Serious Game Ideas Week 4

  1. Mind Matters (Monopoly-Style Mental Health Game)
  • Goal: Stay mentally balanced, not rich
  • Win/Lose: Cooperative win if players avoid burnout; group loss if too many burn out
  • Money – Energy Points: Used for all actions
  • Properties – Life Areas: School, Work, Friends, Sleep, Hobbies
  • Railroads – Support Systems: Therapy, Family, Friends
  • Utilities – Coping Skills: Exercise, Mindfulness, Journaling
  • Houses/Hotels – Habits & Routines: Help energy, overbuilding causes burnout
  • Chance/Community Chest – Stressors & Support
  • Jail – Burnout: Pause, rest, or accept help to recover
  • Message: Balance matters, burnout is real, and asking for help is part of the game
  1. Panic Attack! (Exploding Kittens-Style Mental Health Card Game)
  • Type: Fast party card game (2-6 players, 10-15 min)
  • Goal: Avoid panic spirals and survive the deck
  • Panic Cards: Knock you out unless defused
  • Coping Cards: Breathing, Grounding, Text a Friend (cancel Panic)
  • Stress Cards: Force draws, skips, shuffles
  • Avoidance Cards: Skip, See the Future, Shuffle
  • Twist:
    • Coping cards are limited
    • Some Panic cards require help from another player
  • Win: Last player standing or cooperative survival
  • Message: Panic is sudden, coping takes effort, support matters
  1. Unhelpful Advice – (Based on Bad Thearapist but better bc that game is not good)
  • Type: Party card game | 3-8 players | 15-20 minutes
  • Goal: Win rounds by matching the worst advice to serious mental health prompts
  • Prompt Cards: Real struggles (anxiety, burnout, imposter syndrome, loneliness)
  • Advice Cards: Wildly unhelpful, tone-deaf, or cliché responses
  • Judge Role: One player picks the “most realistically awful” advice
  • Scoring: Judge awards a point to the winning advice
  • Twist:
    • Occasional Reality Check Cards pause the game to share what actual helpful support looks like
    • Optional debrief at the end of rounds
  • Tone: Dark humor with boundaries (no slurs, no glamorizing harm)
  • Message: Bad advice is common, listening matters, and mental health isn’t one-size-fits-all
  1. Dear Me – Therapy Edition (Journaling Mental Health Game)
  • Setting: Individual or group therapy, school counseling
  • Players: 1–6 or solo
  • Goal: Guided self-reflection and emotional regulation
  • Levels:
    • Grounding – identify emotions and body sensations
    • Reflection – explore patterns and self-talk
    • Growth – values, strengths, future goals
  • Journaling:
    • Timed writing (2-5 minutes per prompt)
    • Writing required, sharing optional
    • Skipping is allowed without explanation
  • Therapist Cards:
    • Pause (breathing/grounding)
    • Reframe (thought challenges)
    • Strengths (coping skills)
  • Win Condition: None
  • Message: Self-awareness, consent, and healing over performance
  1. Spoon Buffet (Sushi Go – Style Mental Health Game)
  • Type: Drafting/set-building card game | 2-5 players | 15-20 min
  • Goal: Manage your “spoons” (energy) each day and avoid burnout
  • Card Types:
    • Task Cards – Work, School, Chores (cost spoons)
    • Self-Care Cards – Sleep, Exercise, Mindfulness (restore spoons)
    • Support Cards – Friends, Therapy, Family (protect or boost spoons)
    • Stress Cards – Anxiety, Overcommitment, Unexpected Events (drain spoons unless countered)
  • Mechanics:
    • Draft one card per round, pass the rest (like Sushi Go!)
    • Plan to avoid running out of spoons
    • Some Stress cards require help from other players
  • Scoring / Win:
    • Points for ending with the most spoons preserved
    • Penalties for “spoon debt” (overexertion)
    • Optional cooperative mode: group wins by balancing total spoons
  • Message:
    • Mental health is finite; energy management matters
    • Self-care restores energy; support prevents burnout
    • Recognizing limits is key; overextending has consequences

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