environmental Risks #Climate mitigation #Renewable Energy Demands |
Earth Rising | A collaborative board game for 1-6 players, role-playing diverse real-world sectors, promoting critical thinking and sustainability, fostering environmental consciousness and teamwork | It is a cooperative economic board game emphasizing environmental stewardship and sustainability. Players collaborate to safeguard the planet, assuming the roles of diverse eco-warriors, each with unique abilities linked to specific sectors. The primary goal is to steer the planet towards sustainability over 20 years, navigating through complex ecological challenges. Players must employ strategic decision-making, foster collaboration, and employ their character's strengths to mitigate global environmental threats. The game reflects real-world environmental challenges, with different sectors like farming, energy, and politics. Players learn how everything is connected in the environment. Players learn how to work together and make smart choices for the planet. The game encourages thinking about how our actions impact the environment and how to make a positive difference. | Laurie Blake | https://boardgamegeek.com/boardgame/331273/earth-rising-20-years-transform-our-world | board game | 12+ | 1 | 6 | 90 | 120 | university class, training for companies | 1.1. Valuing sustainability | To facilitate the "Earth Rising" game, organizers will need a suitable venue equipped with comfortable seating, allowing players to engage with the board game comfortably. Moreover, Additionally, access to relevant information on renewable energy and some related concepts referenced in the game to ensure everyone's comprehension | I find that this game might require more time for integration within a school lesson, yet its potential applicability in extracurricular activities, as a group challenge between students, remains promising. It's intriguing to note how the dynamics may vary among different groups. Moreover, acknowledging that some individuals may not feel confident working in a team, it could be beneficial to incorporate icebreakers beforehand. Facilitators/leaders should be attentive to this aspect. This approach is pertinent not only to this particular sustainability game but also to other group-based challenging sustainable games. Ensuring that everyone comprehends the concepts and feels at ease participating in the game is essential too. | #Future sustainability #Strategic Decision making #Environmental Education #Eco-friendly Gaming |
Forest Friends | A game that fosters memory skills, observation, and vocabulary as children learn the names of the animals. | An engaging, educational board game encouraging children aged 2 and up to explore the forest and discover hidden animal friends. With a 3D game setup resembling a forest, players embark on a journey to help Mia Mouse reunite with her friends, practicing memory, observation, and vocabulary skills. Through two delightful memory games, players uncover animals using peepholes and identify footprints, aiming to collect wooden stars as rewards. The game fosters early learning, social interaction, and cognitive development, providing an immersive and enchanting experience for young players as they delve into the wonders of nature. It is made in Germany. | Markus Nikisch | https://www.habausa.com/products/mvfg-forest-friends | board game | 3+ | 1 | 4 | 10 | 20 | school lesson | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.1. Futures literacy | To prepare the "Forest Friends" game for kids, parents or facilitators should create a comfortable play area with cushions and chairs, while also ensuring the board game is readily available for the children. | In my opinion, facilitators/parents/etc should actively engage as teachers, connecting the game's content to everyday life examples, and fostering an enjoyable and educational experience for the children by mimicking animal sounds or role-playing. Additionally, it would be great to provide various location options, such as outdoors or in nature-themed spaces (or any available places), which can further promote a healthier and more immersive gaming environment for the children. | #MemorySkills #Cognitive Development #Early Childhood Education #Social Interaction #Animal Recognition #Hide and Seek #Interactive Learning #Family Bonding |
Fortitude | Understand the complicated situation of international politics facing a climate crisis | In 2050 diplomats from countries all around the globe gather on a climate peak to decide which 3 of the 10 ecological priorities deserve to receive big financial support. They come to the Peak with agendas prepared by their governments, which want good results for their country. The players take the roles of diplomats and journalists who stand in front of big dilemmas. The game is asking questions about the world of international politics and how it shapes our environment. | Nausika Foundation | https://nausika.eu/fortitude/ https://docs.google.com/document/d/1P-0AGT6Egx7ZM-Z53FU_kXsfc_k_iZaPVf55HVCMsBk/edit | LARP | 12+ | 5 | 35 | 60 | 180 | school lesson, university class, training for companies | 3.1. Futures literacy, 4.1. Political agency, 2.2. Critical thinking | - you will need a room with enough tables and chairs for the number of your players, - you will need to print around 50 pages, in color in A4 format, - you will need a roll of painter's tape or something to stick 10 cards on the walls of the room | I strongly believe that anyone who is interested in facilitating a Nausika LARP game can easily do so because the file contains comprehensive and well-organized information, making it easy to understand and follow before, during, and after the event. | #LarpForClimate #EduLarp #ClimateEducation #larp #diplomacy #politics, #climate literacy |
Happy city: A delightful building game | Happy City is a competitive board game where players strategically build thriving cities, manage resources, and prioritize citizen happiness to become the most successful city planner. | 1. Income Phase — At the start of each round, every player receives coins equal to the sum of the income symbols shown on the bottom of their cards. 2. Action Phase — Resolved in turn order: a. (optional) Discard 1 of the available Buildings from the market. b. Reveal up to 3 cards from any of the three Building decks and add them to the supply. c. Then, you have a choice: either purchase a card from the supply or purchase nothing and take a coin from the bank. Note: your city may not contain any duplicate cards. d. (optional) If your city meets the conditions for an available Bonus Building, you may claim it. Once any player adds a 10th card to their city, the game-end is triggered and every player multiplies the number of citizens by the total number of hearts on their cards, and whoever has the highest result wins the game! Happy City includes rules for two ways to play: a family version and an "expert version" that features more interaction and strategy. | Gamewright and Coiledspring Games | https://boardgamegeek.com/boardgame/319793/happy-city | board game | 7+ | 2 | 5 | 20 | 30 | school lesson | 1.1. Valuing sustainability, 2.2. Critical thinking | To set up the "Happy City" game, create a comfortable playing space and make sure the board game is easily accessible to all players. | I think individuals who learn visually and appreciate vibrant colors, as well as a well-designed box, will find this game appealing. Moreover, the "Quick Play Guide" at the conclusion of the brochure provides a concise summary of the game's instructions. | #City Building #Happy City #Strategic Play |
It's a green life | Eco-friendly board game guiding players toward sustainable habits on a journey from a recycling center to a green Earth using cards. | The point of the game is to race from a recycling center to a green planet Earth. A player advances through the 52 spaces on the board (which represent the 52 weeks in a year that people can follow environmentally friendly practices) by drawing cards that either reward them for being environmentally responsible or correct them for making mistakes. The reward and correction cards include tips about different environmentally friendly practices and they list the number of spaces a player will advance or move backwards. Components: game board, 4 pawns, 52 cards | Designer: Patty Allen, Publisher: Oh Happy Day Games | https://boardgamegeek.com/boardgame/94967/its-green-life | board game | 7+ | 2 | 4 | 20 | 30 | school lesson | 1.1. Valuing sustainability, 1.2. Supporting fairness, 3.1. Futures literacy | To set up the "It is a Green Life" game, create a comfortable playing space and make sure the board game is easily accessible to all players. | I appreciate the game's use of eco-friendly materials, along with the inclusion of sustainable tips. | #Environmental Awareness #Sustainability Awareness #Sustainable Living #Eco-Friendly Board Game #Green Life Game |
Mass Transit | It is a cooperative game requiring players to strategically build routes and transport commuters while facing the challenge of limited communication, fostering teamwork, and critical decision-making. | It's quittin' time in the Big City, and all the hardworking people want to get home to their families! Cooperate with other players to build routes and get six Commuters from the Big City to their homes in the Suburbs. Mass Transit is a clever, fast-playing, cooperative, limited communication game for 1-6 players featuring dual-use cards. You must play two cards each turn, and you can play cards in two ways: - To build roads, canals, and rails, or - To move the buses, ferries, and trains from one station to the next. Players must work skillfully together, but the twist is that communication is limited: players cannot tell each other what cards they have in their hands or share their strategies, so planning moves is tricky! | Chris Leder & Kevin Rodgers | https://boardgamegeek.com/boardgame/303830/mass-transit | board game | 7+ | 1 | 6 | 12 | 20 | activity for seniors | 2.1. Systems thinking, 2.2. Critical thinking, 3.2. Adaptability | To set up the "Mass Transit" game, create a comfortable playing space and make sure the board game is easily accessible to all players. | Based on the feedback, "Mass Transit" embodies the sought-after element in our research. Players find it addictive, engaging, and ideal for short play sessions. Players enjoy the challenging puzzle aspect despite limited communication. The randomness of card draws adds to the overall challenge, leading to satisfying and enjoyable experiences, even if they lose more games than they win. Additionally, the game's suitability for solo play can be replayed multiple times. NOTE: This game does not directly address sustainability or nature in the same way that games explicitly designed with environmental themes do. This game primarily focuses on strategic gameplay, limited communication, and solving puzzles related to transportation and route building. | #Cooperative Play #Limited Communication #Strategic Routes #Teamwork Challenge |
Ocean of the Pollution | This game aims to raise awareness about ocean pollution, promote recycling, and instill environmental consciousness through interactive gameplay. | Game to clean the ocean of pollution, in which you have to locate waste such as cans or plastics, and throw them into the recycling bin. You have very little time to recycle all the plastics and containers, and you have to locate them by paying close attention and being very fast. Clean up the ocean in this skill game to play online. | COKOGAMES 2011-2023 | https://www.cokogames.com/clean-the-ocean-of-pollution/play/ | other | 3+ | 1 | 1 | 30 | 90 | school lesson | 1.3. Promoting nature, 4.2. Individual initiative, 3.1. Futures literacy | This game requires a good place with a stable internet connection with devices either a computer, iPad, or phone to play the game. | Following the game, it's beneficial to engage in a discussion with the child, narrating the experience as a story, emphasizing the significance of maintaining a clean ocean to protect its marine life. | #Ocean Pollution awareness #Environemtal Education #Eco-friendly game |
Once Upon a Time: Build an ecological city | An educational game for children, aiming to impart a practical understanding of ecology and sustainable development, fostering awareness about environmental pollution and resource management. | An educational board game based on the film by Albert Barille. The earth has its own strength, which people exploit without restraint. Yet what we do today determines what the lives of future generations will look like. How does environmental pollution affect our planet and our health? What might happen if we continue to produce so much garbage? Are the earth's natural resources inexhaustible? All questions are answered by the Master in the children's film series Once Upon a Time . The mission is to show children what ecology and sustainable development mean in practice. Once Upon a Time: Build an Ecological City is a game not only for little ecologists. It is a richly illustrated board and simple rules of the game. It is about building an ecological city, sustainable development, waste segregation and caring for the health of residents. Plus duels, obtaining certificates and commercial transactions. This game is a great dose of knowledge about environmental protection and great fun for the whole family. | Albert Barille | https://www.rebel.pl/gry-planszowe/byla-sobie-ziemia-zbuduj-ekologiczne-miasto-105909.html | board game | 7+ | 2 | 4 | 45 | 60 | school lesson | 1.1. Valuing sustainability, 1.3. Promoting nature, 2.1. Systems thinking | To facilitate the "Once Upon a Time: Build an ecological city" game, the organizers will require a suitable venue that can fit players with a board game and comfy chairs or a sofa. Additionally, access to relevant information on renewable energy and some related concepts referenced in the game to ensure everyone's comprehension | I think this game is fun, especially since it's based on a movie. I suggest the teacher/facilitator should introduce the concepts, have the students/players watch the movie at home, and then reconvene for gameplay. This approach can effectively achieve the game's objectives, followed by a debriefing session for comprehensive learning. | #Learning through play #Environmental Awareness #Ecological Learning |
Pig Grove | Commons Challenge: Navigate the 'Tragedy of Commons' in climate change, balancing self-interest with sustainable resource management. | The "Pig Grove" game is a LARP game with up to 10 turns, allowing players to embody pig farmers making strategic decisions within a Grove setting. The game's goal is to effectively manage resources, specifically gold, and pigs, while avoiding the Catastrophe scenario where the Grove is depleted. Players engage in role-playing interactions, trading resources, and purchasing cards, aiming to accumulate wealth. Through the game's dynamics, participants experience the effects of collective decisions, fostering discussions on sustainability, economics, and real-world parallels. The debriefing phase encourages critical thinking and reflection on resource management and global sustainability issues, emphasizing the game's metaphorical significance. | Nausika Foundation | https://nausika.eu/larpforclimate/pig-grove/ https://docs.google.com/document/d/1SXyg3ljs2eyqvY_DlLG8n9egvFijwuKz5RnWxW6nIx4/edit#heading=h.d340e0lbm29j | LARP | 12+ | 10 | 25 | 45 | 90 | training for companies, school lesson, university class | 1.2. Supporting fairness, 2.1. Systems thinking, 4.3. Collective action | 1. Print the following materials in color from the PRINTOUTS section of this document: GROUP BOARDS - 5 copies, preferably on hard paper, CARDS - 1 copy, preferably on hard paper, GROUP INSTRUCTIONS - 6 copies, APPLE CHART (THE GROVE) - 1 copy. 2. Read the whole of this document, including the PRINTOUTS. The instruction from the perspective of the Organizers are written in the INSTRUCTION FOR ORGANIZERS chapter, while the instruction from the perspective of the Player is written in the GROUP INSTRUCTION chapter. You should know both to be sure to facilitate the game correctly. 3. Prepare 2 boxes with 2 kinds of resources: PIGS and GOLD - at least 150 tokes for each. 4. Prepare the room A big table should stand in the center of the room. Put the GROUP BOARDS on the Big Table, in a way that they create a full circle together. A small table should stand on the side of the room. Put the BOXES on the Small Table. Put the Cards on the Small Table as well. Prepare the printed APPLE CHART and a pen, keep it close to you in a way that the players cannot see what’s on the chart. There should be no chairs in the room, or at least the chairs should be put on a side. The players should stand and walk around the room during the game. | I witnessed this game being facilitated in Polish. The participants were highly involved and challenged, progressively increasing their engagement and effort in each turn to secure victory. | #tragedy of commons #(un)sustainable economy #resource depletion |
