Created specifically for world-building workshops, this 52-card deck is designed for playing unpredictable characters that need to address their most subjective needs. Borrowing from role-playing games, players here are dropped in the midst of a speculative society where they have to treat emerging technologies with ambiguity, rather than marvel at robotics, 3D-printing, or space travel. Above all, participants should witness fictional trends, new cultural traits, and made up fetishes emerge in products that must seem exotic if out of context. The game plays as follows:
Your group has decided to branch off from the rest of the city and found its own neighborhood. Your mission is to not only make it inhabitable for all but also entertaining for visitors, assigning one another with different projects. Each of you has limited resources of energy and materials that can be combined to build bigger or more demanding things.
Three types of cards get to be randomly conjugated during the session:
:::::::::::
TRAIT CARDS
are picked first, one per character. They define what your main obsession is e.g., ‘nutritist’, ‘gamist’, selfist’. As the session goes, more of these get to be picked, thus affecting the character’s agenda.
:::::::::
MOD CARDS
embody unpredictability and get to be picked several times during a session, sometimes drastically affecting a project. They can involve sudden environmental changes, material constraints, or third party interventions.
::::::::::::::::::
SUPERSPECIAL CARDS
… Well, it’s all in the name. Superspecial cards are rarer and have dramatic effects like swapping projects, giving cards to another character, or even fusing the consciousness of several characters.
n.b. Unfortunately this card game isn’t yet available for purchase. But if you’re interested in a session of design, fiction, and role-playing, we’ve got a program just for that.
✉︎ Get in touch to book a session with us