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Cards for the Future

We’re used to the future being presented to us as bleak, from global warming to increasing economic inequality. But another future is possible - one where technology is used to tackle the challenges of the years to come, and where it unites us rather than divides us.

As part of the DSI4EU project, we developed 'Cards for the Future', based on Situation Lab’s 'The Thing from the Future', to encourage people to think about positive visions of technology and society through play. The print-and-play edition of the game allows anyone to download the material and rules needed to play the game. The game is published under a Creative Commons license CC BY-NC-SA 2.0.

Cards for the Future*

* The following text has been generated automatically from a PDF document. Please bear in mind that there may be some discrepancies between the original document and the automatically generated content. The original PDF is available to download and refer to.

Cards for the Future

* The following text has been generated automatically from a PDF document. Please bear in mind that there may be some discrepancies between the original document and the automatically generated content. The original PDF is available to download and refer to.

DSISCALE, operating under the DSI4EU brand, is funded by the European Commission Directorate General for Communications Networks, Content & Technology, Net Futures, Administration and Finance, under Grant No. 780473. The contents of this document and the game are those of DSISCALE and do not necessarily reflect the views of the European Commission.

Designed by Codrina Cretu, Matt Stokes and Tom Symons at Nesta and based on 'The Thing From the Future,' by Situation Lab, an award-winning imagination game that challenges players to collaboratively and competitively describe objects from a range of alternative futures. 'Cards for the future' is licenced under a Creative Commons Attribution-NonCommercial-Sharealike 2.0 license and is attributed to Situation Lab. The original version of the game can be found at: http://situationlab.org.

nesta.org.uk | digitalsocial.eu | @DSI4EU

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Game instructions

The objective of the game is to imagine inspiring, positive ideas for objects and concepts from the future. These are inspired by a scenario, which is shaped collectively through 'prompt cards'.

The prompt cards outline the kind of future that the thing-to-be-imagined comes from, what it is, and what it is related to. Players then imagine and write about their idea inspired by the scenario. The individual ideas are then read aloud, and players vote for the idea they find the most inspiring. The creator of the winning idea receives a token, and the person with the most tokens at the end is the overall winner.

Number of players

4 to 6 players

What do you need?

There are three types of prompt cards in this game:

  • Vision cards describe the type of future in which the scenario takes place.
  • Object cards describe the main 'thing' that needs to be imagined.
  • Topic cards describe the topic areas, context or theme for the idea.
  • If a player has an object or topic wildcard, they must choose their own object or topic for that round.

Alongside this, the group needs:

  • Pawns: one per person
  • Counters: one for each round to be played
  • Index cards: one for each person for each round to be played
  • Central board
  • Pens: one per person

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Rules

  1. Deal each player one pawn, one index card, and two cards from each of the three categories. Set the decks aside.
  2. The three players to the left of the dealer must, in turn, place one card each from one of the categories into the corresponding place on the main board, facing upwards. Players may choose any card of a category different from those already in play. After playing a card, the player must draw a fresh card of the same category from the deck. At the end of this stage there should be one Vision card, one Object card and one Topic card on the main board.
  3. Once the cards are in place, the facilitators start a 3-minute timer. On the index cards, each player must write a brief and positive idea inspired by the cards on the table and give their idea a title. Players are free to write whatever they want, and should be as inventive and creative as they like.
  4. When the time is up, the dealer collects the index cards from the players, shuffles them, and reads them aloud without attribution before placing them in the middle of the table, so that the players can continue to refer to them.
  5. Players must now decide which of the ideas they find most inspiring (not most realistic). They then vote at the same time by placing their pawn on the index card they have chosen. The player with the highest number of pawns on their index card wins and receives one token. If two or more players have the same number of pawns on their index card, they receive one token each.
  6. The cards used must now be discarded.
  7. Begin the next round by rotating the dealer role to the left.

Ending the game

Once players have exhausted the deck or time for the session is up, the game is over. The winner is the player with the most victory tokens at the end of the game.

Flag of the European Union, a blue banner with a circle of twelve yellow stars. Creative Commons Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) license symbols.

Vision Cards:

These pages contain printable cut-out cards for the game. Each card is labelled "VISION" and describes a specific type of future. Examples include:

  • RADICAL
  • UNEXPECTED
  • SUSTAINABLE
  • EMPATHIC
  • CREATIVE
  • SOCIAL
  • PROSPEROUS
  • EQUAL
  • FREE
  • THRILLING
  • INDIVIDUALIST
  • PEACEFUL
  • COOPERATIVE
  • CARING
  • CONNECTED
  • OPTIMISED
  • HOPEFUL
  • JUST
  • DIGITAL

Object Cards:

These pages contain printable cut-out cards for the game. Each card is labelled "OBJECT" and describes a main 'thing' to be imagined. Examples include:

  • COMMUNITY
  • BUILDING
  • APP
  • PLOT OF LAND
  • COMPANY
  • TOOL
  • ALGORITHM
  • PERSON
  • VEHICLE
  • SCHOOL
  • HEADSET
  • WEARABLE
  • PLATFORM
  • EVENT
  • LIBRARY
  • HOUSE
  • PUBLIC SERVICE
  • TECHNOLOGY
  • DOCUMENT
  • PRODUCT
  • DEVICE
  • ROOM
  • ROBOT
  • DECISION
  • SCREEN
  • BUILDING
  • MACHINE
  • PERSON
  • GAME
  • MAP
  • ARTWORK
  • SHELF
  • IMPLANT
  • PIECE OF CLOTHING
  • SHOW
  • WILDCARD
  • TEAM

Topic Cards:

These pages contain printable cut-out cards for the game. Each card is labelled "TOPIC" and describes a topic area, context, or theme for the idea. Examples include:

  • MACHINE LEARNING
  • IDENTITY
  • BIG DATA
  • CITIES
  • MIGRATION
  • POLITICS
  • ARTIFICIAL INTELLIGENCE
  • WEALTH
  • JUSTICE
  • DISEASE
  • HEALTH
  • EDUCATION
  • WOMEN
  • FAMILY
  • WELLBEING
  • HAPPINESS
  • COMMUNITY
  • RULE OF LAW
  • SUSTAINABILITY
  • CRYPTOCURRENCY
  • WORK
  • ELECTIONS
  • DATA PRIVACY
  • MISINFORMATION
  • AUTOMATION
  • MEMORY
  • GENETICS
  • COMMUNICATION
  • MOBILITY
  • PLANET
  • EQUALITY
  • HUMAN RIGHTS
  • ACTIVISM
  • ENERGY
  • OIL
  • GOVERNANCE
  • WILDCARD

Index Card Templates:

This page provides four printable index card templates for players to use during the game. Each template has spaces for "Vision," "Object," and "Topic" cards, a "Title," and a section to "Describe the thing..."

Game Board Template:

This page contains a visual template for the main game board, which includes sections for "IN A FUTURE THAT IS (VISION)", "THERE IS A (OBJECT)", and "RELATED TO (TOPIC)", along with the question "WHAT IS IT?". This board is used to place the chosen prompt cards during gameplay.

Authors

Codrina Cretu

Codrina Cretu

Codrina Cretu

Mission Manager, sustainable future mission

Codrina is mission manager for the sustainable future mission.

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Matt Stokes

Matt Stokes

Matt Stokes

Senior Researcher, Government Innovation

Matt was a senior researcher working on the collaborative economy and digital social innovation.

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Tom Symons

Tom Symons

Tom Symons

Deputy Director, fairer start mission

Tom was the deputy mission director for the fairer start mission at Nesta.

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