Resilience: Survive and Thrive | Resilience: Survive and Thrive fosters strategic resource sharing and development while emphasizing the crucial balance between community progress and environmental sustainability. | In Resilience: Survive and Thrive, you are community leaders who share natural resources and are competing to have the most developed community. But beware! Overdevelopment destroys the environment, which puts everyone at a higher risk from extreme weather events. Cooperate in maintaining the environment but compete in having the most developed community! | Balangay Entertainment; A team of tabletop game designers creating captivating games enriched with the essence of Philippine culture. | https://balangay.games/games/resilience-survive-and-thrive-1e/ | board game | 12+ | 3 | 4 | 15 | 45 | school lesson, university class, training for companies | 1.1. Valuing sustainability, 3.2. Adaptability, 4.3. Collective action | To set up the "Resilience: Survive and Thrive" game, create a comfortable playing space and make sure the board game is easily accessible to all players. | I think I need some help to look for the most interesting, and easy to follow as an educational edition from this game. However, I'm having trouble finding sufficient information on the different editions available, including the one that I wrote about (1st Edition). | #Resilience Game #Community Development #Environmental Balance #Strategic Resource Sharing #Survive & Thrive |
Solutions: discover prioritize, take actions | Intense cooperative game combating climate change through strategy, critical thinking, fostering awareness across players. | It’s a race against time to fight climate change. You and your friends must work together to reduce global emissions before it’s too late! As you strategically deploy climate solutions, you'll need to think critically and discuss with your teammates to avoid climate catastrophe. But watch out for dangerous feedback loops and global climate events! Will your team save our planet, or will you break the thermometer as global temperatures soar? Solutions is an intense, non-traditional game based on discussion (like Cards Against Humanity but for climate change!) Designed for and tested with gamers, non-gamers, educators, climate experts, and even those who have no particular interest in climate. | Samuel Levac Levey | https://www.kickstarter.com/projects/solutionsthegame/solutions | board game | 7+ | 1 | 8 | 30 | 120 | training for companies, university class, school lesson | 1.1. Valuing sustainability, 2.2. Critical thinking, 4.3. Collective action | To set up the "Solutions: discover prioritize, take actions" game, create a comfortable playing space, and make sure the board game is easily accessible to all players. For all sustainable games, I believe it's important to explain any new concepts, ensuring all participants understand and can play confidently. | I believe this game is informative and educational. Buyers should know that 10% of the profits will go to the Project Drawdown. FYI: Project Drawdown, spearheaded by Paul Hawken and climate activist Amanda Joy Ravenhill, aims to mitigate climate change. Its core principles involve reducing emissions to zero, stopping pollution, and supporting nature's carbon cycle by uplifting sinks. | #Climate Change Game #Cooperative Solutions #Critical Thinking #Awareness Building #Engaging Discussion |
The Reservoir | Climate empathy, human-nature conflict, compromise, radicalization awareness, environmental commitment motivation. | This outdoor eduLARP game invites players into a post-apocalyptic world shaped by climate change and water scarcity. As members of rival tribes, players must strategize for survival, develop non-verbal communication, and navigate tribal politics. The game encourages deep reflection on real-world environmental challenges, offering a unique blend of strategy, role-playing, and social interaction. Players are guided through an immersive experience of bonding, resource conflict, and post-game debriefing, with the flexibility to adapt the game to their unique contexts. A potent blend of fun and education, this game offers a compelling lens to view and discuss pressing global issues. | Polynikis Papoulias, Eirini Charakaidi, Alexandros Alexiou | https://nausika.eu/larpforclimate/the-reservoir/ https://docs.google.com/document/d/1M1ZRCNjx_pJmczjFja44Weuk8eygaRl7p2pC7T2YEbQ/edit | LARP | 12+ | 10 | 30 | 120 | 180 | school lesson | 1.2. Supporting fairness, 4.3. Collective action | Choose and plan around a suitable game area to run the Reservoir. An outdoor LARP has many pros but also carries many challenges. You can find a more detailed guide about accommodating your game environment in the Prepare the game area section in the link that I put above. Forests or parks with trees (or other natural landmarks) spacious and safe for players to run. Weather conditions (as with every other outdoor game, you have to consider the weather based on the location. Also consider that the game includes players’ splashing water on each other) Prepare game props, preferably with repurposed/ upcycled material, you can find more detailed instructions and images in the Prepare game material section in the same link Tribe Headbands Tribe Flags Water Source & Tribe Reservoirs (buckets) Wash Cloths Game Rules Other | This game piques my interest, especially with its innovative sustainable LARP elements, non-verbal communication, and captivating visuals. It's one of my top game choices, but I'm uncertain about its feasibility for outdoor play in December given the cold and rainy weather. | #EduLARP #Abstract (meaning that the premise of the game is not enforced strictly, e.g. dress code), #Outdoors #Environmental #Climate Change #Factions (meaning opposition between sides is prevalent in the game) #Non-Verbal Athletic #Strategy #Comfort vs Common Good #Teamwork #Fast-Paced |
Global Warming | Global Warming is a tactical, card-driven game in which players score "happiness points" by providing goods to the public | Global Warming" is a card game where players earn points by delivering goods. The game involves playing cards representing national industries, consumer items, green technology. Industrial cards require dice rolls to determine pollution levels. Gaining enough happiness points leads to victory. That said, producing these goods affects the earth's ecology, tracked separately. Reaching certain points on this track triggers adverse ecological effects. If the third warming point is reached, the game concludes, and the player with the least contribution to global warming wins. Players must therefore navigate a realistic scenario, balancing industrial output and sustainable practices to minimize environmental damage while satisfying consumer needs. This game creatively utilizes pieces from Kosmos' Giganten, offering a unique gameplay experience. | Markus Bülow, S. Deniz Bucak | https://boardgamegeek.com/boardgame/83468/global-warming https://verlag.muecke-spiele.de/en/category/news/global-warming-en/ | card game | 7+ | 2 | 4 | 30 | 60 | school lesson, university class | 2.1. Systems thinking, 1.1. Valuing sustainability, 3.3. Exploratory thinking | Game, table, people. | It looks interesting, I did not find proof of an english version of the game, but it is quoted on board game geek. | card, global warming, germany |
Claim and Save | A children strategy game themed around environmental consciousness and the importance of preserving forests and planting for reforestation | Claim and save is a simple strategy game based on 'Dots and Boxes,' with 30 wildlife creatures from around the world. Based on the relevance and rare endangered animals, the game builds on the idea that people around the world need to be environmentally conscious. Preserving forests and planting is the first step toward reforestation. By raising a generation of environmentally-aware children, we can have hope for the survival of the animals in our world. Study more about each of the animals with the worksheets. A great learning and educational board game. Easy to learn and fun to play. | Chalk and Chuckles, founded by two sisters, Pallavi and Prachi. | https://chalkandchuckles.com/products/claim-and-save | board game | 7+ | 2 | 4 | 30 | 60 | school lesson | 1.1. Valuing sustainability, 1.3. Promoting nature, 4.2. Individual initiative | Game, table, small groups, kids or adults | I'm happy that I've researched this game. While it was not published in EU (but in India), I'm happy to include it in our list as I've noticed there was a lack of games suited for young ages. Ps: love the idea behind the company that makes this game. | endangered animals, india, children, strategy |
Evvive | Evvive is a simulation game the want to show the indirect and direct consequences of Climate Chage. Through its game interface it wants to show what stress do to human cooperation. | Evivve, ‘’The Leadership Game’’ is a simulation game designed by Mohsin Memon. It's not just a game, it's a learning experience. Players get to improve their leadership skills through various types of challenges. The game is set in a virtual world where you lead a team, making decisions that impact your success. It's interactive, giving you a real feel of leadership scenarios. The game is perfect for groups that want to improve their social skills in a fun way, especially in virtual settings. Ideal for facilitators, practitioners, and anyone eager to develop leadership competencies. | Mohsin Memon | https://evivve.com/ | simulation game | 18+ | 4 | 10 | 120 | 180 | training for companies, university class, school lesson | 2.1. Systems thinking, 2.2. Critical thinking, 2.3. Problem framing | laptops/tablets for each partecipants, ideally a screen for the facilitator of the game | The game was played in one of the testing events of Krakow. It was interesting and definitely produced lots of discussion. Its stress related designs can create frustration in the team of players, which is in my opinion intentional and it’s linked to the learning experience of the game. | evvive, resources, symulation, climate change, cooperation |
Photosynthetis | This is an unique game that will bring players in the world of photosynthesis, trough an adventure dictated by sunlight, soil nutrients and shadows. | This is a unique game that will bring you to the world of photosynthesis. Players will plant and shape the ever-changing forest as they cultivate seeds and their strategy. Trees will be brought through their life cycle, from seedling to full bloom to rebirth, and players will earn points as their leaves collect energy from the revolving sun’s rays. Players will have to be careful about the position of trees as, in the shadows, trees are blocked from light, and from points. | Hjalmar Hach, Sabrina Miramon | https://www.blueorangegames.com/index.php/games/photosynthesis https://www.amazon.com/dp/B074K5W5N5?th=1 https://www.youtube.com/watch?v=GkwW_vOlmEY | board game | 7+ | 2 | 4 | 45 | 90 | school lesson, university class, activity for seniors | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.2. Adaptability | game, table, computer or phone to play nature sounds (for more immersion!!) | Very unique game, indirectly linked to sustainability but that can teach a lot. Not produced in Europe but worth to mention due to its unique design and gameplay mechanisms. | photosynthesis, trees, sunlight, forest |
Solarpunk Futures | A social ecological storytelling game where through dialogue and collaborative worldbuilding, visionary narratives emerge of a new society, along with plausible scenarios for how to get there. | In this game players immerse themselves in 10-minute rpg games where they don't simply predict a utopian future but "backcast" from the perspective of someone already residing in that ideal world. Using deck of cards, participants draw upon Ancestors such as growers, engineers, and newcomers. They then harness Tools like recycled materials, equipment libraries, and off-grid energy solutions, combined with Values like care, responsibility, and usufruct, to confront real-world Challenges ranging from addressing borders, navigating infrastructure, to managing the refugee crisis. The game places a strong emphasis on creativity, humor, and collaboration. Through engaging dialogue and world-building exercises, players craft visionary tales of a rejuvenated society and the plausible routes leading to its realization. This storytelling journey allows players to determine how they collaborated and why their combined endeavors were crucial in overcoming the presented challenge. | Nick Lyell, Max Puchalsky, Publisher: Solarpunk Surf Club | https://thefuture.wtf/ https://www.kickstarter.com/projects/spsc/solarpunk-futures-a-utopian-storytelling-game https://boardgamegeek.com/thread/2775641/solarpunk-futures-fun-and-creative-utopian-storyte https://www.youtube.com/watch?v=YNv9fG7gb_A https://captimes.com/entertainment/madison-made-game-solarpunk-futures-imagines-a-sunnier-tomorrow/article_42c6ace5-d927-56ec-ac0b-0d84d1158810.html https://thefuture.wtf/workshop.html https://thefuture.wtf/assets/Solarpunk Futures Gamebook - Print & Play_2e_v2.pdf https://thefuture.wtf/assets/Solarpunk Futures Cards - Print & Play_2e_v2.pdf https://thefuture.wtf/assets/Solarpunk Futures Notepad - Print & Play_2e.pdf https://steamcommunity.com/sharedfiles/filedetails/?id=2695549633 https://boardgamegeek.com/boardgame/352358/solarpunk-futures | storytelling game | 16+ | 1 | 8 | 30 | 45 | school lesson, university class, training for companies | 1.1. Valuing sustainability, 3.1. Futures literacy, 3.3. Exploratory thinking | room or outside with a table for accessibility, otherwise everywhere is ok. Paper, pen to sketch. | I love collaborative games where you can imagine utopian futures. This is one of them, with very simple rules and open to be used in different ways. This game can be particularly relevant to students and activists but also for team building session with nonprofits, community groups. It can be a fun and engaging way to bring people together and inspire immediate action toward compelling visions of the future. I couldn't test it directly (soldout, I'm travelling so no printing options but I went trough it and I'm ready to get it ready to be tested on the ground! I've all the necessary blueprints of the game on my Ipad. There is also a version on Steam but I can't run it on OSS mac. | Solarpunk, World Building, Utopia, Storytelling, Future |
