The World Game is R. Buckminster Fuller's ambitious proposal, conceived in the 1960s, to address humanity's most pressing challenges through collaborative, data-driven simulation. Its stated objective — "Make the world work, for 100% of humanity, in the shortest possible time, through spontaneous cooperation, without ecological offense or the disadvantage of anyone" — remains among the most audacious win conditions ever articulated for a game. Fuller chose the word "game" deliberately: he wanted the work of planetary resource management to be accessible to everyone, not reserved for the elite few. The World Game's architecture comprised a comprehensive World Resources Inventory, the Dymaxion Map (Fuller's distortion-free projection showing Earth as a single island), the Geoscope (an envisioned immersive spherical display for visualising global data), and a simulation engine for "What If" scenario-building. Early workshops at the New York Studio School in 1969 demonstrated the concept: twenty-seven students, working on butcher paper over a Dymaxion Map, devised a strategy to end global energy poverty within a decade. The full computerised vision was never realised in Fuller's lifetime, but its conceptual legacy endures in sustainability models, the United Nations' Sustainable Development Goals, and contemporary citizen-science platforms. The Academy hosts the World Game in the World School because it is the paradigmatic case of a game designed not to entertain but to redesign: a playable model of the planet itself, offered to anyone willing to take the controls.