Carked It! A Card Game About Life, Death and Beyond

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Carked It! is a card game designed to stimulate conversations about life’s end. Play for laughs with friends or at gatherings, it’s a great way to get to know one another. It is also a great ice-breaker to facilitate difficult discussions about life, death and what we want.


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  • CHALLENGE
  • SOLUTION
  • IMPACT
  • MORE
  • The design challenge was to find a way to engage people in conversations about death that is not scary and is accessible. The Good Death Impact Network has identified six levers for shifting systemic conditions to improve death and dying experiences in Australia. The challenge is to address the deeply held mindset that fears ageing and death, which is often considered taboo. Additionally, the challenge involves addressing the misconception that medical systems alone can prevent and manage death, and providing information that explains the diverse options available and the complex narrative that typically occurs.

  • Carked It! is a card game about death and dying engaging people in conversations about death in a humorous and accessible way. The game was co-designed with the Good Death Impact Network and aims to spark conversations through fun and gamification. Throughout the design process, key moments included brainstorming funny ways to die, prototyping, and playtesting with diverse groups. Roadblocks were encountered in ensuring the game struck the right balance between humour and sensitivity. The end solution was achieved by incorporating humorous scenarios and thought-provoking questions, creating a safe and enjoyable space for discussing death and dying.

  • Carked It! has been successfully sold in multiple countries, fostering meaningful conversations about end-of-life topics among individuals, families,as well as institutions that deal with palliative care and ageing. Feedback indicates that the game has facilitated profound conversations, allowing people to explore existential questions about life and their aspirations. By printing the game locally in Australia, the project supports local businesses and reduces carbon footprint. Further evaluation will be conducted to assess the project’s ongoing impact and effectiveness.

  • The key design features of the game include decisions on whether it would be digital or not, multiplayer or solo, and collaborative or competitive. The aim was to create an equitable game that represents everyone, which is why a skeleton was chosen as the main character. The skeleton is gender-neutral, ageless, and diverse in colour, ensuring inclusivity. The game was developed over a span of two years, involving input from various stakeholders in the end-of-life system. To challenge the narrative that only ”old people” die, young people and staff at a palliative care facility for youth were consulted, resulting in the inclusion of card mechanics inspired by their curiosity and desire to play. A key design consideration was how to educate players without being boring. Some cards were designed to raise awareness and prompt self-reflection on topics like wills and advance care plans. Sensitivity was also addressed in representing topics such as voluntary assisted dying, faith, religion, and culture, ensuring a balanced and unbiased approach in both images and language. Additionally, an easy-to-use Starter Will kit was designed to address the fact that 52% of people do not have a will.