Economic Simulation Board Games Codexery

Existensminimum

A board game about surviving poverty.

Existensminimum

Existensminimum, a Swedish board game from 2003, puts players in the role of people struggling to get by on or below the poverty line. Instead of chasing riches, the goal is simply to survive—and maybe scrape together enough for a car, an education, or other basics. Income comes from social welfare, unemployment benefits, picking blueberries, or temporary work in nursing homes.

The game was created by Ann-Sofie Persson, a single mother of five, along with her friends Anna and David Lindmark. Persson grew frustrated with board games that focused on becoming a millionaire, saying they had nothing to do with her life. She wanted a game that reflected her own experiences.

At the 2003 Nolia Trade Fair, Existensminimum was nominated for Best Innovation, but major game companies passed on publishing it because of its grim theme. So Persson and the Lindmarks self-published 530 copies. When those sold out, they ordered a second print run. In 2020, a local newspaper called it an “anonymous cult classic,” noting a resurgence of interest during the economic hardships of the COVID pandemic.

Field
Board game design
Nationality
Swedish
Known for
Simulating poverty survival in a board game
Produced
2003
Designers
Ann-Sofie Persson, Anna Lindmark, David Lindmark

Lore & Background

Existensminimum (Swedish for 'Minimum Subsistence') was created by Ann-Sofie Persson, a single mother of five, along with Anna and David Lindmark. Persson found that many board games where players accumulate wealth were unrealistic, saying 'I wanted to buy a fun game, but they were all about becoming a millionaire. They had nothing to do with my life.' She decided to create a game closer to her own experiences. The object of the game is not to accumulate extreme wealth but rather to 'survive' and perhaps save enough to gain a car, an education and other basic needs. Rather than buying and selling thousands of shares, players earn minimal income from social welfare, unemployment insurance, blueberry picking and temporary employment in nursing homes.

Reader's Guide

Existensminimum matters as a rare board game that directly addresses economic hardship and poverty, offering a counterpoint to mainstream games focused on wealth accumulation. Its nomination for Best Innovation at the Nolia Trade Fair in 2003 highlights its conceptual merit, though large game companies declined to publish it due to its downbeat theme. Persson and the Lindblats self-published 530 copies, and a second print run was ordered when the first sold out. In 2020, Västerbottens Mellanbygd called the game an 'anonymous cult classic' that had seen a resurgence of interest due to economic hardships brought on by the COVID pandemic. The game's legacy lies in its honest portrayal of life at the poverty line and its grassroots success despite industry rejection.

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