About this KNoT
CyberNations is a semi-cooperative board game about leading a community through an uncertain near-future Australia. Players take on different roles, balancing shared goals with personal agendas as they respond to crises, negotiate priorities, and shape the future together.
At its heart, the game is about leadership in complex systems and intergenerational fairness: feedback loops, disruption, adaptation, and the difficult trade-offs involved in collective decision-making. Every choice changes the world, and each game leaves a persistent legacy for the next group of players through the evolving Chronicle.
CyberNations is developed at the ANU School of Cybernetics to help people explore systems thinking in a social, hands-on way. Today, it’s being used in classrooms, workshops, and community settings to spark discussion about resilience, leadership, and the futures we want to build together.
Preparation
What You’ll Learn
In this session, you will:
- Receive a brief introduction to systems modelling;
- Play a facilitated game of CyberNations;
- As a group, discuss your experience and share insights.
Learning Resources
- An introduction to cybernetics (Ashby, 1961, Chapman & Hall), pp202-205
- Homo Ludens (Huizinga, 1949, Routledge) p1
- Gaming: the future’s language (Duke, 1974), p170-171
- Cardboard Ghosts: using physical games to model & critique systems (Holland, 2025, Taylor & Francis), pp58-64
- Inayatullah, S. ‘Gaming, Ways of Knowing, and Futures’, Journal of Futures Studies, Dec. 2017, 22(2): 101–106
- Gaming Utopia: Ludic worlds in art, design and media (Pederson, 2021, Indiana University Press) p230
Tips & Advice
How to Complete This KNoT
The game as a system:
How does the game behave as system?
Were there times where you had a particularly strong (positive or negative) reaction? What do these reactions tell you?
- What were the tension between the overall mission goals and your individual goals Were there trade-offs that you had to manage?
Were you able to align your strategy with others in the game? What helped or made it harder to do that?
Does the game remind you of particular situations you have experienced in your life, education or work?
Are there parts of the game that feel particularly realistic or unrealistic?
Looking forward:
What is the key learning you are taking from this playthrough?
Are there you will do differently from now on (in a future play of the game or in your own context?)
What do you need to research, ask or talk about? With whom and when?
Facilited By
Thomas Biedermann
Collaborator
School of Cybernetics