Top Trumps Cards and Board Games


Board Games and Card Packs

Collaborative games designed to be played with business volunteers or by young people on their own.

Young people will explore -

 

- Possible Careers 

- Action Steps to that help build a balanced life

- Wellbeing

- Futures in Engineering

- Jobs in Law and Finance 

- How Engineers help achieve UN Sustainability Goals 


Card Games

Side pic

Top Trumps Job Pack

60 different jobs in a lively format with a range of games to play with business volunteers, helping young people see the skills and attitudes required in a wide range of different jobs. Targeting the 7 to 12 age range . See more about this card pack and related resources here

Top Trumps Engineering Jobs Pack. "Engineering Curiosity"

52 Cards representing emerging trends and future jobs in 13 engineering sectors see more about this pack here

Crossing Coasts - Top Trumps card pack celebrating the UKs Windrush Generations

52 Cards - Real people from the pioneers of the 50's and 60's through to the young people in school imagining their careers. 13 different sectors revealing characters who make Bristol what it is today as well as internationally famous people see more

Board Games

Build My Future

A collaborative game for six 13 year-olds that grows a character from age 13 to 25 year. A day activity that completes when the 13 year-olds create their character as a life size puppet that comes into school to explain how action steps taken at age 13 can help balance aspects of life which in turn will lead to success and happiness. See more here

Halyon - 'A second chance on a distant planet'

This game for ages 13 upwards. It is being designed in collaboration with a Design Committee of Volunteer Engineers. It creates a scenario in which six players act as different engineering sectors attempting to colonise a distant green and peaceful planet. The players must meet UN Sustainability Goals or leave the planet. The game creates a decolonised and sustainable approach to the future and the role that engineers play in building either 'bright green' or 'dark green' futures.  In schools student teams are supported by trained business volunteers and the session ends with each team entering the' teleportation chamber' to report their success or failures to to see if they can stay on the planet See more here


Outcomes

  • Ice-breakers for volunteers meeting up with young people in school or at their business
  • Young people see how action steps taken early help balance aspects of life which helps achieve success and happiness
  • Awareness of opportunities beyond school 
  • Raised aspirations and awareness of the purpose of learning   
  • Understanding how climate change and technology is changing the future of work