The Economish Game | Explore the impact of economics with 'The Economish Game. Engage in thought-provoking role-play reshaping your understanding of global economic systems. | The Economish Game" is a hybrid game between a card game and role-playing, inspired by Doughnut Economics. It's structured to provoke discussions about sustainable and unsustainable economic systems. The game, suitable for various group sizes, involves critical thinking, collaboration, and strategic decision-making, making it ideal for educational settings, workshops, and team-building sessions. This interactive experience challenges players to critically assess and debate economic theories and their real-world implications, fostering a deeper understanding of global sustainability issues. | Dani Hill-Hansen, Karl Rasmus Sveding, Rikke Veber Rasmussen, & Vedushan Ratnasingam | https://doughnuteconomics.org/tools/104 https://drive.google.com/drive/folders/1jlSkq5PHMAI5JCC0plnXEtqC_qv1cJBe | simulation game | 18+ | 2 | 10 | 50 | 180 | training for companies, university class, school lesson | 2.1. Systems thinking, 2.2. Critical thinking, 3.3. Exploratory thinking | Actively engage players in the game. Carefully read both the "game description" document and print out the "game cards" document | This is an educational/workshop type of game, it requires a group that is really interested in this specific type of topic. It might require people that aware of basic knowledge regarding economics. | economish, economy, workshop, facilitation, systems |
Arboretum | Build the Arboretum of your dreams. | Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors. he deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile. When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins. | Dan Cassar, Z-Man Games | https://boardgamegeek.com/boardgame/140934/arboretum https://renegadegamestudios.com/arboretum/ | card game | 7+ | 2 | 4 | 30 | 60 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 1.1. Valuing sustainability, 2.2. Critical thinking | A copy of the game and some space to play it. | This is probably one of the greatest card games out there. Whili being easy to play it is extremely clever in its idea and it is very interactive. The illustrations of trees are absolutely gorgeous and the game feels very different with different amount of players. | Arboretum, garden, trees, photosynthesis |
Ark Nova | In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the goal of owning zoological establishment you will support conservation projects all over the world. | With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal. 255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points. | Mathias Wigge, Publisher: Feuerland Games | https://boardgamegeek.com/boardgame/342942/ark-nova | board game | 12+ | 1 | 4 | 90 | 150 | university class, school lesson, training for companies | 1.1. Valuing sustainability, 1.3. Promoting nature, 2.2. Critical thinking | You need a copy of the game and a reasonable amount of space to play it. | This is probably one of the most scientifically correct board games about the preservation of nature and conservation of the wildlife, in my opinion. It is a little demanding in rules, yet it is mechanically elegant and very rewarding. Ark Nova won a few famous board game awards and in my opinion is a must play for everyone. | zoo, conservation, wildlife, nature, animals |
Dorfromantik: The board game | Experience the peaceful and relaxed atmosphere of the video game on your table, while making the beautiful village with forests, rivers and wheat fields. | Rippling rivers, rustling forests, wheat fields swaying in the wind and here and there a cute little village - that's Dorfromantik! The video game from the small developer studio Toukana Interactive has been thrilling the gaming community since its Early Access in March 2021 and has already won all kinds of prestigious awards. Now Michael Palm and Lukas Zach are transforming the popular building strategy and puzzle game into a family game for young and old with Dorfromantik: The Board Game. In Dorfromantik: The Board Game, up to six players work together to lay hexagonal tiles to create a beautiful landscape and try to fulfill the orders of the population, while at the same time laying as long a track and as long a river as possible, but also taking into account the flags that provide points in enclosed areas. The better the players manage to do this, the more points they can score at the end. In the course of the replayable campaign, the points earned can be used to unlock new tiles that are hidden in initially locked boxes. These pose new, additional tasks for the players and make it possible to raise the high score higher and higher. | Lukas Zach and Michael Palm, Publisher: Pegasus Spiele | https://boardgamegeek.com/boardgame/370591/dorfromantik-board-game https://pegasusshop.de/detail/index/sArticle/15245 | board game | 7+ | 1 | 6 | 30 | 60 | school lesson, activity for seniors | 1.1. Valuing sustainability, 3.3. Exploratory thinking, 4.3. Collective action | Copy of the game and reasonable amount of space to play it. Also you will need a pen or pencil to keep track of game score and mark some spaces on the campaign sheet. | “Dorfromantik” takes the pressure out of everyday life. The cooperative feel-good game offers new, exciting goals from game to game, but you can never lose. Easily solvable tasks are gradually supplemented by more difficult ones, but all of them are within the comfort zone. When doing a puzzle together, sometimes one person or the other has the best idea. The campaign entices you to play new games - and as quickly as the game is explained, you will also find new players. This is an excelent game for everyone. | dorfromantik, cooperative, puzzle, nature, village |
Fauna (2008) | Аn exciting, global quiz about animals, their characteristics and habitats, which will expand your knowledge. | 360 animals on big cards are waiting for the players of Fauna. Every round a single animal presents itself by name and picture. The 2-6 players try to guess the animal's weight, length, height, tail length and - most important - the areas in which the animal lives on the Earth. The early bird gets the worm: an area on the big map or a sector on the scales already occupied by a player token cannot be chosen a second time. When no player wants to set another token the round ends and the scoring is performed. Tokens on correct spaces get points for the corresponding player, also tokens in the direct neighborhood of correct spaces score points. Tokens not earning points are temporarily out of the game - so risk should be carefully considered. Next round - next animal - starting player changes. The first player who reaches a certain total score wins (normally after 8-12 animals). | Friedemann Friese, Publisher: Huch! | https://boardgamegeek.com/boardgame/35497/fauna | board game | 7+ | 2 | 6 | 45 | 60 | school lesson, activity for seniors, training for companies | 1.3. Promoting nature, 1.1. Valuing sustainability, 2.2. Critical thinking | Copy of the game and a reasonable space to place all the game components. | An amazing quiz game that was created by one of the best board game authors of the mid-2000s. In addition to basic knowledge about animals, their species and habitats, it includes a lot of information about their size, tail length and other parameters that need to be guessed. There are two types of animals in the game, ordinary and exotic. The game has very high replay potential. The rules are simple and elegant. | fauna, animals, habitats, quiz, trivia |
Habitats | Build a wildlife park - but be sure to give your animals the terrain they need | In Habitats, each player builds a big wildlife park without cages or fences. The animals in your park need their natural habitats: grassland, bush, rocks or lakes. The zebra needs a big area of grass and some water adjacent, for example, while a bat needs rocks and bush and water, a hart needs bush and grass, and a crocodile needs mainly water. There is a snake, baboon, bee, elephant, otter, lizard, turtle, eagle, meerkat, scorpio, hog, catfish, rhino, etc., each with its own landscape requirements — 68 different animals in total. Each player starts their individual park with an entrance tile, and they are each represented in the marketplace of animal tiles by a ceramic figure (or a wooden ranger meeple in some editions). On a turn, a player takes the tile to their left, right or front; moves their figure to the space just vacated; then draws a tile to place where their figure started the turn. When adding an animal tile in your park, you add its main landscape — the base space for the animal — to your park, too. While placing this new animal, its own piece of landscape can help to fulfill the requirements of your other animals' requirements, e.g., the water on a hippo tile fulfilling the adjacent otter's need for water. Thus, fulfilling every animal's desire for land becomes a more and more difficult task with each tile you add. Aside from expanding your park with different landscape types, flora and animals, you can improve its profitability by building extra entrance roads, trek spots, and watchtowers. Habitats lasts three seasons, with each season giving each player 6-9 new tiles for their parks. Whoever has best met the goal of the season receives bonus points, with a smaller number of points for second and third place. At the end of the game, each player scores for each tile in their park based on whether that tile's requirements are satisfied. Whoever scores the most points wins! | Corné van Moorsel, Publisher: Cwali | https://boardgamegeek.com/boardgame/200853/habitats | board game | 7+ | 2 | 5 | 30 | 50 | school lesson, training for companies, university class | 1.1. Valuing sustainability, 1.3. Promoting nature, 2.3. Problem framing | Copy of the game and reasonable amount of space, depending on the number of players. | This is a perfect game for families to understand what habitats are, and how to create a comfortable environment for animals. The gameplay is smooth, there are some little discrepancies in the rules, depending on the editions of the game, but still this game can be played by anyone. | zoo, habitat, animals, conservation, wildlife |
Living Forest | Use the powers of your animal guardians to protect the living forest from fire. | In Living Forest, you play as a nature spirit who will try to save the forest and its sacred tree from the flames of Onibi. But you are not alone in your mission as the animal guardians have come together to lend a hand around the Circle of Spirits where you progress. Each turn, they bring you valuable elements, so try to combine your team of animal guardians as best as possible to carry out your actions, but be careful: some of them are solitary and do not like to be mixed with others. You have one of three ways to achieve your goal: by planting 12 different Protective Trees, by collecting 12 Sacred Flowers to awaken Sanki the great Guardian of the Forest, by extinguishing 12 Fires to permanently repel Onibi - the evil spirit. | Aske Christiansen, Publisher: Pegasus Spiele | https://boardgamegeek.com/boardgame/328479/living-forest | board game | 12+ | 2 | 4 | 40 | 50 | university class, school lesson, activity for seniors | 1.1. Valuing sustainability, 1.3. Promoting nature, 4.3. Collective action | Just a box with te game and a reasonable amount of space to play it. | This is one of the games that won game of the year in Germany in 2022. Beautiful and elegant game with pretty production, that raise the awareness about the wildfires and have very high replay value with decent amount of replayabilty. Probably one of the most ineteresting elements of the game for me is the fact that players have to deal with the fire in forest cooperatively, while the game is competitive overall. We have our own goals but we have to overcome the disaster together. Great game overall. | Forest, animals, wildlife, nature, fire |
Wild: Serengeti | Film wild animals to produce your own inspiring wildlife documentary. | WILD: Serengeti is a board game inspired by the endless plains of the Serengeti. This game combines the joy of puzzle-solving with elements of set-collection and engine-building to create a deep and unique strategic experience. The mesmerizing artwork, 3D components and detailed animeeples will guide you straight into the vivid and breathtaking wilds of the Serengeti. In order to gain victory points, the player must complete Scene Cards by placing the animals on the Main Board in the same pattern as shown on the cards. To achieve the pattern shown on the Scene Cards, players perform actions to either place or move animals on the Main Board. When animals are placed on the Main Board in the same pattern as displayed on the Scene Card, the scene can be completed. When completing Scene Cards the player receives ‘Icons’ or ‘Rewards’. With Rewards, players can earn points or different resources, and with Icons, gain continuous benefits throughout the game. | Designer: Gunho Kim, Publisher: Bad Comet | https://boardgamegeek.com/boardgame/335427/wild-serengeti | board game | 12+ | 1 | 4 | 45 | 120 | school lesson, university class, tourist experience | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.2. Adaptability | Copy of the game and a reasonable amount of free space to play it. | A beautiful board game, with great components and an attractive theme, which in my opinion would be an ideal material for learning about wildlife and preserving them in a playful way. | wildlife, africa, animals, documentary, fauna |
Carbon City Zero: World Edition | It's a collaborative deck-building game, in which players develop a sustainable city by greening transport, transforming industries, getting citizens on board, and showing world leaders how it’s done. | The planet is in a climate crisis. For decades governments have ignored it. Now it’s up to a group of city mayors to sort it. Carbon City Zero: World Edition is a race against the clock, where players juggle their common goal (of collective survival) with local priorities. And that’s just the start of it. From how people get from A to B, to what powers their cup of tea, every decision is a climate decision. These mayors have their work cut out for them - will they avoid climate chaos? Carbon City Zero is a collaborative deck-building game for 1-4 people. Each player starts with an identical deck, buying additional cards from a shared marketplace to create a more sustainable city. But you need to negotiate, working together with cities around the world. Balancing the need to generate income with reducing carbon, players can follow numerous paths to victory, but collaboration is key. You’ll need to bring together governments, industries, and the public. And if you can’t bring carbon levels to zero before it’s too late - we all lose. The stakes couldn’t be higher. The game also comes with the original rules for competitive and solo play. In the collaborative and solo modes players win if they can bring the carbon level to zero in eight rounds or less, while in competitive games it's a race to zero - first there wins! | Sam Illingworth, Paul Wake, Copyright 10:10 Climate Action | https://www.wearepossible.org/carbon-city-zero https://www.pnparcade.com/products/carbon-city-zero-world-edition | card game | 7+ | 1 | 4 | 30 | 60 | school lesson, university class, training for companies | 2.1. Systems thinking, 2.3. Problem framing, 4.3. Collective action | The card game itself. | This game could be used during TC, it is accessible and free to play. It also could be used on workshop on Green transport, and Green cities. | #green transport #card game #sustainability #climate crisis #collaborative game |
