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FSYS lifeTCG

Live development started May 8th 2025 – for live updates click here

The Goal: To develop a narrative tool that inspires joyful learning, deepened consciousness, and real-world action in our transformation towards regenerative food systems.

International & urban-regional synchronous development as an Open Educational Resource (OER) and analog/digital Open-Source Game for the Creative Commons

Chapter 1 – the Card Crafters

A simultaneous Card Design Sprint and Pilot Test with two school classes – one in Nigeria, one in Germany.

This design challenge kicks off on June 2nd, 2025.
The goal: to create at least 30 fsys Quest Cards as a starter deck and test them in both schools before the summer holidays — along with a first prototype of the ACJ! Adventure Character Journal to track progress and skill points earned.

💡 Support This Project
We’re currently welcoming small-scale grants and mission-aligned funding to support the development of this open educational resource.

Built with a minimalist cost structure, the project is open to adoption or fiscal hosting by an internationally operating non-profit.

Full-time development based in Europe is possible with a monthly budget of just €1,800 (~$2,000).

We’re aiming for a slightly larger budget to actively include international partners — starting with pilot collaborations in Nigeria.

If this project resonates, contact André at [email protected] and have a chat. 🙂

Growing the Coop to cook the Game…

Biond.de serves organic, tasty, and healthy meals in schools, clinics, and homes across Germany.

Focalizer in Nigeria:

Ibrahim Gadzama, Jos, J-Town, North-Central Nigeria

Gamedesigner:

André Boeing from ktopia.eu,
also does webdesign and cloud
infrastructure

Ibrahim and André are both members of CoFSA, the
Conscious Food Systems Alliance
convened by UNDP.


Design Manifesto

This open, creative commons, educational game development journey is growing organically – guided by agile principles and rooted in early, analog prototypes. We begin with hands-on models that we can touch, test and explore in real-world living labs—together with diverse resonance groups in their fields, including young people. The feedback nurtures and shapes each iteration as we adapt responsively and intentionally.

What you’ll find here are early-stage drafts, shared openly as part of our live documentation. Things might feel a bit “nerdy,” complex, and complicated at first—but that’s part of the process. As the project plant continues to grow, it will distill down to its essence: clear, purposeful, accessible, playable, enjoyable – and helpful!

As we are developing a Game, we are free to be gameful and playful in our agile development sprints, too. Play is a life-long skill tree to be nurtured. 

Basic Principles

Taking Action in Real Life

the Quest Card Decks

Playing out Quest cards is the heart of the Game. Quests are concrete actions in our daily life that serve regenerative food systems. Completed Quest card build up the players deck in realtime.

The “Card Crafter Guild” works with the freely available Open-Source Krita template to create new cards that match the evolving guidelines.

Building up a Porfolio

The Adventure Character Journal!

Building our Card Decks, our Characters and seeing “them”, who are “us” grow in skills, experience and expertise.

Each time, a Quest card is being played out and completed, the experience, SDG and skill training we gained is being documented in the haptic Adventure Character Journal ACJ!

Testing us in scenarios

the SIMulacrum Boardgame

Taking our grown characters and decks out for a spin in epic challenges. The “Board Game Mode” is a save simulation for cooperative Food System Transformation missions, that would usually take months and years in the real world.

The Scenarios can now be faced as a team of diverse skills in 10-20 minutes. 

The collected cards are played live and in real-time in real life. Each card contains a concrete ‘Quest,’ a mission and task from the diverse thematic areas of our ‘Food Systems.’ When a Quest has been successfully completed, experience and skill points are recorded in the printed Adventure Character Journal (ACJ!), and the relevant SDGs are ticked off. The player’s own character and their ‘portfolio’ of concrete actions for the transformation of our food systems thus grows over the weeks, whenever fsys is played – at school, with friends, or with family.

In the cooperative board game modus with playing times of 10-20 minutes, the players can face epic challenges in the ‘Simulacrum’ with their character and the values they have built up. These simulations of real, major challenges in our planetary food systems require a variety of skills to be solved. This is where the built-up ‘card decks’ and character experiences come into play.

Example Walk-Through

Each day when you receive your school meal, you get a random fsys booster pack with 2 cards.

“Oh no!, I already have those cards!”
No problem – trade with your friends
It is, after all, a Trade Card Game 😉
Build your personal Power Deck with every meal!

Build-up of a card

Text Description (click here)

The cards are designed in the standard format of Trade Card Games like Magic, Yu-Gi-Oh!, Pokémon, Ninjago, etc. The commonly found card sleeves and collector binders can be reused for this game.

One side of a card displays one of the 4 simplified food system quadrants (Cultivating, Processing, Cooking & Eating, Waste) and how many Q points are awarded for completing the Quest. The higher the Q points, the more complex and time-consuming the Quests are.

Next to this, the skill points for ‘Knowledge/Learning,’ ‘Action/Doing,’ and ‘Awareness/Consciousness/Wisdom’ are shown.

Additionally, the Sustainable Development Goals (SDGs) addressed by the Quest are indicated.

This is followed by the narrative title of the Quest and the specific description of the task.

The QR code leads to the respective card’s webpage with further information, guides, videos, recipes, etc., related to the Quest.”

