Work
Applied game

Plan Bee

An applied game for nine to twelve year olds about the decline of pollinators, played with cards, paper money and a phone.

Type
Applied game
Role
Game design, UI and illustration
Year
2020
Plan Bee card deck, showing an illustrated Apple Seed card and the hexagonal bee logo on the card back.

The brief

Craft an applied gaming experience on an environmental theme. We took the decline of pollinators and the threat it poses to global food production, and built a game that lets children feel that link rather than be told it.

Plan Bee is a mixed media card game that teaches the direct impact of pollinators on the food we eat.

Why pollinators

The dependency is easy to state and hard to feel. Pollination sits underneath a third of what ends up on a plate, and most of that work is done by an animal whose numbers are falling.

80%
of all flowering plants need pollination.
80%
of those crops depend to some extent on honey bees.
35%
of global food production depends on pollinators in some way.

What is happening to the bees

Bee populations are declining worldwide, wild and domestic alike, with the clearest reporting from managed populations in Europe and the United States. Managed colonies in the US have fallen steadily over roughly sixty years.

1947
1970
1990
2014

Managed bee populations in the United States, shown relative to the 1947 peak.

Four causes

The decline in bees, and in many other pollinators, is attributed to four major reasons. Each one became an event in the game.

Industrialisation
of agriculture and beekeeping
Modern pesticides
systemic, and lethal to honey bees
The Varroa destructor
a mite spreading rapidly through colonies
Global warming
climate change the bees cannot outrun

Who it is for

Two audiences, with different jobs. Students aged nine to twelve, who love being the expert, will not read the rules, and are working out who they are while staying part of the group. And teachers, who need ways to engage a class and already know where each student is strong or weak.

How a turn works

Turn based, up to four players plus the bank. Each turn is short enough to keep a class moving.

01
Start turn
02
Pick a pollinator
02
Or buy crops
03
Match pollinator and crop
04
Check the recipe in AR
05
Fill it and get paid
06
End turn

The two dashed steps are the choice each player makes at the top of their turn.

The physical half

The cards had to appeal to nine to twelve year olds, so every crop is drawn rather than photographed, and each one sits in the same hexagon frame. Seed cards are bought from the market. Pollinator cards are drawn blind from a shuffled pile. Paper money gives each player a starting balance they have to invest and grow to survive.

An Apple Seed crop card, with an illustrated apple inside a hexagonal frame and a bee token in the corner.
Seed card, bought from the market
A Bee pollinator card, a bee badge on deep purple above the word Pollinator.
Pollinator card, drawn at random
A Plan Bee twenty note, a red and white bill with a hexagonal 20 at its centre framed by flowers and pollinator badges in the corners.
Paper money, in denominations players invest and earn back

The digital half

A good part of the game is digital, and the two halves are tied together with augmented reality. Players hold a phone over a physical card to check whether a recipe is actually fulfilled, which keeps the screen in service of the table rather than replacing it.

The Plan Bee start screen, the hexagonal logo on deep purple above Start and Quit.
Start screen
The recipe screen, showing four orders with their payouts beside a market list of crop seed prices.
Orders and the market
The augmented reality screen, a phone held over a card showing a broccoli seed in the game kitchen.
Checking a card in AR
An event warning screen announcing Industrialisation and instructing players to remove two bee cards.
An event firing

Events, and the clock

This is the mechanism the whole game turns on. Time does not pass in minutes. It passes in recipes served, and every milestone fires a real-world cause of bee decline that permanently removes cards from the pollinator deck. The resource you need most gets scarcer the better you play.

4 recipes
18 bee cards left
Industrialisation
Industrial agriculture and harmful farming practice cut the bee population by 10%.
Remove 2 bee cards
8 recipes
13 bee cards left
The Pesticide Backfire
New pesticides on the market turn out to be lethal to honey bees. The population falls 30%.
Remove 5 bee cards
12 recipes
11 bee cards left
The Varroa Destructor
A wave of Varroa mite infestation hits the colonies. The population falls 20%.
Remove 2 bee cards
14 recipes
9 bee cards left
Forced Migration
Commercial, domesticated bees drop sharply under bad beekeeping practice. A 30% fall.
Remove 2 bee cards
17 recipes
5 bee cards left
The Globe is Warming Up
Fluctuating climates reach even the bees, cutting the population by 60%. Final recipe rush.
Remove 5 bee cards

Seed prices inflate against the same clock, so the cost of playing climbs as the means of playing shrink. The end game coincides with a rate hike nobody can meet.

Who wins

With some heavy Monopoly influence, the winner is the player holding the most money and assets. The point underneath it is the opposite one.

Nobody actually wins in the grand scheme of things.

On the table

A render of the finished game set up for play, with the market stand, player screens and card decks around a round table.

Type and colour

Roboto throughout, for legibility at card size and on screen. Purple carries the brand, with secondary tones for crops, money and growth.

#391966
#93278f
#936952
#ffd580
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What next

This was a quarantine project, so it is missing the part that most needs a room full of people: playtesting with the age group it was built for. The next pass is to playtest, iterate and refine the balance, particularly the pace of the event timeline against how fast a class actually serves recipes.

Read the game design document

Credits

A team project, made in 2020.

Shreeya Achar Jennifer Horo Rujul Shringarpure S Niyati