Carbon Clash Revised Rules: PA Edition

Objective: Have the lowest total carbon footprint (fewest cards) when the main deck runs out.

1. The “Clash” (The Win/Loss Flip)

  • On your turn, choose one card from the top of your pile to play into the center.
  • All players reveal their chosen card.
  • The player with the HIGHEST carbon footprint (highest score) must collect all cards played in that round.
  • These cards go into your Secondary Pile (your “Carbon Debt”).

2. The Debate (Tie Rule)

If two players play cards with similar emissions (e.g., a Hybrid Car vs. Carpooling):

  • Players enter a Debate.
  • Each player has 15 seconds to argue why their activity is worse for the environment, specifically (e.g., “PA has a high-density bus network in Philly, making it more efficient than a single Hybrid, therefore, a hybrid has worse emissions”).
  • The other players vote. The winner of the debate takes the cards.

3. Pennsylvania “Learning Twist.”

If you play a “High Impact” card (score 200+), you may discard it instead of giving it to the winner if you can name one specific PA-based initiative or fact (ex, “The state’s transition toward natural gas over coal”).


End of Game & Scoring

The game ends immediately when any player’s Primary Stack (the cards they were dealt at the start) runs out.

Determining the Winner:

  1. Count the cards in your Secondary Pile.
  2. The player with the FEWEST cards wins.
  3. Tie-breaker: If card counts are equal, sum the carbon scores. The lowest total score wins.

Lighting

I wanted to keep it simple and focus on how lighting changes the feeling. I used one image and changed the lighting in 5 stages to show different moods.

Projection


My project is a short video set in a playground environment where a child is explored and observed through the use of a handheld flashlight. I chose to use a flashlight because it allows the light to actively follow and respond to the subject’s movements, turning light into a storytelling tool rather than just illumination. As the child thinks, jumps, sits, climbs, and slides, the shape and focus of the light shifts to match each action, highlighting specific moments and guiding the viewer’s attention. The light not only reveals the space but also creates a playful and dynamic atmosphere that reflects natural childhood behavior, including small imperfections like slipping or sliding back while climbing. By recording these moments, the project captures a simple and familiar experience, while demonstrating how light can shape perception, emphasize action, and transform an ordinary environment into an engaging and immersive story.