Climate Change – the board game | It is an educational board game created to show how climatic changes affect animal species over long periods of times (millions of years), leading to their migration, evolution or extinction. | Climate and animals have always been closely related and it is around this concept that game mechanics were built. Players play as an animal that moves around a board with four different habitats: temperate forest, rainforest, savanna, and tundra. Species vary in color, size and metabolism. During the game, players will draw cards from a deck that contain random genetic mutations that can help or hinder an animal's survival in a particular environment. The winner is the player who manages to use these mutations for his own purposes and adapt to all conditions. But be careful: every turn a die is rolled that could trigger climate change. Thus, players will see how a sudden change in climate can make it difficult for an organism that was well adapted to a certain environment to survive. This board game explores in a simple way complex scientific concepts such as adaptation, evolution, speciation and extinction.There is also the opportunity to explore the effects on species of the current human-induced climate changes with respect to the natural ones. This game is for 2 to 5 players and is suitable for people aged 8 and older. The approximate duration is 30-60 minutes. It has been designed as an educational resource for schools, but can be played also with family or friends. | Michela Leonardi, Evolutionary Ecology Group, Department of Zoology, University of Cambridge | https://michelaleonardi.netsons.org/climate-change-board-game/ https://michelaleonardi.netsons.org/climate-change-the-board-game-online/ | board game | 7+ | 2 | 5 | 30 | 60 | school lesson, university class, activity for seniors | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.2. Adaptability | The game itself. | Although with simple design and visuals, this free game could be a nice asset to educational sessions for schools. It is easy to print and I like the mechanic of rolling a die to determine what happens to the climate and how bad it is gonna be. It adds up to the uncertainty and realness of the game. | #climate change #evolution #educational game #board game |
Earth | It is a tableau builder game with simple rules and countless strategic possibilities. Players will create a self-supporting natural habitat island of growth and expansion. | Earth, the soil that supports and sustains our beautiful planet, Earth. Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats. It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth. Earth is an open world engine builder for 1 to 5 players with simple rules but tons of strategic possibilities. With its encyclopedic nature and the enormous number of unique cards and combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do! The object of the game is to score as many Victory Points as possible. To do so, you need to create your own island - a 16-card tableau arranged as a grid 4 cards wide by 4 cards tall. This game also has 1 player against AI mode and team mode: (2 vs 2). | Maxime Tardif, Inside Up Games | https://insideupgames.com/our-games/earth-board-game/ https://www.youtube.com/watch?v=kN608Wi4p94&ab_channel=InsideUpGames | board game | 12+ | 1 | 5 | 45 | 90 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 1.1. Valuing sustainability | The game itself. | This game could be used for play-testing during TC in Slovenia. | #environment #nature #board game |
EcoChains: Arctic Life | EcoChains: Arctic Life is a family-friendly educational game of strategy & survival. Build food chains and protect Arctic wildlife threatened by melting sea ice. | EcoChains is a multiplayer card game about climate change -- life and the struggle for survival in a rapidly warming Arctic. Players build food chains as they learn about Arctic ecosystems and how humans impact the environment (e.g. how carbon pollution and diminishing sea ice can impact Arctic species). The game was produced by Jogolabs and designed by a team of environmental scientists, educators and game designers. Gameplay is simple: Sea Ice cards form the base of each player's food web. Each player builds food chains by connecting various Arctic species cards including polar bear, walrus, ringed seal and narwhal. Event cards such as carbon pollution occur, which melt sea ice and cause some animals to migrate or die. Players can also play Action cards in order to help protect their food chains. The player who keeps the most animals alive wins. Goal cards also provide additional Victory points. | Joey Lee, Stephanie Pfirman, Jogolabs | https://ecochainsgame.com/ https://ecochainsgame.com/free-print-and-play-game-deck.html https://ecochainsgame.com/for-educators.html https://ecochainsgame.com/wp-content/uploads/2017/10/EcoChains-CompanionArticle.pdf | card game | 7+ | 2 | 5 | 15 | 20 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 2.3. Problem framing, 3.2. Adaptability | The game itself. | To my opinion, the game is perfect for middle schools and for children in general and could be easily converted into a lesson or a lecture on Arctic food chains and life, and how they are struggling due to the Global Warming. | #climate change #arctic life #card game #environmental #animals #global warming |
Evergreen | In Evergreen, your goal is to build a lush ecosystem by planting seeds, growing trees, and placing other natural elements on your planet, trying to make it the greenest and most fertile of all. | In this game you choose biome cards from a common pool to determine which area of your planet you'll develop in a round. The cards not chosen make those regions more fertile, and thus more valuable. To create a huge forest, you want to grow trees, plant bushes, and place lakes, while using the power of nature to gain extra actions. Ideally you can concentrate your trees in the most fertile areas, but without them overshadowing one another as you also want them to collect as much light as possible. The goal of the game is to make your planet become as lush as possible. | Hjalmar Hach, illustration Wenyi Geng | https://horribleguild.com/product/evergreen/ https://boardgamegeek.com/boardgame/363307/evergreen https://www.youtube.com/watch?v=BPNKu0bowK4&ab_channel=HorribleGuild | board game | 7+ | 1 | 4 | 45 | 60 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 1.1. Valuing sustainability | The game itself. | Zavod Erea acquired this board game. So we can play-test in Slovenia as well. | #board game #climate game #nature game #biomes #trees & forests |
Evolution: Climate | In the game you adapt your species to an ever changing ecosystem filled with hungry predators, limited resources and a dynamic climate system. | It is a strategic competitive game with astounding visuals. During the game, you also learn how animal species learned to evolve under different climate events. Players adapt their species in a dynamic ecosystem where food is scarce, predators lurk, and the climate can swing between scorching hot and icy cold. Traits like a Hard Shell and Horns can protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. Heavy Fur and Migratory can protect your species from the cold while being Nocturnal or Burrowing will provide protection from the cruel desert sun. Your goal is to adapt and thrive in the midst of ever-changing ecosystems. The player with the most points wins. This game has endless replayability, with over 200,000 ways to evolve your species, every game evolves into a different adventure. | Dominic Crapuchettes, Dmitry Knorre, Sergey Machin, North Star Game Studio | https://www.northstargames.com/collections/evolution/products/evolution-climate https://www.evolutiondigitalgame.com/climate/ https://www.northstargames.com/products/evolution-climate-print-and-play?variant=18421694277 https://cdn.shopify.com/s/files/1/0283/4324/files/EvolutionReviewNatureDec2015_-_Web.jpg?9440825033091728512 | board game | 12+ | 2 | 6 | 60 | 120 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 1.1. Valuing sustainability | The game itself. | As it is stated it has many versions, physical and print & play version could be used in classroom workshops, while digital version can be accessed from the computer at home or anywhere else, | #climate evolution #nature #animals #biology #board game |
Follow me | A card game tests your critical thinking through simulation of digital platform, where you post original content (which could be either facts or hoaxes) and gain followers. | Follow Me mainly focuses on introducing the dynamics of social media. The target audience of the game is primarily secondary school students, and it has been developed with an emphasis on effective use within the high school educational process. In the game, players take on the role of social media users in order to gain as many followers as possible, while trying to maintain their credibility and detect fake news published by other players. The game features articles covering four different domains (health, science, geopolitics, and society), and due to this diversity, topics from different domains inevitably emerge during gameplay. | Ivan Kozmon, Veronika Golianova, Copyright 2023 Brodir s.r.o. & Impact Games | https://www.gamifactory.eu/follow-me | card game | 12+ | 2 | 4 | 45 | 60 | school lesson, university class, training for companies | 2.2. Critical thinking, 4.1. Political agency | The game itself | It is quite an easy game we could play-test during TC | #critical thinking, #fake-news fighting, #climate change #social media #politics |
Naše pravice - Naše okolje | An educational board game that encourages discussions about human rights and how they are connected with nature and climate change. | With the help of this game, children and young people can get to know the impact of the environmental crisis on human rights in an interesting and dynamic way. The game is designed as an adventure through fields towards a goal, where along the play, young people learn how they can also take care of the environment themselves.There is an extended option where you can discuss climate issues with other participants and even present your "human right". An integral part of it is playing cards, on which famous individuals advocating for the environment and demand action from authorities worldwide. | Amnesty International Slovenia, Nina Kovačič | https://sola.amnesty.si/narocite-igro-nas-planet-nase-pravice | board game | 7+ | 2 | 8 | 20 | 45 | school lesson, university class, activity for seniors | 1.2. Supporting fairness, 4.1. Political agency, 4.3. Collective action | The board game itself. | It is an easy game developed mostly for middle school and high school students. | #amnesty international #climate change #board game #educational game #school game |
Solutions | Solutions is an intense, collaborative game based on discussion (like Cards Against Humanity but for climate change!). | It’s a race against time to fight climate change. You and your friends must work together to reduce global emissions before it’s too late! As you strategically deploy various climate solutions, you will be tested on your knowledge and your ability to prioritize. You will need to think critically about each solution and discuss with your teammates in order to avoid catastrophe. Solutions is a collaborative, discussion-based game. The solutions in this game are based on Project Drawdown: a framework of climate solutions, developed by a collaboration of over 200 scientists. Project Drawdown shows a path forward to how we can beat climate change by the year 2050. They have ranked 76 climate solutions based on how much impact they can realistically have between 2020-2050, based on technology trends, adoption trends, economics, carbon lifecycle analysis, and more. | Sam Levac-Levey, Mehrad Yaghmai, Big Talk Inc. | https://solutionsthegame.com/ https://boardgamegeek.com/boardgame/330747/solutions https://solutionsthegame.com/how-to-play/ | board game | 7+ | 1 | 8 | 30 | 90 | school lesson, university class, training for companies | 2.3. Problem framing, 2.1. Systems thinking, 3.3. Exploratory thinking | The board game itself. | I think this game as it has an educator's extension is perfect for class climate activities, for informing students about climate change and trying to come up with the best solutions possible. What I like about this game is that the danger of global temperature rising is very real and ominous and players have to deal with it collectively. | #board game #educational game #climate change #collaborative game #discussion |
SOS Save Our Species Card Game (Global Edition) | Players must race to build and protect biomes before disaster strikes.The main goal of the game is to collect as many animal species points as possible. | It is a simple competitive and quick family game, where you are building biomes with animal species and their habitat and reacting to climate events, that affect your biomes. The game raises awareness of how easily and drastically human-caused climate catastrophes can affect and destroy natural habitats, thus endangering animals in there. The main aim is to have the most species points at the end of the game. Species that are living in habitat at the end of the game give you species points - the more endangered the species the higher the points. The game has 2 decks of cards: biomes and event cards. The Biome deck contains Habitat and Species cards, from 4 biomes (forest, ocean, grasslands, and polar). Players create biomes by placing habitats and species cards on the table. Event cards create twists and terms, some positive, and some negative (for example, forest fires or warming oceans). The player with the most species points wins. | Jackson Mann, World Wide Fund (WWF) | https://shop.wwf.org.uk/products/sos-card-game https://www.youtube.com/watch?v=bTa4issCj4g&ab_channel=SOSSaveOurSpeciesCardGame https://www.citykidsmagazine.co.uk/2022/08/12/15-year-old-creates-save-our-species-game-with-wwf/ | card game | 7+ | 2 | 5 | 15 | 30 | school lesson, university class, training for companies | 1.1. Valuing sustainability, 1.3. Promoting nature | The game itself. | Due to its simplicity this game could be used as a warm-up before a climate session, it is also very easy to play and can be played with children. | #climate change #natural reservation #animals #card game #family game |
Canopy | Canopy is a game in which two players compete to grow the most bountiful rainforest. | "Canopy" is a delightful and visually stunning two-player board game that revolves around set collection. The game is set up by placing season cards in a layout to form the board, and players take turns building their canopy tableau by selecting cards from a central reserve. The game spans three seasons, each ending with scoring and certain cards being removed. The six main types of cards in the game are Wildlife, Seeds, Threats, Trees, Plants, and Weather. Each type contributes differently to scoring, either at the end of a season or at the game's conclusion. Players strategically build their tree canopies, score points through set collection, and manage threats that can affect their tableau. The game's visual appeal is enhanced by stunning artwork, and completing trees is not just a scoring opportunity but also adds to the overall aesthetic. The set collection mechanic is elegantly distilled, making the game accessible yet rewarding. The immersive experience and addictive gameplay contribute to the game's charm. "Canopy" accommodates three and four players with variants, but it shines in a two-player setting. While there are additional elements like shifting season cards and expansions, the core game's simplicity and enjoyment make it stand out. The game is recommended for those who appreciate set collection mechanics and seek a relaxed yet engaging two-player experience. The balance between fun and simplicity makes it suitable for both family play and game nights with adults. Although the game may leave players wanting more at its conclusion, its accessibility and replayability make it a highly enjoyable choice. | Tim Eisner | https://boardgamegeek.com/boardgame/295607/canopy | board game | 7+ | 1 | 4 | 30 | 60 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 3.2. Adaptability | board game itself | Quick, fun and easy game | rainforest |
