One such trading card entity, the Phylo Trading Card Game (referred to as the Phylo game in this paper) has potential for investigating influence on knowledge and perceptions. It was designed in reaction to the aforementioned popularity of Pokmon, utilizes various cards featuring flora and fauna, and is a competitive two-player game focused on building ecosystems from a deck of cards (Ng, 2015). Since it is open platform in design, decks and cards are easily available (e.g., as free print-your-own formats and non-revenue generating purchasable decks) and many have been subsequently created including species from various geographical locations (e.g., Colombian Andean ecosystem, British Columbian Bryophyte, Danish Ice Age). Decks have been hosted by organizations such as museums and academic institutions focused on biodiversity and other STEM concepts (e.g., the Women in Science and Engineering deck) (Jones, 2018). A continual stream of new decks continues to be produced worldwide ( ) and thus provides a unique opportunity to explore an educational tool that has unlimited and global potential for raising awareness of biodiversity.