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GAME DIRECTIONS:
In this game,
13 positive actions in random order have been selected that may add
healthy years to your life, and 13 of the most destructive actions
in random order have been selected that often result in poor health.
The positive actions are listed and described in the numbered black
boxes on the top half of the game board. The negative actions
are listed in the numbered red boxes on the bottom half of
the game board. Print game boards by clicking on the link
below.
Each player
has his own game board. One deck of regular playing cards is needed
if two players, two decks if four players, etc. Shuffle the cards
and deal 13 face-up to each player. Player goes through the cards
received, separates the black and the red cards, and places them in
two horizontal rows (one for the black cards and one for the red
cards) from lowest to highest. An ace is counted as a one, jacks as
11, queens as 12, and kings as 13. Player removes any black
duplicates. For example, a player might have a 3 of spades and a 3
of clubs. One of the cards is turned back to the dealer. Do the same
with the red cards. If you wish to use the game boards to keep track
of what you have, there are squares at the end of each row which you
may mark. The game boards are also designed for your use in planning
and monitoring your real-life success plan for a longer, healthier
life.
The object of
the game is to obtain any black number cards missing and to remove
any red cards.
Before
actually starting the game, have players talk about their current
game board situations. They name the black numbers they have and how
the positive actions are adding to their life and how the negative
actions are taking away from their life.
Each player is
given a pair of dice. Each player then announces a target black
number he or she wishes to achieve or a red number he or she wishes
to eliminate. On a roll, dice can be added or subtracted to reach
the desired target number. Snake eyes (two ones) results in a 13.
For example, one player might be trying to achieve a black 4.
Another player may have announced his or her target as a red 10. No
turns. All players roll their dice as quickly as they can. When a
player achieves target number, he or she calls it out. All dice
rolling is temporarily stopped while that player is given the
desired black card or is able to remove the unwanted red one. The
value of adding the black card or removing the red card in the
player’s actual life should be briefly mentioned. Players then
announce their new target numbers and play resumes. This continues
until one player has achieved all 13 black numbers and has no red
ones remaining. |