Daybreak | Daybreak is a 100% cooperative boardgame about stopping climate change, where you and your friends will puzzle over tense decisions, celebrate memorable wins, and lament narrow losses. | Build the mind-blowing technologies and resilient societies we need to save the planet Throughout the game, the Earth's temperature begins to rise. Simultaneously, players must contend with crisis events, such as droughts, wildfires, rising sea levels, each exacerbated by Earth's rising temperature. Players assume the role of national superpowers or coalitions (the United States, China, Europe, or the Global South), which each have traits to combat the ecological circumstances. For example, the United States has research and development, and China has direct economic control. Players divide their investments between carbon emission mitigation and adapting their societies to environmental changes. Based on the game's design, every country needs to contribute, or players collectively lose. Each player takes the role of a different world power—China, Europe, United States, and the Majority World—with a simple collective goal: reach zero emissions before you hit 2°C warming or put too many of your communities in crisis. At the beginning of the game, all of you are churning out massive amounts of these carbon cubes: Some of these cubes are sequestered by forests and oceans. But like real life, you're all emitting way more carbon than the planet can handle. And those excess cubes go directly onto a thermometer that tracks global temperature rise. For each 0.1° temperature band you add, you'll have to flip more Crisis Cards, all of which are based off of the actual damages of climate change. The way you stop all this: remove dirty energy and polluting industries from your player board! Each player board is slightly different, so the U.S. has to deal with massive transportation emissions, but the Majority World has the different challenge of increasing energy demands as their economies grow. | Designed by Matt Leacock & Matteo Menapace | https://www.daybreakgame.org/ https://www.backerkit.com/c/alex-hague/daybreak?ref=daybreakorg https://www.youtube.com/watch?v=6ChFWH9bkd4 | board game | 12+ | 1 | 4 | 60 | 120 | university class, activity for seniors, training for companies | 2.1. Systems thinking, 4.1. Political agency, 4.3. Collective action | Board game itself contents: 1 game board with die cut thermometer 4 player boards with double-layer slots 175+ cards featuring all original art 1 wooden die with custom icons | Seems very interesting and well developed | boardgame |
Ecogon | The word "Ecogon" is made up of two parts: ecology and hexagon. This also sums up the game itself: by playing hexagonal tiles players form ecosystems. | As the designer of the ecosystem it is your job to create the broadest and most stable network of plants, animals and habitats. The aim of the game is to score points by building ecosystems in which the animals can live. This is done by connecting animal tiles side by side with habitat, plant and other animal tiles which they need for survival. Throughout the game your ecosystems face challenges brought about by event cards. Play together or against each other to let nature take shape in front of you. The objective of the game is to earn as many victory points as possible by the end of the game. You can get a victory point for each established animal in the ecosystem. Established animal means that all its needs are met. There are two modes of play: a cooperative game when everyone plays together following simple rules and also a competitive game when each player tries to score the most points to win. Whether cooperative or competitive, the rules are simple: Combine animals, plants and habitats, in a way that as much species as possible have a place to live. But simple rules doesn’t mean its a simple game! Your little ecosystem is constantly challenged by event cards. Only if it’s stable enough, you can win the game. You don’t need to know anything about nature and environment when you play Ecogon. But you can’t avoid to learn plenty about it while playing. Complete rules https://c.tabletopia.com/games/ecogon/rules/regelbuch-english-beta-27-compressed/en | Micha Reimer | https://www.ecogon.de/ https://gaiagames.de/produkt/ecogon-english/ | board game | 7+ | 1 | 6 | 30 | 90 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 2.3. Problem framing, 3.2. Adaptability | Board game itself | I like the hexagon shapes and that victory points made out of beans | board game |
Impact Heroes - das Spiel | Impact Heroes is a puzzle game. Each puzzle solution involves a social innovation - but not just the innovation itself, but the entire story behind it. | Impact Heroes are true superheroes. With their new ideas, they have contributed to making our world a little bit better. They should inspire you that we are all capable of changing the world. These people are usually referred to as social entrepreneurs . Your new ideas are social innovations that solve social or ecological problems. The impact describes the effects caused by the innovation. This is where the name “Impact Heroes” comes from. This game explains the concept of social entrepreneurs in a simple and playful way using a guessing game. The story behind the puzzle must be found out through clever questioning. How does this work? The gameplay is relatively simple. The puzzle is printed on the front of the playing cards and the story of the social entrepreneur is printed on the back. The stories are always divided into 4 parts: Challenge: The problem or challenge that underlies this story. For example: plastic pollution in the world's oceans. Discovery: This describes how the Impact Hero found his solution. The background and motivation of the person are described and what events led to the discovery. Solution: This is the core of every story. The new idea is explained here. These can be things we all know or brilliant ideas you've never heard of. Impact: This describes what impact the innovation had, what was achieved as a result and what is planned for the future. How does the game play? The aim of the game is for the guessing team to find out the Impact Hero's story by asking clever questions. If possible, the “Quizmaster” only answers “yes” and “no”. He or she can also give tips and hints as soon as the guessing team gets stuck. A new puzzle can then be played with the same or a new quiz master. The puzzle on the front is read out by the quiz master. He then reads the solution on the back. Everyone else is the guessing team in this round and tries to get to the bottom of the puzzle by asking clever questions. The guessing team made it through the round if they guessed the “Challenge”, “Discovery” and “Solution”. The quiz master then reads out the entire story including the impact (which usually cannot be guessed). It is at the discretion of the quiz master how much of the story needs to be guessed. If you want to make it more difficult, you have to find out as many details as possible. | Simon Böhnlein | https://www.goodbuy.eu/products/impact-heroes?fairpub=423125&ref=https%3A%2F%2Futopia.de%2F&reftype=direct | card game | 7+ | 2 | 10 | 30 | 60 | activity for seniors, university class | 2.3. Problem framing, 3.1. Futures literacy, 3.3. Exploratory thinking | The game itself | You cannot play the card game as often as you want, because as soon as all 27 answers are known, the aha effect is gone the next time you play. Here is one example of the quiz and solution to it https://www.impact-heroes.eu/images/previewPictures/mappingBorders.jpg | board game, social entrepreneurship |
Keep Cool | In this Climate Change game, be a "global player," choosing between collaboration to protect the climate and pursuing personal interests | "Keep Cool" is a strategic board game for 3 to 6 players, placing participants in the roles of regional country groups. Within a climate negotiation context, players must navigate complex choices, deciding between "black" (fossil fuel-based) or "green" (renewable) growth while balancing their interests with global climate protection. Game Type: "Keep Cool" falls under negotiation and strategy games, emphasizing an ecological theme. It mirrors the real-world challenges of international climate negotiations. Goals: Players face moral and strategic dilemmas as they attempt to reconcile economic growth with climate protection. The specific objectives are set by influential lobby groups, such as the oil industry and new technologies, adding depth to the gameplay. Setting: The game board represents the world of climate negotiations, with each player representing a group of countries designated by colors. A unique element, the "carbometer," reflects both world temperature and income, adding tension as it rises with income from black factories. Player Experience: "Keep Cool" offers a rich and immersive experience. Players engage in negotiations and alliances, mirroring real-world diplomatic efforts. It provides a nuanced view of the dynamics of global climate negotiations, highlighting the necessity of finding a balance between economic growth and climate preservation. The game serves as an educational tool for understanding the complexities of climate change mitigation and international cooperation. Game Scenario: In a world grappling with the challenges of climate change, you step into the shoes of country group delegates, each with unique interests. As the "Keep Cool" game unfolds, you'll make critical decisions about the type of economic growth to pursue: the environmentally harmful "black" or the sustainable "green." Your choices affect both your income and the world's temperature, with catastrophic climate events looming as the temperature rises. Negotiating with other players becomes vital, as you strive to achieve political goals set by influential lobby groups. The oil industry aims to maintain fossil fuel dominance, while the new technologies group seeks a shift towards renewable energy. Each player's country group has distinct rules and objectives, making every negotiation a delicate dance of diplomacy and strategy. | Created by Klaus Eisenack and Gerhard Petschel-Held | http://spiel-keep-cool.de/ https://www.climate-game.net/en/the-board-game/#Sprungmarke_Glasgow_Extension_EN | board game | 7+ | 3 | 6 | 60 | 120 | university class, activity for seniors | 2.1. Systems thinking 2.3. Problem framing 2.2. Critical thinking, 2.1. Systems thinking, 2.3. Problem framing, 2.2. Critical thinking | Hard copy of the game | Cool game | strategic board game, negotiations |
Kyoto | Kyoto is a climate conference board game where players negotiate to combat climate change while safeguarding their own interests. Balance cooperation and self-interest to win. | Kyoto mirrors a climate conference, while immerses players in the challenging world of international climate negotiations. As delegates from different countries, their goal is to collectively combat climate change by meeting reduction targets and providing funding. However, each round they fail to do so, they contribute to severe damage to the planet. Balancing their nation's wealth and secret agendas adds complexity. The winner is the one who best preserves their wealth, unless Earth suffers too much damage, in which case greed leads to failure. The player experience is both thought-provoking and competitive. Kyoto encourages strategic thinking, negotiation, and diplomacy as players must navigate the fine line between advancing their nation's interests and cooperating to save the planet. It fosters discussions on climate-related topics, raising awareness about the challenges faced by decision-makers addressing environmental concerns. | Sabine Harrer and Johannes Krenner | https://pegasusshop.de/en/product-line/games/core-games/11253/kyoto?number=57801E https://boardgamegeek.com/boardgame/317643/kyoto | board game | 7+ | 3 | 6 | 30 | 45 | school lesson, university class, activity for seniors | 4.3. Collective action, 2.1. Systems thinking, 2.3. Problem framing | Hard copy of the game | From what I saw I like it very much, definitely worth playing among different age groups and in various settings. I think it's important to have reflection after the game, since the topics are very important | board game |
Nunami | Collaborate to achieve a balance between the Arctic tundra’s natural and human elements before your characters starve. | Embark on an arctic exploration through "Nunami," a captivating Inuit board game designed by Thomassie Mangiok of Ivujivik. Born from three family generations, this game immerses players in the Inuit culture and pre-colonial arctic life, embodying values such as entertainment, respect, appreciation of differences, exploration, and objective thinking. Gameplay: Objective: Achieve influence in three regions—Water, Forest, and Air—moving from an initial pollution level to an ideal value of 1. Cards: Inua, Neutral, Human, and Nature cards form communities. Snow and Sand cards are neutral. Inua Expansion: Optional abilities granted by Inua cards add strategic depth to the game. Player Experience: "Nunami" offers high replay value with randomly laid boards and cards, stimulating exploration and diverse game modes. Whether stranded on an island or lost in the tundra, "Nunami" provides an engaging and strategic experience. Scoring and Winning: Scoring Full Boards: Evaluate boards based on human and nature imbalances, gaining or losing points accordingly. Winning: The game ends when a player accumulates 4 points, declaring them the winner. Multiple scoring opportunities occur throughout the game. Player Configuration: 2 Players: A balanced game between nature and humans, each player represents one community. 4 Players: Communities (Qarqamiut, Nunamiut, Qairtumiut, Inuullamiluut) compete in a vibrant arctic landscape, using all available cards. Complete instructions here https://nunamigame.com/images/PDF/Nunami%20tutorial.v2021.v3.3.en.pdf | Designer: Thomassie Mangiok, additional illustrations by Passa Mangiuk and Pasa Mangiok. | https://nunamigame.com/index.php/en/ https://pirnoma-technologies-inc.myshopify.com/ https://nunamigame.com/images/PDF/Nunami%20tutorial.v2021.v3.3.en.pdf | board game | 7+ | 2 | 4 | 15 | 45 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 3.3. Exploratory thinking | board game itself | I really love what author said: I love nature and I intend to have players strengthen their relationship with it through Nunami, the game encourages us to collaborate with anyone and anything that would benefit from the same space that we want to occupy. We need others to be better. Play this game to reduce our tendencies to be conquerors, let's become participants of a healthy global ecosystem. | board game |
Pacific Climate Adventure | Board game suitable for people who are unfamiliar with climate change issues in South Pacific Island countries. | This game guides players to discuss climate change issues in a relaxed atmosphere. The event host can freely choose the type of cards based on the theme of the activity before the game. For example, the cards chosen may focus on international perspective, community improvement, or personal climate action. We recommend that the host conducts further in-depth discussions with players after the game, based on the content of the cards. After the game, players can classify the cards according to the information they contain and sort out the knowledge related to climate change. For example, historical events of great significance (event cards related to the Paris climate agreement), disasters caused by climate change (usually in bad event cards), how we respond to climate change, and how we mitigate and adapt (usually in good event cards). | Jiangnan Shen, Qiqi Feng, and Qidi Zhu | https://enviroallyconsulting.com/games/en/index.aspx https://www.linkedin.com/company/enviroally/ | board game | 12+ | 5 | 6 | 60 | 120 | school lesson, university class, training for companies | 2.1. Systems thinking, 4.3. Collective action, 4.2. Individual initiative | To be printed or purchased physical edition | https://news.climate.columbia.edu/2022/11/18/columbia-student-presents-climate-change-board-games-at-cop27/ | climate change issues |
