R. Buckminster Fuller’s World Game proposes a radical transformation of planetary governance: instead of treating Earth as a battlefield of scarcity, nations, and zero-sum competition, humanity should treat it as an integrated design problem. Conceived as an “integrative resource utilization planning tool”, the World Game sought to combine global inventories, computational modelling, Dymaxion cartography, systems theory, and anticipatory design in order to test how the world’s resources might sustain all people without one group prospering at another’s expense . Its central intellectual gesture is the reversal of war-gaming: where military simulation assumes conflict, Fuller’s model assumes comprehensive mutual success. The document repeatedly frames Earth as “Spaceship Earth”, a finite, closed, interdependent life-support system whose crises arise not from absolute insufficiency but from misperception, fragmented knowledge, and inefficient resource deployment. A crucial case study is Fuller’s proposed computer-supported world resource simulation, displayed through world maps and trend visualisations capable of making slow, invisible planetary processes publicly apprehensible. This visual pedagogy matters because political action, Fuller argues, depends upon what societies can collectively see. His concept of synergy further intensifies the argument: whole systems exhibit behaviours irreducible to their parts, so humanity cannot solve planetary problems through isolated national, disciplinary, or economic fragments. Ultimately, the World Game is both an educational apparatus and an ethical cosmology, insisting that design science can redirect technological capacity from militarised competition towards planetary abundance, ecological intelligence, and universal human flourishing.