Absolutely brilliant idea! My clients love love love this game that is so much more! Fantastic tool for helping everyone to deal with their emotions in a more healthy way 10/10!Davina
THE OBJECT OF THE GAME:
To collect at least 16 survival kit tokens whilst interacting with the game and other players, and to be the first back to the safe place. The winner is the person with the most points at the end of the game. Bonus points are awarded for the first back to the level four safe place: 10 points. The game is then over and all players calculate their number of tokens. Each token is worth 1 point, apart from the Crisis Alert Token which deducts 1 point for each token still held.
All players receive one event card at the beginning of the game.
First roll the number dice, highest goes first. If you roll a double at any point in the game, you roll the symbol dice. Players move around the board, responding to the symbols and performing the various actions. Landing on a QRIXEL SQUARE means you pick up that colour card and follow the instructions. If you land on the spin symbol you spin the spinner. If you land on a token symbol you take one of the tokens and place it on your survival kit board.
When you fill the first section of your board you can move your piece to the second level board safe place (your colour square house symbol). Players continue around the current board until they level up.
Players follow instructions on the cards, sometimes this involves other players. The cards have QR Codes for scanning with a QR Code Scanner App and a smart phone. The game can be played without this feature, although the game will not be as rich in content. QR Codes link to online content, and importantly to helpful sites dealing with various subject matters and crisis events in children’s lives, such as bullying, bereavement, family breakdown, etc.
The card pack that is supplied with the game is for one theme: Bullying for ages: 8-12 years. [Other expansion packs of cards can be purchased and cover a wider set of themes and age groups up to young adults]. The cards are four types:
ACTION cards involve the player following the instructions and could mean giving another player a token, taking another turn, spinning again, etc.
THERAPY cards have QR codes for their content and require scanning. They link to the player’s online ‘therapy’ which could be listening to a short piece of music, looking at a picture etc. They also contain links to the various help organisations, e.g. Young Minds, Childline, etc.
EVENT cards set the scene. They describe a particular crisis event. Every player receives one card at the beginning of the game. Landing on the Qrisis Event Card square, or spinning or rolling for it, mean you take a new Event Card and return the old to the bottom of the pack. The Event cards also contain QR codes and link to content such as sounds, images, etc.
EMOTION cards, involve the player thinking about how they feel and responding in various ways, such as drawing how they feel,etc.
Certain actions, such as drawing pictures or writing down words or speaking to other players, are timed with the sand timer. Actions must not take longer than 30 seconds!
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