Or click the beige + squares on the card for an explanation.

Quadrants

One side of a card displays one of the 4 simplified food system quadrants (Cultivating, Processing, Cooking & Eating, Waste) and how many Q points are awarded for completing the Quest. The higher the Q points, the more complex and time-consuming the Quests are.

Tenets

skill points for ‘Knowledge/Learning,’ ‘Action/Doing,’ and ‘Awareness/Consciousness/Wisdom’ are shown.

SDG’s

Additionally, the Sustainable Development Goals (SDGs) addressed by the Quest are indicated.

Quest

narrative title of the Quest and the specific description of the task.

QR Code zur Karten Web Page

The QR code leads to the respective card’s webpage with further information, guides, videos, recipes, etc., related to the Quest.”

To see the card page with Quest resources, the QR code links to, !click here!

Game Elements

Playing Quest Cards

A “Quest” is an action, a mission, a concrete deed in our analog, real world. Played live in “Life” (lifeTCG).

Building Skill & SDG Points

Every time you successfully complete a Quest, you can record points for quadrants, tenets & skills in your Adventure Character Journal (ACJ!) and tick off experience points in the SDG progress bars.

The three symbols here stand for Knowledge (Brain),  Conscious Compassion / Wisdom (horizontal 8 and heart) and Ecosocial Action (Hands) that arises from the first 2 Tenets.

They also refer to the 3 Tenets of the Zen Peace Makers: Not-Knowing, Bearing Witness and Taking Action!.

The Adventure Character Journal (ACJ!)

inspired by Pen & Paper role-playing game character sheets

Your game character is built in real-time over the weeks, starting from the beginning of the game. You record your progress in experience and growing skills in your Adventure Character Journal – a high-quality print journal that fits in your pocket.

The Simulacrum Gameboard – short: THE SIM

Match Length: 10-20 Minutes

A cooperative board game with epic challenges in the global/planetary transformation – towards regenerative food systems.

In the Simulacrum, your decks and characters face cooperative challenges. These are epic, collaborative endeavors that would take weeks, months, years, or even decades in the real world. Within the Simulacrum, you can accelerate time and test possible solutions. A typical round lasts 10-20 minutes.

Your epic Challenge begins after drawing a random challenge card, which is then placed face-up in the center of the game board. The scenario, the challenge, requires your respective, accumulated team skills and SDG experience to be solved. And of course, a bit of luck with the dice 😉

The Simulacrum Scenario
coop Challenge

In the Simulacrum, your decks and characters face cooperative challenges in the transformation towards regenerative food systems. These are epic, collaborative endeavors that would take weeks, months, years, or even decades in the real world. Within the Simulacrum – short: the SIM, you can accelerate time, change conditions and test possible solutions.

Typical playtime: 10-20 minutes.
Players need their ACJ! Adventure Character Journals. The individual progress in Character skills and experience play into the scenario. A minimum of collective Experience Points through the symbols is required as a prerequisite to begin The epic SIM Coop Challenge

FSYS Simulacrum Scenario

Urgent Need! – Food Security

After many weeks of fleeing, your family has finally found a place to rest — at least for 30 days. Constantly moving from one warzone to the next has left everyone exhausted — physically and emotionally. In a bombed-out suburb, you encounter the village elder who stayed behind, not to slow the escape of others, but to surrender to Allah and to his fate.

The elder tells you about the ceasefire that comes into effect today — a pause in violence for exactly 30 days. He speaks of leftover flour and seeds, a water source that’s only lightly contaminated, and possibly other useful items that might help you rest and regain strength.

Explore the village. Look for resources. Find ways to nourish and sustain yourselves over the next 30 days with what you discover.

Solving the Challenge

One player will serve as the Challenge Master, opens the random envelope with the card, description and information just for the Challenge Master.

As in Pen&Paper Games, players now voice what they want to do. A dice comes into play to bring in randomness.

Grandpa takes the role of the Challenge Master. Tim and his father want to search the buildings, collect all food ingredients they can find and take inventory.

Dais and Lucy want to check the water, collect fire wood from the few dry bushes and see, how much they get together. The group decides to then take it from there.

To make the scenario even more engaging, the group could place objects on a tabletop and move figures representing their actions.  

As the group gets together again, Dais plays out her “Flatbread Baking” card from her deck and places the dough into a sand hole, covering it with sand and then burning a dry bush fire on top. This heats the sand and it becomes an oven for the covered dough. She has to turn it around some time to repeat the heating and a bread will be baked.

Lucy plays out her “Water Purification” Card and places a pot of dirt water from the source above the fire for boiling. They both save fire wood as they bake and boil water at the same time. The bread below the fire, the water above.

Tim found a big glass, some dry sprouting seeds, a small canister of purified water. From that he built a sprout growing place in the shadow.  If all goes well, this ensures edible Greens in 5-6 days.

Tim’s father found a sun reflection material and played out his card “Solar oven”. He found some almost rotten fruits and vegetables, cut away the bad parts and now grills the rest with the heat in the solar oven.  

….

This is a draft idea to build upon for the boardgame, coop scenario challenge. It is inspired by Pen&Paper Game Mechanics offering players immersion, choice, drawing from their character and skill builds and adding random outcomes with the dice.