Aquasition A family friendly water conservation card game
Goal
Be the last player remaining. Your Water Meter reaches 10 points and you are out.
Players
2 to 6 players, ages 10 and up.
Team
Sonal, Shimona, Lydia. CCA, 2026.
Timeline
1 week. Figma, FigJam and paper.
The problem
Most people don't think about how much water they use. It runs, it goes away, it shows up again the next day. Easy to ignore. So we started by asking why people waste it.
Invisibility
Water runs, water disappears. Out of sight, out of mind.
Habit
Long showers. Running taps. Nobody's counting.
Bystander effect
Someone else's problem. Someone else's bill.
Weak education
Facts on a poster don't change behavior.
The brief became simple: close the gap between awareness and behavior. Make it personal. Make it social. Make it a game.
Early ideas
Before Aquasition, we sketched three directions. None of them quite worked. That is where the real game started to take shape.
Water Tower
Stack tokens to represent rising water levels.
Pretty. Not tense.Flow Guardians
Collaborate to protect a river's flow.
Friendly. Forgettable.Aqua Uno
Card trading and matching with a water twist.
Fun. The lesson didn't land.Then we added one rule: hit 10 water points, you're out. Suddenly, people cared about their own water. And everyone else's. The game wrote itself from there.
Game design principles
- 01
Engagement
Competitive sabotage mechanics (Attack cards) and deep economic decisions (the Marketplace) to keep players emotionally invested.
- 02
Learning through play
Your Water Meter is a penalty. Every wasteful action fills it up. Reach 10 points and you are eliminated.
- 03
Social interaction
The game forces discussion, defense, and fragile alliances. The Attack and No Thanks cards create a dynamic social loop of risk and negotiation.
- 04
Replayability
The randomized Event deck and the constantly shifting Conservation Marketplace mean players must adapt their strategy every time.
Game components
2 essential resources and 3 decks.
New



Rules and turn actions
GoalYour Water Meter reaches 10 points and you are out.
APlay 1 Economy card and 1 Attack or Event card from your hand in any order
+1
/
BBuy from the Marketplace
Spend coins to buy one Conservation card from the Marketplace. The effect applies straight away, the card is discarded, and the Marketplace fills up again.
Marketplace refillsCDefense: No Thanks Out of turn
When someone plays an Attack card against you, play this card immediately to cancel it. You do not need to wait for your turn. Remember to refill your hand to 5 cards on your next turn.
→
DDraw step
Draw from the Special Card deck until you have 5 cards in hand again. Always end your turn with 5 cards.





Special rule
At any point, players can choose to pool 20 coins to buy the Special Conservation card. Once bought, every player's Water Meter drops by 3 points. A rare moment of teamwork in an otherwise competitive game.
NewThe cards
Three decks run the game. Consumption cards punish. Conservation cards redeem. Special cards create the social chaos that makes every round unpredictable.
Water Consumption
Received only when another player targets you with an Attack card. You don't choose to draw these.




Water Conservation
Bought from the Marketplace with coins. You choose when to buy these.




Special cards
The wild cards.




Playtesting
We playtested with real players across multiple rounds at CCA. Watching strangers argue over Attack cards and scramble to buy Conservation cards told us the design was working.
The card system was the most fun part to design. Each card features a round character whose expression shifts with the stakes. Click through a full game round below.
Looking back
- 01
What playtesting taught us
Watching real players taught us more than any design review. Players skipped rules, misread cards, and ignored the Water Meter until it was too late. We simplified the turn structure twice before it finally felt natural.
- 02
What early feedback changed
Players were collecting Water Tokens like points to earn, not a penalty to avoid. So we replaced the tokens with the Water Meter, a visual scale that made rising consumption feel like a warning, not a reward. We also refined the card language, simplified the turn order, and added the Special Community card for a moment of shared stakes.
- 03
What we would do differently
Every playtest opened with ten minutes of confusion before anyone had fun. A simple quick start card, or a tutorial built into the first round, would have fixed this. Something for the next version.