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SDG Coverage Matrix

Five primary SDGs, four secondary, eight untargeted. Each row links to a per-SDG mapping page where applicable.

# SDG Emphasis Mechanics Sample cards
1 No Poverty Secondary
  • Bankruptcy ending models economic collapse (solo loss)
  • Energy access tied to facility ownership
  • Subsidy / bailout cards model state poverty interventions
Foreign Investment E1, Foreign Investment E2, Energy Subsidy, Infrastructure Bailout…
2 Zero Hunger
3 Good Health and Well-being
4 Quality Education Secondary
  • The game itself is the SDG 4.7 instrument
  • Per-card educational fact field (verified citations on every card)
  • Debrief-first design (facilitator notes ship with each ending type)
5 Gender Equality
6 Clean Water and Sanitation
7 Affordable and Clean Energy Primary
  • 12-facility build system with explicit cost / output / pollution columns
  • Era-gated renewable unlock cadence (Industrial Dawn → Sustainable Future)
  • Renewable Pathway co-op win (≥60% renewables by round 18 with pollution < 300)
Solar Panel Oversupply, Solar RD Grant, Perovskite Solar Breakthrough, Nuclear Treaty Signed…
8 Decent Work and Economic Growth
9 Industry, Innovation and Infrastructure Secondary
  • Tech-flavored Policy cards as a one-shot breakthrough channel within the 33-card Policy pool
  • Era-gated technology unlock timeline
  • Implicit tech tree across eras: Steam_Engine → Steam_Turbine → Smart_Grid → Nuclear_Fusion
Steam Engine Breakthrough, Silicon Valley Startup, Blockchain, Nuclear Fusion…
10 Reduced Inequalities Secondary
  • Per-seat asymmetric outcomes — empires diverge across 30 rounds
  • Hostile-takeover and toll mechanics model power asymmetry between players
  • Jail tile and Mercenaries cards model coercive power imbalances
Foreign Takeover, Foreign Investment E1, Foreign Investment E2, Mercenaries…
11 Sustainable Cities and Communities Primary
  • Urban tile type as a buildable terrain category
  • Facility builds reshape tile economics for the rest of the game
  • Grid Blackout era variants escalate severity from era 2 to era 4
Industrial Revolution, Railway Expansion, Smog Emergency, Smog Fog Crisis…
12 Responsible Consumption and Production Primary
  • Per-seat energy ledger creates a visible consumption stock
  • Energy deficit converts to pollution at a 5-pollution-per-unit rate
  • Decommission refund (50% of build cost) makes responsible retirement economically rational
Plastic Ban Enacted, Green Bills Enact, Energy Subsidy, Dirty Industry Surge…
13 Climate Action Primary
  • Global pollution counter visible to all players every turn
  • Tipping Point loss at 600 pollution (collective failure)
  • Stock-flow dynamics: pollution accumulates and is only reduced by specific cards
Paris Climate Agreement, Net Zero Movement, Direct Air Capture, Climate Adaptation Strategy E1…
14 Life Below Water
15 Life on Land
16 Peace, Justice and Strong Institutions
17 Partnerships for the Goals Primary
  • Trading tile — explicit per-turn cooperation slot
  • Renewable Pathway co-op win requires four-player coordination
  • Mitigate cards can be played on opponents (gift of defense)
UN Green Pact Support, UN Green Pact Support III, International Green Funding, Foreign Investment E1…

Untargeted SDGs (2, 3, 5, 6, 8, 14, 15, 16) are out of scope for v1 of the game. They are not absent from the SDG framework — they are absent from this game's design intent. A genuinely cross-cutting climate intervention would touch all 17; Watts and Wealth chooses depth on energy / climate / partnerships over surface coverage.