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Now Or Never

A card game on climate change.

Game Design/ Branding/ Packaging
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PROBLEM SPACE

Climate change is one of the most pressing issues facing our planet today. The impacts of climate change are already being felt around the world, and they are only expected

to worsen in the years to come.​

SOLUTION 

A game that serves as an educational tool highlighting various climate change actions we can take up on a daily basis, encouraging players to learn about eco-friendly practices.

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Objective

The goal of the game is to be the most effective climate activist. Players do this by defending their Persona Card and challenging their opponents’ Persona Cards. Persona Cards represent players’ areas of expertise and their goals as climate activists.

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14+ Years
2-4 Players

Components

• Persona cards, each with a specific point value. (12)
• Dual-action challenge and defense cards, each with a specific point value. (30)
• Tactic cards: “Kidnap,” “Steal,” “Block”, “Shield.” (8, 2 of each)

Set-up

• Shuffle and deal each player a hand of three Persona Cards (face up).
• Shuffle the Dual Action Cards and place them face down in a pile. Deal each player a hand of three cards from the deck.

• The Dual Action Cards are supposed to be placed on the corresponding persona cards while challenging or combatting.

Rulebook

• All players need to have 3 Dual Action Cards at all times during the game.
• The STEAL Tactic card can ONLY be used to steal Dual Action cards. Once a card is stolen, the respective challenge has to be dealt with again.
• The KIDNAP Tactic allows a player to kidnap one entire persona from
the opponent.
Note- Only one Kidnap tactic can be played in a round. This Kidnap can
be rescued by a ransom of trading multiple dual action cards to help the opponent combat their challenges.
• Players have to constantly keep challenging the opponents for the
game to progress.

• The game ends when any one of the player fails to defend all their Personas. The winner is then determined by the maximum
number of Personas defended.
• The game can also have a pre-determined end,
Game End i.e, a set number or rounds or a limit to the number of
Personas that are let go.

Gameplay

The player with the highest number on the Persona Card starts the game. (Represents the health of the Persona)

​On a player’s turn, they have to:
• Play a dual-action challenge card on an opponent’s persona, targeting one of their Personas.
• Play a defense card to protect one of their persona from an opponent’s challenge.

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Testing and Feedback

The game needs to be broken down into simpler, daily practices for relatability rather than having scientific words thrown around in the game.

  • 2 Draw Pile Confusion

  • Card Play is not smooth

  • Narratives as challenge cards are too lengthy

Game Identity

Typography:

The notable curves of the typeface accommodates the easy-going, fun, lively tone of the game. Through the colors, a sense of urgency and the need for an action is created.

Card Layouts

These card layouts explore the concept of visual hierarchy, guiding the eye through the design elements in a clear and intuitive way.

 

By strategically placing and sizing the different shapes and lines, emphasis can be laid on key information (points, what type of card it is, challenge and combat prompt) and create a sense of visual flow. 

Card Deck

Yellow cards delve into realms such as landfills, corporations, agriculture, and the challenges that arise within these domains.

Green cards focus on the enchanting world of wildlife, biodiversity, ecosystems and environment.

Blue cards are associated with preserving our oceans, rivers, and water ecosystems.​​​​

​

Of the 52 cards, these are a few visualizations.

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Yellow cards delve into realms such as landfills, corporations, agriculture, and the challenges that arise within these domains.

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Green cards focus on the enchanting world of wildlife, biodiversity, ecosystems and environment.

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Blue cards are associated with preserving our oceans, rivers, and water ecosystems.

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Dieline

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Packaging

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Game 

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