Every town needs a big idea
Students draw a town, find a problem worth solving, and build a business to fix it. It's a card game, so it doesn't feel like homework.
Preparing for launch. Ordering is not open yet; join the waitlist for launch pricing.
One pack. 5 teams. Up to 25 participants. A complete entrepreneurship experience in one class period.
Entrepreneurship card game · Ages 12+ · Teams of 3–5 · No business background needed
How Awesomeville works
Start with a town
Every town is different, so no two games go the same way.
Solve what matters
Teams work on real problems. Clean water, food, jobs, that kind of thing.
Pitch like a founder
They pitch their idea to the room. No business background needed.
A game you can hold in your hands
Five colour-coded decks of real printed cards. You deal them out on a table and the ideas start showing up.
Made for every kind of classroom
No business background needed. It works just as well with students who have never once thought about starting a company.
Real skills, almost no prep
No business background needed
Students start playing right away. The cards do the teaching.
Ready in minutes
About 15 minutes to read the rules the first time. After that, deal the cards and go. No software, nothing to grade.
Fits any schedule
Run it in 45 to 90 minutes, or a three-hour deep dive. Same 7 steps either way.
Endlessly replayable
New town, new challenge every round. It never plays out the same way twice.
From a blank town to a bold pitch
What educators are saying
Bring Awesomeville to your students
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