Planet A - The sustainable card game | Planet A - the sustainable card game you can get to know many ideas for a green future on over 100 beautifully illustrated cards and with a fun game idea. | In this game you can get to know many ideas for a green future on over 100 beautifully illustrated cards and a funny game idea. Game setup On the table there is a face-down recording pile with sustainability cards, environmental hero, environmental activist and environmental disaster cards. Next to it are 7 open sustainability cards that symbolize Team Planet A. Each person receives 1 task card and 7 sustainability cards and, if applicable, environmental hero and environmental activist cards and keeps them face down in their hand. Gameplay Each person tries to complete 3 task cards one after the other by swapping their cards 2 to 1 or 1 to 2 (discard 2 cards and pick up one card OR discard one card and pick up 2 cards). Planet A can be picked up from the face-down stack OR by Team Planet A and discarded ONLY by Team Planet A. A round of the game is won by the person who completes their task card first and has NO other cards (apart from Environmental Hero and Environmental Activist) left on the deck hand holds. | Dorothee Hufer, Jonas Hufer | https://www.denkriesen.com/planet-a https://myplaneta.de/ | card game | 7+ | 2 | 5 | 15 | 45 | school lesson, university class, activity for seniors | 3.1. Futures literacy, 2.3. Problem framing | Card game itself | Pity that it is only in German language at the moment, on the authors website there are 105 sustainable ideas https://myplaneta.de/105-ideen-fur-ein-nachhaltiges-leben/ | card game |
Power Grid: Recharged | The classic economic game, in which 2-6 players vie to build the biggest power-generation network. | "Power Grid" is often praised for its engaging mechanics and strategic depth. Game Overview: Type: "Power Grid" is a resource management and economic strategy game. Goals: Players take on the role of competing power companies, aiming to supply electricity to cities across the game board. The primary goal is to efficiently expand their power networks, purchase resources, and generate electricity to meet the growing demands of cities. Setting: The game is set in a competitive market where players must bid for power plants, purchase resources (such as coal, oil, natural gas, and renewables), and expand their networks to connect cities. Player Experience: "Power Grid" is known for its deep strategy, requiring players to balance multiple elements like resource management, network expansion, and efficient power plant usage. It introduces an auction mechanic for acquiring power plants, adding a layer of player interaction and decision-making. The game's economic aspects challenge players to optimize their spending, adapt to fluctuating resource prices, and plan ahead for future expansion. Key Features: Market Dynamics: The fluctuating resource market and power plant auction system add dynamic elements, requiring players to adapt their strategies based on changing conditions. Network Building: Players must efficiently connect cities to expand their power networks. Building in a cost-effective manner is crucial. Turn Order: The game uses an interesting turn-order mechanism, where the player in the lead goes last, creating a balanced and competitive environment. Economic Depth: "Power Grid" challenges players with economic decision-making, as they must balance income, spending, and resource management to maximize their efficiency. Player Interaction: The auction system and competition for resources and city connections create opportunities for negotiation and strategic blocking. | Designer: Friedemann Friese, Artist: Domonkos Bence, Antonio Dessi, Lars-Arne "Maura" Kalusky, Prapach Lapamnuaysap, Harald Lieske | https://www.riograndegames.com/games/power-grid-recharged/ https://www.riograndegames.com/games/power-grid-card-game/ | board game | 12+ | 2 | 6 | 90 | 120 | activity for seniors, university class | 2.3. Problem framing, 2.1. Systems thinking | board game itself | quite complex game and I feel can bring more impact on raising awareness on environment with deeper reflection after playing it | board game, strategy |
Renature | Renature set in a world where players work to restore a natural landscape by planting trees, reintroducing animal species, and competing for control of different regions | Help nature reclaim what is hers by restoring a polluted valley to its pristine state. Place your animal dominoes along the course of a brook and replant the surrounding land to score points. But when is the best moment to plant each of your various plants? And where are the best spots to do so? These are the questions you must answer to win. In Renature, each player has dominoes with animals on them and a number of different plants. On your turn, you place a domino from your hand so that it matches all its neighbours. Then, you may place a plant beside it in an area. You gain points based on the size and number of plants there, and hopefully later again when the area is scored – either because it is surrounded by dominoes or at the end of the game. The best players know how to manage their hands to form a long-term strategy and adapt to surprises, how to figure out and block their opponents’ designs, and how heavily to commit to each of the many tense contests that occur across the board. | Wolfgang Kramer and Michael Kiesling | https://capstone-games.com/board-games/renature/ | board game | 7+ | 2 | 4 | 45 | 60 | school lesson, university class, activity for seniors | 1.3. Promoting nature, 2.1. Systems thinking, 2.3. Problem framing | Hard copy of the game | With guided reflection after will work well | board game |
Tipping Point | Tipping point is like SimCity with cards | Players build cities while trying to survive extreme weather disasters that become more and more common as carbon dioxide accumulates in the air. It's a family-friendly game perfect fit for casual and strategic gamers. It's also a great choice for teachers looking for a visual way of introducing their students to climate change. The goal of the game is to grow, sustain and protect a large population. Players take turns pulling new citizen cards and purchasing new development cards to add to their city. Each citizen has their own special ability, including the construction worker who can help you repair your city, the educator who can teach your workers to use advanced technologies, and the solider who can help protect your city from outside attack. One of the best parts of Tipping Point is that players can use their imaginations to build the type of city they want. There are dozens of different development cards to choose from, including oil wells which earn more money, hospitals which protect citizens from extreme weather, or power plants which are needed to power buildings. But this growth and development comes at a cost: the release of greenhouse gases, like carbon dioxide (CO2). The end of the game is triggered when 1 player reaches a population of at least 10 citizens. Since Tipping Point also has a semi-cooperative mode, it is possible (but quite challenging) for all players to win. | Ryan Smith | https://treecer.com/en/store/product/tipping-point | board game | 7+ | 2 | 4 | 60 | 90 | university class, activity for seniors | 2.2. Critical thinking, 2.3. Problem framing, 3.3. Exploratory thinking | A copy of the board game | Cool game for school students and many more | board game, card game |
Wingspan | Wingspan is a competitive, medium-weight, card-driven, engine-building board game for bird enthusiasts seeking to discover and attract the best birds to your network of wildlife preserves. | "Wingspan" is an award-winning board game that immerses players in the captivating world of birdwatching and ornithology. Set in North American habitats, players become bird enthusiasts, aiming to create impressive aviaries. Over four rounds, you collect beautifully illustrated bird cards, each with unique abilities. These cards are placed in distinct habitats on your board, where they require specific resources and yield rewards. Efficiently managing these elements forms the core of the game, promoting strategic thinking and engine-building. "Wingspan" blends competition with education, offering stunning artwork and bird facts. With an accessible design, it appeals to both families and serious gamers, making it a standout title in modern board gaming. | Designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez. | https://stonemaiergames.com/games/wingspan/ | board game | 7+ | 1 | 5 | 40 | 70 | university class, activity for seniors, school lesson | 1.3. Promoting nature, 2.1. Systems thinking | Purchased hard copy of the game or any of the digital versions | board game, birds, birdwatching, ornithology | |
THE GOLDEN SUN | A GAME OF WITS ON CLIMATE MEDIA. Role-play journalists, roll the dice, rock the news. | Players take on the roles of journalists applying for a job in the international tabloid, where they compete to create catchy, although not always false, news about climate change. The game raises the issues of media manipulation and bias, encourages critical thinking, exercises story-telling competences, develops knowledge about the current and expected future impacts of climate change on various aspects of human life. Easy to run: one facilitator, 6-36 players, simple materials, flexible playing time. Warning: requires brain and wit of the facilitator. | Zbigniew Janczukowicz | https://nausika.eu/thegoldensun/ | LARP | 12+ | 6 | 36 | 45 | 180 | university class, school lesson, training for companies | 2.2. Critical thinking, 3.1. Futures literacy, 3.3. Exploratory thinking | - 24 colour d6 dice (red, blue, green and yellow), - printouts in colour (around 40 A4 pages) | The game has been played several times in Krakow, and you can find additional materials on the webpage. | #media #manipulation #clickbait #fakenews #climatechange |
The Circular Maring World | Anthropological Board Game about balancing resources between having NOT ENOUGH and TOO MUCH | Papua – New Guinea, colonization period. The island is entirely claimed by European and Indonesian settlers. Well, not entirely… The inaccessible highlands on the eastern range are still occupied by 4 savage tribes, who have no will whatsoever to enjoy the benefits of modern civilization. This is a board game you can play. Assume the role of a tribal chief and lead your people through the circular paths of their tradition, keep the ecological equilibrium and avoid the snares of globalization. | Zbigniew Janczukowicz | https://nausika.eu/maring/ | board game | 12+ | 4 | 4 | 150 | 210 | training for companies, university class, activity for seniors | 2.1. Systems thinking, 2.3. Problem framing, 3.3. Exploratory thinking | Box of the game or self-printed materials (around 20 colour A4 pages) and around 20 additional tokens | Print-and-play version released in January 2024 along with 200 professionally printed copies donated to NGOs and schools in Poland. | #degrowth #deepecology #circulareconomy |
Everyone is here (Mindenki itt van) | You all know Walter; at some point in your lives, you were close to him. When you received his message to visit, a rush of memories, both beautiful and painful, flooded you. | "Everyone is here" is a LARP suitable for 8-12 players, with an 18+ age limit. The game guides the players through events over several months via scenes. The emphasis lies on immersion and interaction between characters in the middle of a postapocalyptic climate crisis. The characters are everyday adults with roughly average problems. Strong emotions and conflicts between characters may occur. Sensitive topics addressed in the game may include grief, resignation, suicide and/or murder, and existential crises. The game is inspired by J. Tynion and A. Martinez's comic "Nice House on the Lake," and knowledge of the comic is neither an advantage nor a disadvantage during the game. | Orsolya Breitenstein | https://larp.ostromjatek.hu/jatekleirasok/mindenki-itt-van/ | LARP | 18+ | 8 | 12 | 240 | 300 | workshop for adults, training for companies, activity for seniors, game convention, culture festival | 1.1. Valuing sustainability 2.3. Problem framing 3.2. Adaptability, 1.1. Valuing sustainability, 2.3. Problem framing, 3.2. Adaptability | A room comfortable for the number of participants, with access to outside; printed material for character creation and for in-game information; a laptop or mobile phone for the facilitator; (the participants are also have to be asked to have their phones with them;) speaker; another functioning device as an in-game prop with downloaded documents (a tablet or a laptop is recommended). | One facilitator can run the game comfortably, although they might need a higher inclination to multitasking: sending messages to the players, distributing information on pieces of paper, timing voice messages and sounds on the speaker, etc. After the game a sufficient debriefing is highly needed, as the players can experience too intensive emotions by tragical events while in character. | |
Long time listener, last time caller | "Good evening Radio 1 listeners, this is Friday Night Call, the popular show with your regular host... Probably for the last time." | "Long Time Listener, Last Time Caller" is a game for 4-10 players and 30-60 minutes about a radio show at the end of the world. It is inspired by great moments of radio where a crisis has enabled broadcasters to transcend the constraints of the medium and help their audiences on a personal level. As the game goes on, the host gradually abandons the artifice of broadcasting, until everything is stripped away and all that remains is two people talking to one another while the world listens. This game is designed to be a meditative experience where listening is as important as acting. | Jeff Dieterle | http://www.goldencobra.org/pdf/2017/long_time_listener_last_time_caller.pdf https://www.drivethrurpg.com/product/236713/Long-Time-Listener-Last-Time-Caller https://rpggeek.com/rpgitem/248749/long-time-listener-last-time-caller https://alexandria.dk/en/data?scenarie=12370 | LARP | 18+ | 4 | 10 | 30 | 60 | workshop for adults, activity for seniors, youth exchange, culture festival | 2.3. Problem framing, 4.1. Political agency, 4.2. Individual initiative | If you play it in-person: a room suitable for the number of participants with a desk and chairs; a laptop or a smartphone to control the music; speaker; pen and pieces of paper for the players. If you play it online: a Discord server. | The host can be played either by an experienced player or by the facilitator. The facilitator leads the players to come up with a catastrophy caused by climate crisis and a radio topic related to sustainability. | |
