This project will only be funded if it reaches its goal by .
WildCRU Game: Global Carnivore Conservation
WildCRU Game: Global Carnivore Conservation
This is a co-operative board-game based on WildCRU research projects: try and save endangered carnivores across the world!
This is a co-operative board-game based on WildCRU research projects: try and save endangered carnivores across the world! Read more
This project will only be funded if it reaches its goal by .
Real stories, real research and real people.
That's right.... The WildCRU Game Global Carnivore Conservation features stories and research of projects directed by real researchers!
We have designed this game as an educational tool, but also as a fun board game, for use by families, schools, or anyone interested in wildlife conservation. With a playing time of 45-60 minutes, we hope educators will consider having this game in their lessons, and if our stretch goals are reached, we will send this game across the world to countries where encountering one of these animals is an every-day reality.
2-4 Players, Ages 12+, 45- 90 min
The WildCRU Game is co-operative: players work together as key WildCRU Characters (such as Director, Postdoctoral Researcher, etc.) to gather resources to help them complete their research projects. There are six projects - five featuring iconic carnivores: African lions of Zimbabwe, Andean Bears, Ethiopian Wolves, Canadian Swift Foxes, and Malaysian Clouded Leopards; and one, the herbivorous UK water vole.
Players will gather resources through choose-your-own-adventure style encounters.
Resources allow players to make the most of answering Research Questions, which, if answered correctly, will let players draw tiles and reveal the Vegetation, Herbivores, Competitor Carnivores, and their intended Study Species of their study site.
Players win when victory conditions of all their chosen projects are reached. They lose if any one of the Projects fail, which could be caused by a Global Event, or by answering too many Research Questions incorrectly.
The choose-your-own-adventure encounters have been compiled from real-life experiences of our researchers, and the Research questions are based on actual research, so this game has a lot of education and knowledge behind it, as well as being a fun challenge.
The Rule book is available to view here: WildCRU Game Rule Book (PDF, 2.3 MB)
The Quick Play Guide is available to view here: WildCRU Game Quick Play Guide (PDF, 1 MB)
The game is played in rounds of two phases, Character Activation, and Global Event, until players either win by setting up all their chosen projects, or lose by failing any project, or incorrectly answering too many Research Questions.
Regardless of the number of players, there will always be 4 Characters used per game. In the Character Activation phase Characters can be activated in any order, and may choose to either move twice, move once and act, or just act. Movement is from a location to its neighbour using an air, land or sea, travel route. Actions can be attempting an Encounter, Communicate, answering a Research Question, or answering a Reforest/Reintroduction Question.
- Encounters are choose-your-own-adventure style situations that have been compiled from the experiences of our WildCRU researchers. Choose your response, read the resulting paragraph, and see if you have been successful. Successful Encounters will gather Resources for a project (Personnel, Field Equipment, Research Equipment, or Transport). The more Resources a project has, the more of its Study Site can be revealed with a correctly answered Research Question.
- Communicate is an action conducted at airports where a player can transfer a piece of Research Equipment to another Project.
- Research Questions and Reforest/Reintroduction Questions are the main way by which you will win the game, and prevent your project from failing. The Study Sites of each project are made up of a number of tokens representing Vegetation, Herbivores, Competitor Carnivores, and your Study Species Carnivore. These are shuffled in a cup or bag for each project, and the main way to win the game is to draw these tokens by answering Research Questions, which are based in real biology and ecological subjects. However, the tokens in your project's supply or even sometimes on the board are vulnerable to the effects of Global Events, and so to prevent your project from failing you may need to instead answer a Reforest/Reintroduction question to return tokens back into your Project's supply.
The more resources your project has gathered, the more tokens you can draw for a successfully answered Research Question. However, as you reveal more of your site, the questions will get harder, representing how answering the bigger questions about a site, such as locating and mapping different types of flora and fauna, are easier than getting into the exact detail of your study species numbers, movements, and hunting patterns.
If you get a Research Question wrong, then you move the Research Error tracker for that project: if you make too many mistakes in your Research, the project might fail and the game will end!
After each Character has been activated once, a Global Event is drawn and resolved, and the Characters begin their next activation phase.
