Now Or Never
Game Design/ Branding/ Packaging
Problem Area
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 by highlighting various climate change actions we can take up on a daily basis and encouraging players to learn about and champion eco-friendly practices.
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.
Scoring
Each player calculates their score by adding up the point values of their Persona Cards and Combat Cards, and subtracting the point values of their Challenge Cards. This scoring
is only determine whether they are able to
defend their personas.
Components
Set-up
Persona cards, each with a specific point value.
Dual-action challenge and defense cards, each with a specific point value.
Tactic cards: “Kidnap,” “Steal,” “Block”, “Shield.”
Player Limit
• 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.
2-4 Players
Gameplay
How to Start the Game?
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The player with the highest number on the Persona Card starts the game.
(Represents the health of the Persona)
• Players take turns in clockwise order.
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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.
PLAY
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.
Advancement
Players have to constantly keep challenging
the opponents for the game to progress.
End Of Game
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, i.e, a set number or rounds or a limit to the number of Personas that are let go.
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.
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2 Draw Pile Confusion
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Card Play is not smooth
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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
Initial Layout Brainstorming-
Card Deck
Dual Action Cards-
Packaging
Front Of Pack
Box Spine
Back Of Pack