Legacy PowersPlay to lead

A strategy card game from Kigali

Take your seat.

A crisis is on the table. You hold three moves real leaders made. Play one, defend it out loud, and win the vote.

On the table now

Rwanda Vision 2050

In the box

Made for a real table.

Each collection comes in its own box, for two to ten players around a table. It works in a classroom, an office or at home, and it needs no phone or internet. Hover over a deck to flip through some of its cards.

Shop the decks
Legacy
Powers
Legacy
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Legacy
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AI Rwanda.

My move is to promote ethical AI, invest in research and local solutions, and prepare youth for AI careers.

Legacy Powers■ Power

Smart Rwanda.

My move is to support digital skills, build smart infrastructure, and use technology to solve challenges.

Legacy Powers■ Power
45Power cards
Legacy
Powers
Legacy
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Legacy
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Legacy
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How do you close the digital divide and ensure everyone can participate in the digital economy?

Many people still lack access to reliable internet, devices, and digital skills. This digital gap limits education, innovation, and equal opportunities.

Legacy Powers▲ Crisis

What do you give up to keep them?

Rwanda trains engineers, doctors and developers, and a steady share leave for better-paid work abroad within a few years of qualifying.

Legacy Powers▲ Crisis
45Crisis cards

Phase One

Eleven collections.

Each one has 90 cards drawn from African history and policy. Schools and companies can also commission a collection on their own subject.

Bruce Sakindi, creator and founder of Legacy Powers, in his library
Bruce Sakindi

From the creator

We are not rewriting history itself, but challenging the ownership of its narrative: who tells it, who gets remembered, and who is recognised for shaping the world.

Bruce was reading about Nomzamo Madikizela Mandela and Thomas Sankara and asking what it really takes to lead as they did. He made Legacy Powers so people could argue those choices for themselves.

Bruce SakindiCreator and Founder · Kigali, Rwanda

Read his letter →

Exploration workshop · Only 30 places

Turn a game into a book.

In this workshop, thirty people play a crisis together, look into the evidence, and then write about it. Whatever they write is published under their own names. Ten high-school students, ten university students and ten professionals, at one table.

DrainPolicy brief
Digital divideConcept note
Environmental degradationBook chapter
DisunityPolicy brief
Infrastructure gapPolicy brief
UnemploymentConcept note
TradeBook chapter
BelongingPolicy brief

Illustrative titles. Every crisis in the deck can become one.