Rules

Objective
Work together to reach a positive score.
Components
Event deck: 34 total cards comprised of 26 stressor (red) and positive event cards (yellow), 4 “Ask for Help” cards, and 4 ”Milestone” cards.
Action Deck: 40 cards comprised of 16 (blue) positive coping skills, 16 (gray) negative coping skills and 8 (purple) neutral coping skills.
Single 6-sided die
Setup and Game Structure
•Shuffle the Event deck and place in the middle, in reach of all players. Shuffle the Action deck and deal all cards.
•Game is played over 3 rounds with 10 hands per round.
Scoring
•Total all the coping cards for the hand and subtract or add the value of the event card.
•Add each hand to collect the round score.
Game Play
The active player will flip the first event card and leave this face up visible to all players.
The active player will choose a coping skill card they might use, or think would best be used to deal with the event. Going clockwise, all players will play one coping skill for the same event.
After everyone has played one coping card from their hand against the event card, total the coping card points minus (or plus) the event card point value and record this as your hand total. The active player will clear the used cards from the play area setting them to the side and play continues with the next person to the left becoming the active player.
Play continues until all cards in players hands have been used. Total up the score of each hand to produce the round score.
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Special Event Cards
1)Ask for Help-If you flip over an “Ask for Help” card, place the card with your action cards. You can choose to play this card in addition to a coping skill card at any point during the round. When played, roll the die for the value and add it to the hand score.
2)Milestone- If you flip over a “Milestone” card, this card is a positive life event that you will roll the die to determine the value of the card. Play continues as normal.
Game End
The game ends after 3 rounds. Total the score of each round to see how you did. A positive score wins. Use the range below to see just how skillfully your team coped!
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Negative: Ask for help
0-9: Learning New Skills
10-19: Coping Well
20+: Strong Coping
Example
Joey flips the event card: Late homework worth -1 point. Joey then plays a positive coping card from his hand: Listening to music +1. Followed by Gemma who plays a neutral coping card: scrolling social media for 0 points, Brandon plays a positive coping card of cleaning +1, The score is now at positive 1. Sophie decides to play one of her negative coping cards: procrastination -1. This leaves the score for the first hand at 0 points.
Play continues until all cards in players hands have been used. Total up the score of each hand to produce the round score.
Videos
We know mental health can be a sensitive topic. Below we have provided a video on "Mental Health” to consider resources to reach out to if you are going through a difficult experience at this moment of your life.