Goal of the Game:
The goal of the game is to create a simulation of a week (7 days) in a support group. After the game ends, everyone decides who is the most helpful/supportive player and celebrates them.
How to set up the game:
Each player picks up 3 Support cards. These support cards can only be used during your turn. This can not be used on yourself, only on others.
Each player picks up a Character card and a Mental Condition card, which one they prefer more, otherwise do it randomly. Based on the Mental Condition card, each player picks up the corresponding Personal Goal card.
The group then picks up one Team Goal card. (This is an optional goal that greatly benefits the players upon completion)
Each player takes their starting money based on their Character card, and any other resource (pills) based on their Mental Condition card.
The group would then combine and shuffle the Event cards into one.
Each player places their pawns on the Mental Health Board, starting at 2.
Playing the Game
Game Duration: Turn-based, ending after 5 rounds.
Turn Order: The player with the least starting money goes first, and turns proceed counter-clockwise.
Each player’s turn goes like this:
At the beginning of the game, each player introduces their Character, what Mental Condition they have, and what their Personal Goal is (be creative on the narrative, let your roleplaying imagination shine!)
Turn Phases:
At the start of your turn, If you have $4 or less, you enter a frugal life style, -1 mental health. This will be counted before paying rent.
Phase 1: Financial
You must pay your living expenses (2$) to the bank.
If your Mental Condition card requires you to pay any additional money or mental health points, you also do it here.
If you want to send other people some money, you can also do it here. Keep in mind trading from you is only allowed on your turn
Phase 2: Event
Pick up an Event card and follow the instructions on the card.
Check your Mental Condition to see if there are any additional effects.
Phase 3: Actions
You can either choose to go to work, rest, attend a social event OR gamble.
Work: -2 mental health, earn your wage (not applicable for Students/Unemployed).
Rest: Mental health stays the same, no wage earned.
Attend Social Event: +1 mental health, but lose $2.
Gamble: Bet money (at least $3)
Roll (1-3): -1 mental health, no money back
Roll (4-6): +1 mental health, gain double the money you bet
Before your turn ends, you can give other players one of your Support cards in your hand. Note: they cannot be used outside of your turn.
Mental Health Points:
If your mental health points reach -5, your mental state deteriorates to the point of no return and you die. Everyone else in the game will get their points declined by 3.
Rules:
If you don’t have money to pay for certain events, any money you have to pay will be converted to a loss of mental health points.
Your turn would have different effects depending on where you stand on the board.
Event Cards Will consist of 3 types:
Team Goals
Team goals are collaborative objectives that all players can work toward. Completing a team goal grants a buff that benefits everyone for the rest of the game.
Ending:
On the 6th round (Saturday), the game ends and players discuss and vote for whoever positively impacted the game the most. That person is crowned the MVP of the game.
Role Playing
Some cards/actions will require you to roleplay (e.g. support cards)
Of which, create a narrative that fits yours or the other person’s character. Be creative!
Game Rules