- 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
- 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
- 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
- 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
- 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
