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POWER: Art+Energy Card Game
Play to ZERO to win the great energy transition!
Play this card game to discover the beauty of renewable energy technologies and the power of art.
The twenty-three stunning artworks that are featured on these cards have the benefit of providing clean energy to the city. Together they could power 26,307 homes, demonstrating how our cities and landscapes can become more beautiful as they become more sustainable.
These entries to the Land Art Generator Initiative (LAGI) design competitions are regenerative artworks for the post-carbon city—lasting and generous monuments to the 21st century’s great energy transition.
The game is the perfect STEAM tool for educators and creatives interested in the design of our energy landscapes.
Why play to ZERO?
A prosperous world that produces ZERO greenhouse gas emissions from the burning of fossil fuels will allow our planet to avoid a tipping point of runaway global warming. We can get there, but we have a long way to go. In 2017 we pumped 32.5 billion metric tons of carbon emissions into our very thin atmosphere and the number keeps rising every year. We must turn this around immediately and bring carbon emissions all the way to ZERO by the middle of the 21st century or we are risking the lives of millions of people.
The good news is that we live in a world of plenty and we already have the technology needed to bring about a prosperous and equitable net-ZERO world. If we design it, we can pass along to our children a global “circular economy” powered by the energy of the sun, wind, and water.
A circular economy is one in which we do not pollute our precious environment. Instead we use 100% biodegradable materials and reduce our waste streams to ZERO.
How to Play
1. The first player looks at their hand to see if they can make any matches. If they can, they place one match (either a set of two or a full set of three) face-up on the table. Players can only place one match per turn.
If they cannot make any matches, the same player asks the table if anyone has a TECH card that could help them make a match.
2. If another player has the requested TECH card, that person is obligated to hand that card over and replace it with a card from the draw pile.
Players may only ask the table for a TECH card. If the player does not need a TECH card, they will skip this step. If successful in seeking a match with a TECH card, the player places their match face-up on the table and ends their turn.
3. If no player has the requested TECH card—or the player still cannot make a match—they draw one card. If the card drawn allows them to make a match, they may do so and place it face-up on the table. If throughout their turn the player is unable to make a match, their hand grows by one card. Players can place only one match per turn on the table.
Play moves to the next person, who follows the same steps.
As soon as there are matches on the table, players may choose to finish a 2-card set by laying the matching card in their hand next to that set, making a full set of three.
Play continues until one person has “played to zero” exhausting the cards in their hand and thus saving the planet, or until the timer goes off.