Tipping Points
A strategic card game exploring the intersection of climate science and political systems.
Overview
Tipping Points is a card-based game that models how climate events interact with political and social systems. Players navigate cascading effects, feedback loops, and the challenge of building resilience in the face of uncertainty.
Design Philosophy
The game is designed to: - Make abstract climate–politics interactions tangible - Show how small changes can trigger large-scale transformations - Explore trade-offs between short-term stability and long-term adaptation - Model uncertainty and incomplete information - Bridge the gap between scientific understanding and political decision-making
The design emphasizes emergent complexity—simple rules that generate complex, unpredictable outcomes, mirroring real-world climate–politics dynamics.
Game Mechanics
Core Systems
Setup: Each player receives a hand of system cards representing different sectors (energy, agriculture, governance, infrastructure, etc.)
Climate Events: Draw climate cards that trigger impacts on systems. Events have:
- Intensity (magnitude of the event)
- Duration (how long effects persist)
- Scope (which systems are affected)
Response: Play system cards to:
- Build resilience (reduce vulnerability)
- Adapt (change system structure)
- Mitigate (prevent future impacts)
Tipping Points: When thresholds are crossed, tipping point cards activate, creating:
- Cascading effects across multiple systems
- Feedback loops (positive or negative)
- Irreversible state changes
Victory Conditions:
- Stability Path: Maintain system stability through multiple climate events
- Transformation Path: Successfully transform systems to be more resilient
- Collaboration Path: Achieve collective goals through coordinated action
Current Rules Version
Rules are currently in active development. See Design Notes for latest iterations and playtesting results.
Card Types
Climate Cards
Represent physical climate events and their characteristics:
- Heatwaves - Extreme temperature events affecting energy demand, agriculture, health systems
- Floods - Water-related disasters impacting infrastructure, communities, agriculture
- Droughts - Extended dry periods affecting water systems, agriculture, energy production
- Sea-Level Rise - Long-term coastal impacts on infrastructure and communities
- Extreme Weather - Storms, hurricanes, and other high-intensity events
Each climate card includes: - Event description and real-world context - Affected systems - Intensity and duration parameters - Potential cascading effects
System Cards
Model political, economic, and social systems:
- Governance - Political structures, policy-making, institutional capacity
- Energy - Power generation, distribution, grid infrastructure
- Agriculture - Food production, supply chains, rural communities
- Infrastructure - Transportation, water, communications
- Markets - Economic systems, financial institutions, trade
- Communities - Social networks, local organizations, civil society
System cards have: - Current state (resilience level, vulnerabilities) - Response options (adaptation, mitigation, transformation) - Interconnections with other systems
Tipping Point Cards
Trigger cascading effects when certain conditions are met:
- Threshold Crossings - When system stress exceeds capacity
- Feedback Loops - Self-reinforcing or self-limiting dynamics
- System Transformations - Fundamental changes to system structure
- Cascading Failures - When one system failure triggers others
Tipping point cards change the game state permanently, creating new constraints and opportunities.
Theoretical Foundations
The game design draws from multiple theoretical frameworks:
Complexity Theory
- Emergent behavior from simple rules
- Non-linear dynamics and phase transitions
- Network effects and system interdependencies
Climate Science
- Extreme event attribution
- Climate system feedbacks
- Uncertainty and scenario planning
Political Economy
- Institutional analysis
- Power dynamics and decision-making
- Collective action problems
Game Design Theory
- Serious games for learning
- Simulation and modeling
- Player agency and meaningful choices
Development Timeline
- 2024 Q4: Initial concept and card design
- 2025 Q1: First playtesting sessions, mechanics iteration
- 2025 Q2: Expanded card sets, refined rules
- Current: Active development and playtesting
See Design Notes for detailed development history.
Latest Updates
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Resources
- Design Notes - Development blog with iterations, playtesting, and design decisions
- Card Database - Catalog of designed cards (coming soon)
- Playtesting Results - Structured feedback and session reports
- Theoretical Foundations - Academic papers and references on complexity, climate science, and political economy
Status
Currently in active development. Rules, cards, and mechanics are being refined through playtesting. See Design Notes for the latest updates.