What's included

Everything you need to run it

Everything comes ready to play. Five decks, a facilitator guide, and printable resources, plus an online hub of tools you can use if you want them.

The cards

Five decks, one game

Every round is built from these five kinds of cards.

Town
10 unique towns
Opportunity
22 real challenges
Bylaws
22 business rules
Wildcard
22 surprise twists
Aha!
10 reflection prompts
Choose your edition

Ways to play

Pick the one that fits your group. A classic set, a bigger set for larger groups, or a digital version. Running a whole class online with phones and a projector? That is Live Rooms, on its own or bundled with Classic.

Virtual

Private link · play anywhere

A digital version you run from a link. No printing, no installs. See how it works.

  • Complete digital deck
  • Works on any device
  • Great for remote & hybrid classes
  • Town Hall tools included
Most popular

Classic

86 cards · teams of 3–5

The full physical game. Five decks, ready to deal, good for one classroom or group.

  • Town, Opportunity, Bylaw, Wildcard & Aha! decks
  • Business Blueprint & Quick Rules
  • Facilitator guide included
  • Town Hall resource hub access
Coming soon

Extended

172 cards · for bigger groups

Twice the cards: up to 10 teams at once, with spares for Wildcards and second rounds.

  • Everything in Classic
  • Extra town, opportunity & wildcard cards
  • Built for multiple teams
  • Town Hall resource hub access
More than cards

Every copy unlocks Town Hall

Scan the QR code on your cards and you're in. It's got the tools and printables you need to run a session.

Session TimerPhase-by-phase, with a Wildcard flash
Ask the MayorAn in-game rules & gameplay helper
Pitch ScorecardRubric scoring or a quick class vote
Facilitator GuideRun it start to finish
WorksheetsBusiness Blueprint & handouts
CertificatesCertificate of Completion
Name tags & tentsTeam & role labels
The real thing

Made to sit on the table

Awesomeville cards spread out on a table A teal Town card called Floatania, a floating town of houseboats with quirks like no electricity and everyone gets sea sick
Good to know

Questions, answered

Who is it for?

Ages 12+, from middle school through university and adult workshops. No business background is needed; the cards do the teaching.

How many players?

Teams of 3 to 5. Run it with a single small group, or a whole classroom playing several teams at once.

How long does a game take?

Pick a 45, 60, 90-minute, or 3-hour format. The seven steps stay the same, you just spend more or less time on each.

Do I need to prepare anything?

Not much. You can deal the cards and go. If you want to prepare, the resource hub has a facilitator guide, worksheets, and printables ready to use.

Can it be reused?

Yes. A new town, opportunity, and twist every round means it plays out differently every single time.

Do students need devices?

No. The game runs on cards and paper. There are extra resources you can reach by scanning the QR code on the cards, but they're optional.

Bring Awesomeville to your students

Join the waitlist and I'll email you when it launches, plus early pricing and free classroom resources.

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