https://docs.google.com/document/d/1qio7gK22yocsE3wOfjbmqmza_ybH99A-WxHRoFwaOZY/edit?usp=sharing
Game Design 2 โ Game Ideas Master List (Part 3)
Updated Revisions for Carbon Clash
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 stateโs transition toward natural gas over coal”).
End of Game & Scoring
The game ends immediately when any playerโs Primary Stack (the cards they were dealt at the start) runs out.
Determining the Winner:
- Count the cards in your Secondary Pile.
- The player with the FEWEST cards wins.
- Tie-breaker: If card counts are equal, sum the carbon scores. The lowest total score wins.
game design 2 game reflection
Budtenders & Baristas V3.5
Tweaks were made to rules based on playtest. Specifying that players must be evenly matched in each of the service areas and that the game must be played with an even number of players. Art and design tweaks made as well. This is the final iteration!










