inhabitation

In Inhabitation, players compete to be the first to get their fledgling civilizations to city-state status. Taking into account geographical factors, players choose a place to settle, establish a food supply, develop technologies, initiate trades, and build military might.

I created this game in collaboration with humanities educators at Quest to Learn. The goal was to create a game that brought the neolithic revolution to life.

As with all classroom games, I wanted to make the game simple and easily executable. More cards are easily produced by the teacher using colored paper and a photocopier. I also needed the game to be deep enough to hold student interest and teach them something about history. During the design process, I relied on student playtesting to identify successes and challenges in implementation.