Objective:
Join forces with other Karma Club Members in a battle against the factions to save the Human Race from the Six Deadly Plagues — Climate Change, Pollution, Overpopulation, Pandemics, Terrorism and War — before the Tipping Points end life on Earth for billions
2-8 PLAYERS AGES 10 – ADULT
REAL WORLD TIE-INS & PRIZES!
Battle Climate Change, Pollution, Overpopulation, Pandemics, Terrorism & War in the Race Against The Tipping Points of Time!
Compete Against Factions Actively Working to Defeat You & Secure Their Own Agendas:
> Pro Capitas
> Pro Techies
> Pro Trekkies
> Pro Earthers
Karma Club
Select your team from countries around the world and unite with other members of the Karma Club in the race to save humanity from extinction
Skull
It’s the battle between the forces of Social Responsibility and Global Citizenship Vs. Corporate Greed, Unbridled Tech, Fatalists and Militant Environmentalists
Dollars
What you do in the game doesn’t just stay in the game — It has life-changing implications in your life, your community and in the real world
Karma Clubs
Members select the Countries they represent, connect to form Teams that work to save Humanity through Kindness and Social Activism
Karma Coalitions
Collection of Karma Club Teams that mobilize on Continents around the World to form Strongholds to fight against the Tipping Points
Pro Earthers
Welcome the forces of Mother Nature to turn back the clock 10,000 years even if Humanity is reduced by billions and Civilization Falls
Pro Techies
Tech Rules and Advances in Automation are more important than the consequences it has on people’s Quality of LIfe
Pro Trekkies
Believe Mankind has Poisoned the Earth and our only hope is to Populate other Worlds
Pro Capita
Money is all that Matters. Other forces aren’t their concern. It’s always about Maximizing Profits
Pick your Karma Club countries and place them on the Earth. Each player has to move their countries down a different path until all the pathways have been used. Players cannot use the same pathway two turns in a row. Once you move down a pathway into the outer ring you must stay in the outer ring.
Each Player rolls two dice and must move two of their Karma Club countries during that turn. Once a player has moved all their countries to the outer circle, they can then move in either direction on the wheel.
When you land on a card, you are required to honor it, whatever the outcome. The objective is to land on more Karma Club cards than other cards to achieve more positive outcomes. Three types of Cards: Karma Cards; Tipping Point Cards; Faction Cards
When you land on another Karma Club country you are then linked and become a team.
Once you have teamed up with three countries you are now a Karma Coalition. When a Karma Coalition ends their movement and lands on a continent, they establish a permanent Karma Coalition Stronghold.
stay in place on their respective continents, and the countries no longer have to move. Their movement turns are taken out of the rotation.
Every complete round (all Karma Club members have moved all their countries) is the equivalent six months in real life.
Position Karma Coalition Strongholds on all continents around the world before the 10-year Tipping Points window closes in 20 turns. The Karma Club Member with the most countries under their color banner becomes the Regent of new World Order.
Movement
Karma Club Country Selection:
The number of countries each Karma Club Member controls is based on the number players that begin the game:
Karma Club Control
Members: Countries
2 10
3 6
4 5
5 4
6 3
7 3
8 2
Each Player rolls two dice and must move two of their Karma Club countries during that turn. Once a player has moved all their countries to the outer circle, they can then move in either direction on the wheel.
Colors
Map
2. Kindness Shared Story
3. Problem in their country & what needs to be done to solve it.
More Information
Karma Stickers & Coins:
Stickers from each Country
Coins from each Country
Cards:
Factions:
Karma Clubs
Karma Coalitions
Pro Earthers
Pro Techies
Pro Trekkies
Pro Capita
Loose Turn
Split TeamKarma Club
Daily PAKS
Membership
Volunteering
DonationsKarma Cards
Scenarios
Companies
Governments
Tipping Points
Factions
Problems Each Of The Continent Face:
• Africa: Pandemics, Hunger
• Europe: Fires
• Asia: Air Pollution, Water Pollution
• North America: Weather, Inequality, Health care
• South America: Energy
• Australia: Heat & Species Devastation
• Antarctica
• Zealandia
Oceans:
Pollution, Warming, Storms,
Conquered Climate Change, Pollution & Overpopulation
Combat Pandemics, Terrorism & War
Notes: Factions break up teams and coalitions
Stats
Continent Facts
Stats:
Integrate Real World Social Media Outreach into the game for bonuses …
Revamp educational system
Youth Learn & Earn
Basket & Bonding
Kindness Quotes in Game
Financial Literacy & Planning
Fundraising Items
Outreach & Activities
Events & Education
Corporate Social Responsibility
An Education & Action Game for 2-8 Players, Ages 10-Adult, 75-125 minutes.
• Game Cover
• Game Board
• Rules of the Game
• Country Flags
• Country Database
• Card Decks
• Movement Dice
• On-Line Tie-Ins
• Free Offers
• Discount Offers
• Rewards & Prizes