Four “world powers” — the United States, China, Europe and the “Majority World” — cooperate to reach drawdown: the point at which more carbon is removed from the atmosphere than is emitted.
Each player manages their own board, balancing energy supply and demand, cutting emissions and keeping local communities out of crisis, while driving global projects such as treaties or large-scale technologies. The game models the physical and social sides of climate: crises topple communities and shrink the options in future rounds, representing the real consequences of inaction.
Classroom value
- Brings cooperation dilemmas to life: why act for the common good when individual incentives push the other way.
- Opens the debate on global inequalities and the differentiated responsibilities of rich and developing countries.
- A deliberately optimistic tone: presents climate action as possible, a useful counterweight to the usual pessimism on the subject.
- The project cards allow activities in which students evaluate policy options and their trade-offs.
In the classroom
No. of players1–4
TeamsYes · 4 per team
People per gamemax. 16
Game MasterNo
Sessions1 session (75 min)
SpaceOne table per group
MaterialPhysical or online game
★Games for Change 2024Best Board Game for Impact
Technical details
DesignM. Leacock i M. Menapace
PublisherCMYK / Asmodee
LanguagesSpanish · English