Endangered | Cooperative board game that focuses on juggling civic action (influencing politicians, using funds, promoting causes, international voting) and time-sensitive conservation of endangered animals. | The march of humankind’s progress threatens the survival of many species. It's up to you and your team to save them! Work with your fellow conservationists to save tigers and sea otters from extinction. Influence the UN to save the animals and stop environmental destruction. If four UN ambassadors vote yes on the resolution, then the players win. But until the vote takes place, players need to keep the destruction at bay and keep the animals alive! Each turn players will roll the dice they can allocate to action cards. After actions are taken, mating pairs will have a chance to procreate, and destruction tiles will enter the board, possibly killing already scarce animals. Play as the Zoologist, Philanthropist, TV Wildlife Host, Lobbyist, or Environmental Lawyer, each with a special ability. Time is short. Can the animals be saved while also influencing the Ambassadors' votes? Or will threatened animals be lost forever? | Designer: Joe Hopkins, Artists: Ben Flores, Beth Sobel, Publishers: Grand Gamers Guild, Matagot, REXhry | https://grandgamersguild.com/products/endangered https://boardgamegeek.com/boardgame/220133/endangered | board game | 12+ | 1 | 5 | 60 | 90 | school lesson, workshop for adults, youth exchange, game convention | 1.3. Promoting nature, 4.3. Collective action, 4.2. Individual initiative | 1. Either printouts of the print to play game, dice and tokens, or a purchased game box. 2. A venue with table and chairs. | I love the political engagement angle. It's not too simple and not too complex, fun and well-designed just as a game, but still educational and engaging in its themes. Has a cheaper print & play version. | |
Peak Oil | Competitive strategy game where players play as oil companies that have to balance development, manipulating public opinion and investing in new technologies before the world's oil reserves run out. | You are the top manager at one of the big oil companies, tasked with leading your enterprise into a future without oil. With peak oil looming ahead, you try to squeeze the last drops from oil fields around the world to gather the resources to invest into various oil replacement technologies. While you may try to emerge from the coming crisis by regular means, your competitors will most probably not, forcing you to dirty your hands as well. On your turn in Peak Oil, you assign your agents to different action spots on the board. If your agents are in the majority at any given action spot, or you decide to send mercenaries to their help, they squelch the competition there and allow you to take the linked action. Actions include developing and harvesting oil fields, building pipelines, hiring new agents, buying new ship contracts, investing in oil replacement technologies, conducting PR campaigns, engaging in piracy, and manipulating public opinion and oil prices. After some time, the oil — represented by a set number of small barrels you draw from a bag when developing new oil fields — will run out. This is called "peak oil" and marks the end of the game. Players tally the value of the technologies in which they invested and promoted during the game. Whoever shaped the future best (i.e. gained favor for their company) wins. | Designers: Tobias Gohrbandt, Heiko Günther, Artists: Heiko Günther, Publishers: 2Tomatoes Games | https://boardgamegeek.com/boardgame/169215/peak-oil https://2tomatoesgames.com/gb/peak-oil-german-english-8437016497104.html | board game | 12+ | 2 | 5 | 45 | 75 | workshop for adults, youth exchange, game convention | 2.2. Critical thinking, 3.1. Futures literacy, 4.1. Political agency | 1. Game box. 2. Venue with table and chairs. | Exploring sustainability from the warped point of view of an oil company that's threatened by oil running out. You're able to be extremely unethical, hiring mercenaries and whitewashing your practices to avoid PR disasters, but you're also able to pivot your energy sources and invest in more sustainable future practices. Has elegant art design, social satire and isn't too complex. | |
Energetic | In this cooperative board game, your challenge is to build 16 gigawatts of zero-carbon electricity to decarbonize NY. | Energetic the board game is about the future of New York City. This gives everyone the chance to see the scope of change and cooperation needed to transform the city’s energy demand and supply in time to meet goals for the Paris Agreement. In the game, players race against time to build enough clean electricity to power New York City. It’s a cooperative game, like a version of Pandemic where you are trying to squelch fossil fuels rather than an outbreak. Your team aims to build a supply of 16 gigawatts of clean energy before 2035 while also managing money, public opinion, and grid stability. Each player takes a role with special abilities. There’s a politician capable of swaying public sentiment, an engineer who can advance technological research, a money-generating entrepreneur, an activist, and a journalist. Each turn is a year in which players get more money from taxpayers, and two new cards representing opportunities to work on policy, research, or a new power plant. The game comes with explanations, but at some level it’s up to the players to come up with their own interpretations: When the politician uses her power to improve public opinion, perhaps she buys TV ads or hands out bribes. | Executive Director: Richard Reiss, Co-Founders: Carina Molnar and Richard Reiss | https://newyork.thecityatlas.org/lifestyle/we-turned-the-future-of-new-york-city-into-a-board-game/ https://drive.google.com/file/d/1Ssz9l8sqai2TS6BEToy7DAL-u2D754zA/view | board game | 12+ | 4 | 6 | 180 | 200 | school lesson, workshop for adults, youth exchange, game convention, culture festival | 2.1. Systems thinking, 2.2. Critical thinking, 3.1. Futures literacy | The board game itself | Great game for strategic thinking. It can be played by high school students, university students, students, and adults of all ages | |
The Stabilization Wedges Game | The Stabilization Wedges Game is team-based game and a way for participants to come to an understanding about the myriad factors that drive social and political decisions on how this can be done. | Players pick eight carbon-cutting strategies to construct a carbon mitigation portfolio, filling in the eight wedges of the stabilization triangle. Stabilization wedges are the basis of the game. The goal is to construct a stabilization triangle using 8 wedge strategies, with only a few constraints to guide the players. From the 15 hypothetical strategies, teams choose 8 wedges that they consider the best global solutions, keeping costs and impacts in mind. The Carbon Mitigation Initiative (CMI) permits anyone to use the game and make use of their materials, provided that they share the results with CMI. This game has been used with players from variety of groups, from university researchers to industry professionals to high school students to educate players and discuss global warming mitigation. | Robert Socolow and Stephen Pacala | https://cmi.princeton.edu/resources/stabilization-wedges/the-wedges-game/ https://cmi.princeton.edu/wp-content/uploads/2022/09/wedges-gameboard-1.pdf https://cmi.princeton.edu/wp-content/uploads/2022/09/Wedges-Teachers_Guide.pdf | team-based game | 16+ | 6 | 24 | 100 | 150 | school lesson, workshop for adults, training for companies, youth exchange | 2.2. Critical thinking, 3.2. Adaptability, 3.3. Exploratory thinking | Game materials printed | Even though it is based on research at Princeton University, it has received funding by BP, so I would only use it for the strategy part and higher order thinking skills that it can help develop. | |
Plant it Green: The Big Switch | Plan It Green is an educational game that allows players to design and create their own energy-efficient city of the future. | Players design a city by constructing various buildings in four different categories: residential, commercial, recreation and facilities through different game levels considering scientific research, environment and health impacts and citizen happiness. Players learn about practical energy savings, eco living tips, urban planning, resource management, and self-direction. The game reveals interesting facts about U.S. energy consumption as points are collected. With the game's goal being to achieve the highest city and eco-friendliness rating, players rack up points based on e.g. eco-friendliness, energy production, citizen happiness, etc. They tackle challenging quests and earn rewards for their outstanding achievement. | National Geographic | https://games4sustainability.org/gamepedia/plan-it-green-the-big-switch/ | simulation game | 12+ | 1 | 1 | 15 | 30 | school lesson, youth exchange, game convention | 1.1. Valuing sustainability, 1.3. Promoting nature, 3.1. Futures literacy | A computer | It's a great game to educate children about sustainability | |
Fate of the World | Fate of the World is a dramatic global strategy game that puts all our futures in your hands. | Fate of the World is a strategy simulation game that focuses on global environmental and geopolitical challenges. Players take on the role of a leader tasked with addressing issues such as climate change, resource depletion, and geopolitical conflicts. The gameplay involves making decisions related to policies, technologies, and international relations to navigate through various global crises and shape the future of the planet. The game features a dramatic set of scenarios based on the latest science covering the next 200 years. Player must manage a balancing act of protecting the Earth’s resources and climate versus the needs of an ever-growing world population, who are demanding ever more food, power, and living space. | Producer Klaude Thomas, Climate science by Dr. Myles Allen (University of Oxford), Writing by David Bishop | https://store.steampowered.com/app/80200/Fate_of_the_World/#About%20This%20Game | video game | 16+ | 1 | 1 | 480 | 720 | school lesson, workshop for adults, youth exchange | 2.1. Systems thinking, 2.2. Critical thinking, 3.1. Futures literacy | Computer and a copy of the game | The game presents choices for every region in "cards". This makes it look like a card-game but it really isn't. | |
Oceans | Players evolve their species in a continually changing ecosystem and must adapt their interconnected ecosystem to survive against inevitable march of Aging and multitude of predators looking for food. | Phytoplankton are the foundation of the oceanic food chain: billions of microscopic organisms that capture the sun’s energy through photosynthesis. The next level of the food chain are species that feast on phytoplankton. These two levels of the food chain are represented by the Reef and the species that live there. Next comes the chain of predators, each bigger than the next, all the way up to the dreaded apex predator. And even bigger than apex predators are enormous filter feeders that gently swim through the ocean, scooping up everything in their path with their baleen. This level of the oceanic ecosystem is represented by the species players create around the Reef. Oceans portrays the dynamic ecosystem that exists below the water’s surface through the specific traits of individual species and the interaction of those traits among species to determine which species survive, which thrive, and which go extinct. | Designer: Nick Bentley, Dominic Crapuchettes, Ben Goldman, Brian O'Neill, Artist: Guillaume Ducos, Catherine Hamilton, Publishers: NorthStar Game Studio, Ediciones MasQueOca, Funforge, Gameland 游戏大陆, Grok Games, Pendragon Game Studio, Popcorn Games, Reflexshop, Rightgames RBG SIA, Schwerkraft-Verlag, TWOPLUS Games, Developers: Dominic Crapuchettes, Ben Goldman, Julia Williamson | https://www.oceansdigitalgame.com/ https://boardgamegeek.com/boardgame/232414/oceans https://tabletopia.com/games/oceans https://www.youtube.com/watch?v=oBDHmi7lsqI&t=30s | board game | 12+ | 2 | 4 | 60 | 90 | school lesson, activity for seniors, youth exchange | 1.1. Valuing sustainability, 2.1. Systems thinking, 2.2. Critical thinking | 1. Game box with all its tokens and cards 2. Table 3. Venue | The game is also good to know about the 12 core traits that create our stable marine ecosystem | |
Meadow | This is a game to start your journey into nature and collect cards to become a true nature observer and know about its wonders and interconnectedness. | During the game, players take turns placing path tokens on one of the two boards. Using the main board allows the player to acquire cards, but playing them requires certain conditions. Using the campfire board activates special actions that help in the implementation of individual strategies and gives the opportunity to achieve goals for which players will receive additional victory points. In Meadow, players collect ground cards (animal life habitats), observation cards (specific species observed during the journey), landscape and discovery cards (views and interesting souvenirs from their trips). The winner scores the most points in the obtained sets of cards and on the campfire board. To win, players collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures. | Designer: Klemens Kalicki, Artists: Karolina Kijak, Katarzyna Fiebiger, Developer: Przemek Wojtkowiak, Publishers: Rebel Studio, ADC Blackfire Entertainment, Arclight Games, Galápagos Jogos, Games4you, Gém Klub Kft., Hobby Game Mall, Hobby World, Rebel Sp. z o.o., Ігромаг | https://tabletopia.com/games/meadow https://www.rebelstudio.eu/games/meadow-1414.html https://bgg.cc/video/436237/meadow/board-game-breakdown-depth-how-play-meadow | board game | 12+ | 1 | 4 | 60 | 90 | school lesson, youth exchange, culture festival | 1.1. Valuing sustainability, 3.1. Futures literacy, 4.2. Individual initiative | Have a venue, table, the game box with cards, board and other elements | A very positive game to know about nature and gain knowledge about it | |
Civilization VI: Gathering Storm | The focus of the Gathering Storm expansion is improving the game world with the weather and how human action affects the course of the game as well as late game consequences. | The expansion introduces natural disasters in the form of volcanic eruptions, river floods, rising sea levels, hurricanes, dust storms, blizzards, tornadoes, and droughts. Players are given ways to mitigate these by building improvements such as dams or sea barriers. Additionally, some of these events can be beneficial to players; for example, after river floods and volcanic eruptions, affected tiles may have their yields increased. The frequency of these events is affected by a new climate system. Late-game buildings can have their effectiveness improved by providing with the new power resource, which can be obtained by burning resources such as coal and oil. However, doing so will increase CO2 levels in the atmosphere, increasing the frequency of disasters. Players are also able to research green power alternatives such as solar, wind and geothermal power stations. Players can research the Computers tech and unlock flood barriers that are built on city centers. These buildings help provide protection from rising sea levels; without these improvements players will lose coastal tiles and sometimes even mainland tiles. The Future Era returns by adding new Technologies and Civics that will be unlocked randomly. | Sid Meier | https://civilization.com/news/entries/civilization-vi-gathering-storm-new-expansion-release-date-pc-february-14-2019/ https://www.youtube.com/watch?v=9hW76FhmG_E | video game | 12+ | 1 | 4 | 1410 | 23700 | school lesson, workshop for adults, training for companies, activity for seniors | 2.1. Systems thinking, 2.2. Critical thinking, 2.3. Problem framing | Room, computer, game packs officially bought, video game equipment | A very good way to develop critical thinking and develop awareness on climate change affected by human actions. | |
