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Learning by playing

Pedagogy

The learning theory behind the game — Kolb, Gee, Squire, and a regional re-framing.

01 · Eras

The arc of the game

Each era of Watts and Wealth replays a phase of real-world energy history. Scroll to walk through them.

Era 1: Industrial DawnEra 2: Oil RushEra 3: Nuclear & Early RenewablesEra 4: Sustainable Future
Rounds 1–6
Era 1 — Industrial Dawn
Era 1 · Industrial Dawn

Coal is cheap. Cheap is winning.

The board opens with coal and oil as the dominant facilities. Renewables exist but cost more, output less, and unlock no policy bonuses yet. Most playtests show players go all-in on fossil at this stage — exactly the historical 19th–20th-century pattern.

Rounds 1–6
Era 2 · Oil Rush

The crises start arriving.

Oil Crisis. Smog Emergency. Worker Union Strikes. The Event deck weight shifts: pollution-linked crises start hitting fossil-heavy players. Some pivot. Most double down — and pay round-end tariffs they didn't expect.

Rounds 7–13
Era 3 · Nuclear & Early Renewables

Real policy enters the board.

Paris Climate Agreement. Nuclear Treaty. Feed-in Tariff. Real policies — named, documented — unlock and reshape the economics. Renewable facilities become viable. The richest player isn't automatically winning anymore.

Rounds 14–19
Era 4 · Sustainable Future

Mitigate, transition, or collapse.

Net Zero Movement. Perovskite Breakthrough. Direct Air Capture. Late-era tech and mitigation cards arrive — but the pollution counter doesn't care. Either players co-op into ≥60% renewables, or everyone loses to the tipping point together.

Rounds 20–30
02 · Cards

Mechanics in your hand

Each card carries a learning hook — historical analogue, IPCC framing, or named real-world precedent. Hover or tap to flip.

Paris Climate Agreement
Policy E3
Paris Climate Agreement
Tap / hover to flip →
Paris Climate Agreement
Policy · Era 3

Coordinates a renewables-favourable global accord. Reduces pollution penalty for clean facilities and accelerates renewable build pacing.

Real-world: Adopted at COP21 in Dec 2015; the first universal climate agreement binding 195 parties to limit warming below 2°C.
1973 Oil Crisis
Event E2
1973 Oil Crisis
Tap / hover to flip →
1973 Oil Crisis
Event · Era 2

Fuel cost spike: oil-based facilities pay a heavy round-end tariff. Hits players whose grid still leans on oil mid-game.

Real-world: The OPEC embargo of Oct 1973 quadrupled crude prices in months, triggering global recession and the first serious push for energy diversification.
Climate Adaptation Strategy
Mitigate E1
Climate Adaptation Strategy
Tap / hover to flip →
Climate Adaptation Strategy
Mitigate · Era 1

Reactive defence: halves the next token loss inflicted by a card effect against you. Forces players to bank insurance before crises hit.

Real-world: The IPCC AR6 (2022) identifies adaptation finance as the single most underfunded climate-action gap across developing economies.
Perovskite Solar Breakthrough
Policy E4
Perovskite Solar Breakthrough
Tap / hover to flip →
Perovskite Solar Breakthrough
Policy · Era 4

Permanent upgrade to all the holder's solar facilities. Late-era pivot card that rewards earlier solar investment.

Real-world: Perovskite tandem cells crossed 33% efficiency in 2024 lab tests — significantly above pure-silicon's ~26% ceiling — and could halve grid-scale solar cost by 2030.
03 · Theory

Theoretical entries

Long-form chapters on the learning theory grounding the game design.