The WildCRU (Wildlife Conservation Research Unit) was founded in 1986 by Professor David Macdonald, the University of Oxford's first Professor in Wildlife Conservation, and now contains over 50 researchers, students, and associates who work all over the world on a huge variety of species, and wider conservation issues. The WildCRU is dedicated to using science and evidence-based solutions to real-world conservation issues.
We have designed the WildCRU Game: Global Carnivore Conservation to engage the public with the work that we do and we hope that you will support us in this cause.
If you'd like to reach out to us you can do so via email at firstname.lastname@example.org or via the following social media platforms:
Dr Cedric Tan is a Lecturer and Researcher at WildCRU. He is leading a programme of learning with innovative teaching methods, through gaming and role-play. He has previously developed Eco-Divo, an educational card game based on UK food web ecology, and the Roundtable for Sustainable Palm Oil Smallholders Board Game, where player learn about the best practices of sustainable palm oil production.
Jennifer Spencer is an Administrator for the WildCRU Postgraduate Diploma in International Wildlife Conservation Practice, and an avid board-gamer. She games regularly with different groups in Oxford, as well as designing her own role-play games as a hobby.
Celeste Tan is a designer by name and an artist at heart, her works are produced by faith, prompted by love and inspired by hope. Besides creating educational games on a freelance basis, she loves to cycle, hand letter and make a meaningful impact in everything she does.
We have already created a PDF/printable version of the game, and have play tested it across many different age groups, and people of varying levels of knowledge about conservation. The game is complete in design, so this Kickstarter is about funding physical copies of the game for people who are interested. This Kickstarter, if successful, will create professionally produced versions of the game using the US-based company Panda Game Manufacturing, whose previous projects include world-renowned games such as Pandemic and Dead of Winter.
Any donations not for a full copy of the game will be collated at the end of the campaign, and will be used to produce game copies which can be sent to schools and communities across the world who would not otherwise have access to resources like these. WildCRU works closely with several schools and universities across the world, and with your help we would be able to send a copy of the game to them so they can engage with the work we're doing in their countries with their wildlife.
"This game was very enjoyable, it was connected to 'real-life' conservation decisions and stimulated discussions with other players on the challenges in conservation" – Conservation biologist
“Entertaining, motivational, creative!"– Lecturer in Physics
"The game allows you to think creatively and I have had a lot of fun learning about conservation!" – GCSE student
As this is our first Kickstarter project we will be charging shipping once the Kickstarter is over, based on the actual costs. All backers will be informed of the final costs of shipping, which will be done from WildCRU’s main office in the UK. We are sorry we cannot be exact about shipping costs at this time, we will be updating you as we learn more, e.g. once a prototype is completed. Costs may rise or fall from the levels below based on the final game weight and dimensions, so please keep in mind these are just estimates.
Europe (including EEA): £25
USA and Canada: £35
Rest of the World: £45
In the event of any issues, we intend to keep backers informed with regular updates to any problems or delays encountered during production. This is our first Kickstarter project, and if it is successful we would like to proceed with future conservation-based games, and so we will be striving to ensure our backers are satisfied.
As the icon above denote, we are happy to be offering EU-friendly shipping.
Get the firsts! Get the game before it is available on the shelves. You will be able to receive the print and play version before December 2018.
Help the locals! With the contributions left over, we will be able to donate the full game to local schools and communities living at the countries we work in.
Save money! The best prices are available to our Kickstarter backers. You can see the discounts at the pledges.
Be informed! We'll have regular updates by our pledge manager and game designers.
Are you a retailer and interested in purchasing the WIldCRU game? We’d love to hear from you! Please get in touch with us via Kickstarter or email at email@example.com!
Risks and challenges
The game has been designed, and play-tested. The only challenges relate to problems which may arise in the production process, and distribution of the printed games.
The games are being produced in the United States, which was a decision made on both cost and quality considerations (the manufacturer we have chosen has a proven record of excellent game production) and we are based in the United Kingdom, so the expected timeline includes several key elements:
- production, shipping, and checking a prototype of the game
- the production of the game run
- successful manufacturing of the game
- shipping of the game run from the US to the UK
- worldwide distribution to our backers