ALBA: A WILDLIFE ADVENTURE | Alba from Great Britain visits her grandparents for a vacation. Helping to rescue a stranded dolphin, she and her friend form a wildlife rescue league and help with cleanups and animal rescue tasks. | Alba is a game of small stakes: a little girl on a little island. But the underlying challenge is the relationship between humans and nature. Alba’s true fight is against apathy, as she takes it upon herself to save the island, nature, and its wildlife. The game takes place at Secarral, a fictional island town in Valencian Community, Spain. The protagonist, a girl named Alba Singh, flies from Great Britain to visit her grandparents for a week-long vacation. After helping to rescue a stranded dolphin, she and her friend Inés form a wildlife rescue league. The next day the mayor announces that the local nature reserve, which suffered from a wildfire, will be developed into a luxury hotel. The girls decide to collect signatures to stop this. They help with multiple cleanups and animal rescue tasks, as well as photographing and cataloging the local wildlife to raise awareness. One of the ultimate goals is to discover an elusive Iberian lynx. It has an open world. | Ustwo Games | https://www.gamesforchange.org/games/alba-a-wildlife-adventure/ https://www.youtube.com/watch?v=nCWidTG_6to https://www.eurogamer.net/alba-a-wildlife-adventure-review-the-pleasure-of-fixing-things | video game | 7+ | 1 | 1 | 150 | 240 | school lesson, youth exchange | 1.1. Valuing sustainability, 1.2. Supporting fairness, 1.3. Promoting nature | a room, Nintendo Switch/ PlayStation 4/ PlayStation 5/ Xbox One and Xbox Series X/S | It's a relaxing adventure game with positive message to save and care for the animals and ecosystem. The game teaches the importance of environmental conservation and helps young players learn to identify certain types of birds. | |
Keep Cool | Game is to spread basic knowledge about climate change and learn global warming means, practice negotiation skills, build and destroy factories. It shows how close we are to each other. | In a game of KEEP COOL, three to six players represent groups of states such as Europe, OPEC or the developing countries. For one to two hours, they can choose between “black” and “green” growth , but also think about unavoidable climate consequences Adapt to droughts and floods. These increase in strength as world temperatures rise. It is also important to take lobby groups such as the oil industry or environmental associations into account. Whoever best balances climate protection and lobbying interests wins. But if some act too recklessly, everyone loses. 1.At the beginning of each turn (after the income has been paid out and before investing), the player must make commitments for the current turn and the subsequent turn . What these promises can look like can be seen in the next section. 2.All other players then have the opportunity to comment on the player's commitments: whether the last commitments were fulfilled, what they think of the new commitments, whether the player has increased his contribution, etc. 3.Then the game continues as usual. 4.When the game is over, discuss how the pledge affected gameplay. | Ecovisio | https://www.climate-game.net/keep-cool-brettspiel/ | board game | 12+ | 3 | 6 | 60 | 90 | school lesson, workshop for adults, training for companies, activity for seniors, youth exchange | 2.2. Critical thinking, 2.3. Problem framing, 4.1. Political agency | Venue, table, game box | Players learn how to negotiate, and create their own economy, decide their own startegy which is good or bad for the world and ecology. | |
Atiwa | A competitive resource management and worker placement based board game where players play as families of West African fruit farmers learning to live in harmony with the local fruit bat population. | Atiwa is a worker placement and resource balancing game that takes place in Ghana, West Africa. As a family of fruit farmers, the players learn that fruit bats - once scorned and hunted as mere fruit thieves - are in fact incredibly useful animals. Although the nocturnal animals continue to eat fruit from the trees, they also spread the seeds over large areas of the country. That way, they help to reforest fallow land and - in the medium term - improve harvests. This realization has led to a symbiotic cooperation between fruit bats and fruit farmers. The animals are kept as "pets" to increase the size of fruit farms more quickly. Tall trees are left as roosts, providing shelter for them rather than hunting them for their scant meat. However, if you have a lot of fruit bats, you need a lot of space... The perfect balance between flying foxes (another common name for fruit bats) and the growth of the farm is the key to success and thus victory in this classic worker placement game! | Game Design: Uwe Rosenberg, Illustrations: Andy Elkerton, Graphic Design: atelier198 (Klemens Franz), Rules & Development: Grzegorz Kobiela | https://lookout-spiele.de/en/games/atiwa.html#game-details-downloads | board game | 12+ | 1 | 4 | 30 | 120 | school lesson, activity for seniors, youth exchange, game convention, culture festival | 1.1. Valuing sustainability, 1.3. Promoting nature, 2.1. Systems thinking | Game box, a table with enough space for quite a large game board and additional pieces. | It's a game that looks very complex and has a lot of boards and pieces, but is not that hard to get into, it might eventually even become too simple for more experienced players. The setting is unique and engaging. It has a challenging solo mode, so it can be played and replayed on your own as well as in a group. There a focus on sustainable farming practices. Uneducated families of farmers have a chance of producing pollution tokens that take up space on your board, driving the fruit bat population away and with that unbalancing the ecosystem and producing less food. | |
Cascadia | A solo or multiplayer puzzle game where players build and populate their own ecosystems piece by piece. Based on Pacific Northwest animals and their habitats. | Cascadia is a tile-laying and token-drafting puzzle game featuring the habitats and wildlife of the Pacific Northwest. In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with the five types of habitat in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item. Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game's end, with a bonus if your group is larger than each other player's. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the four scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen? | Designer: Randy Flynn, Shawn Stankewich, Artist: Beth Sobel | https://www.flatout.games/#/cascadia/ | board game | 12+ | 1 | 4 | 30 | 45 | school lesson, workshop for adults, activity for seniors, youth exchange, game convention | 1.1. Valuing sustainability, 1.3. Promoting nature, 2.1. Systems thinking | Game box and table. | A fun and satisfying puzzle game with emerging strategy that can be played in group or solo. When played in multiplayer mode, it doesn't have all that much player interaction, but it has just enough to still be engaging in a group. It looks beautiful which further incentivizes players, since a big part of it is building your own game-board out of hexagonal habitat pieces. It has themes of maintaining ecosystem balance through gaining nature points for having the right animals in the right habitats and through animal population shifts - there's culls that happen if you overpopulated adjacent tiles with the same type of animal. | |
The Elephant in the Room | A climate debate game where players explore complex issues through roleplay, perspective-taking, and critical thinking. | The Elephant in the Room is a climate debate game that invites players to step into different roles and perspectives to explore the most pressing and polarising questions of our time. Through short, structured debates, players practice argumentation, active listening, and critical reflection—all while engaging with the complexity of climate change in a playful, curious way. Unlike traditional debate formats focused on winning, this game encourages players to let go of being right and instead focus on understanding. Inspired by the concept of philia sophia—the love of wisdom—the game rewards nuance, empathy, and creativity. Win conditions are revealed only after each round, shifting the goal from persuasion to thoughtful engagement. The game is designed for teens, youth groups, classrooms, and workshops, with flexible options for 2–6 players or up to 30 participants in group mode. No prior debate experience is needed—just a willingness to explore new ideas, challenge assumptions, and have fun while doing it. | Jennifer Kumer | The Elephant in the Room | Climate for All | card game | 16+ | 2 | 2 | 30 | 90 | university class, workshop for adults, training for companies, youth exchange, game convention, culture festival, playing at home | 2.2. Critical thinking, 2.3. Problem framing, 3.3. Exploratory thinking | |||
It’s Election Day! | Participate in a fictional electoral campaign and understand how your identity leads to decision making! | Nowadays, climate awareness is a topic more relevant than ever, especially in a societal environment where we are misled by our politicians, who mask their selfish ambitions. Can you hear the voice of true values amidst the noise? The live-action role-playing game It’s Election Day! takes place during the electoral campaign of a fictional country created by the players themselves. The characters represent members of different groups—politicians, journalists, and other citizens—each advocating their own views to shape public discourse. Join and experience the new dimensions of a democratic scene! During this game, you will get familiar with the factors that can form an individual’s opinion, facing the task of investigating the politicians by all means you have in your hands. Using the influence of a whole community will shape their future here. This future depends on a single decision: will you find the path to a brighter perspective, or will you listen to deceitful voices instead? | Vivien Maria Farkas | It’s Election Day! | Climate for All | LARP | 16+ | 11 | 21 | 240 | 300 | university class, workshop for adults, activity for seniors, youth exchange, culture festival | 2.2. Critical thinking, 4.3. Collective action, 4.1. Political agency | |||
Echoes of Gaia | Transport to a far-future Earth, where humanity’s legacy hangs in the balance, and play almighty spirits of nature! | A collaborative storytelling card game with roleplaying features. Transport to a far-future Earth, where humanity’s legacy hangs in the balance. Incarnate almighty spirits of nature, weave tales of resurgent ecosystems, long-forgotten ruins, and the whispers of a planet healing itself—while occasionally dealing with mutant bananas, emperor cats, and the Netherlands becoming the new Atlantis.. Only a tiny fraction of humanity has survived. Will you help them, or will you let them perish? You have the power to decide! This light-hearted, imaginative, genre-bending game is a fun way to develop a non-anthropocentric point of view, by improvising stories collaboratively, combining creative and humorous storytelling elements. Play it with kids, or at a party, and appreciate nature while having a laugh. | Antonios Triantafyllakis, Vivien Maria Farkas | Echoes of Gaia | Climate for All | storytelling game | 12+ | 3 | 4 | 45 | 60 | school lesson, youth exchange, playing at home, culture festival | 1.3. Promoting nature, 1.1. Valuing sustainability, 3.3. Exploratory thinking | |||
GREENWASH! | Can you convince the public that your company’s “green agenda” outweighs any pesky pollution on the side? | You are the CEO of a naughty, naughty company. Can you convince the public that your totally real green agenda outweighs any pesky pollution you might be doing on the side? There can only be one industry leader. Get ahead of the competition by accusing others of greenwashing! Just make sure they’re not using the same tactics as you… GREENWASH! is a competitive card game with elements of social deduction. Players assume the roles of CEOs and take turns building their companies by using both profitable industry cards and public image enhancing greenwash cards, all the while accusing each other of greenwashing in an effort to come out on top. | Bibi Erjavec, Uroš Jerman | GREENWASH! | Climate for All | card game | 12+ | 2 | 5 | 30 | 40 | school lesson, university class, training for companies, workshop for adults, youth exchange, game convention | 2.2. Critical thinking | |||
SOLARPUNKs | A cooperative game that enables players to dream and build the Solarpunk Future we all deserve to live in! | A cooperative game where players play against the game, coming up with creative solutions against climate change, inspired by indigenous cultures and the solarpunk movement. Solarpunks is a cooperative game that enables players to dream and build the Solarpunk Future we all deserve to live in. You will play as a solarpunk nomad, a change-maker who travels on special ecological camper vehicles with unique abilities. You will travel alone or with other nomads, moving through all the regions and biomes of the planet, working to save continents from climate catastrophes by installing climate solutions and building ecovillages and solar cities. Choose your character, choose your vehicle, and get ready to build the positive future we all dream of! | Marco Gerletti, Valentina Manzhieva | SOLARPUNKs | Climate for All | board game | 12+ | 3 | 5 | 70 | 120 | school lesson, university class, tourist experience, youth exchange, game convention, culture festival, playing at home | 3.1. Futures literacy, 3.2. Adaptability, 4.3. Collective action | |||
Spirit Path | Play media of spirits summoned by Mother Earth to restore balance in a world plagued by natural disasters! | In a world plagued with natural disasters, the Earth’s colours lose brightness as everything becomes damaged. But in the midst of it all, a story of hope and revival begins. An old tradition wakes up again after being forgotten for a long time. Mother Earth calls upon a unique group of people, media of spirits chosen for their special skills and colours that embody the very essence of the Earth’s resources. At this moment, the media face a crucial decision: should they investigate these disasters and use their influence to heal Mother Earth? Yet, amid this challenge, conflicts beckon. Will they stay focused on their mission or yield to become mean? The fate of a world of change is unclear. Choosing colourful means actively fixing disasters by contributing with their influence, while going grey involves increasing wealth and ignoring how the landscape becomes and remains plain. Maybe forever… But it’s up to them. Spirits can mean the only solution. Their prophets’ decisions will determine if the world remains bleak or is reborn in colour. | Vivien Maria Farkas | Spirit Path | Climate for All | LARP | 12+ | 4 | 6 | 180 | 240 | school lesson, university class, workshop for adults, activity for seniors, culture festival, youth exchange | 1.3. Promoting nature, 2.1. Systems thinking, 4.3. Collective action |
The research was coordinated by Zbigniew Janczukowicz (Nausika Foundation - Poland) and conducted by Anja Lotte Kastelic (Zavod Erea - Slovenia), Antonios Triantafyllakis (All for Climate - Belgium), Bibi Erjavec (Zavod Erea - Slovenia), Carmen Lopez Olmos (Selkie Educatieve Stichting - Netherlands), Day Sanchez (All for Climate - Belgium), Forest van der Zee (Selkie Educatieve Stichting - Netherlands), Hermine Papikyan (International Youth Work Trainers Guild - Germany), Mali Hamza (Nausika Foundation - Poland), Marco Gerletti (All for Climate - Belgium), Mykhailo Malutenko (International Youth Work Trainers Guild - Germany), Valentina Mandzhieva (Zavod Erea - Slovenia), Vitalii Volodchenko (International Youth Work Trainers Guild - Germany), Vivien Maria Farkas (All for Climate - Belgium), Zbigniew Janczukowicz (Nausika Foundation - Poland). Antonios Triantafyllakis (All for Climate - Belgium) then built this page and converted the games database into what you can access here.
Some of the researchers went on to develop the original games of Climate for All!