CHARACTER BUILDING ory Hist CARD GAME
CHARACTER BUILDING ory Hist CARD GAME
Introduction: Uncovering History's 10 SuperQualities. Throughout history, exceptional individuals have transformed their communities and changed the world. These extraordinary "History SuperHeroes" possessed qualities like superpowers. These qualities, observed in those who shaped history, continue to inspire us today. They have the power to not only reshape our world but also to enhance our everyday actions, improving our relationships and our lives. Explore them through "History’s SuperPowers" - Card Game.
1. Compassion: Sympathetic consciousness of others’ distress together with a desire to alleviate it Complements: Caring, Understanding Transcends: Grief, Judgment A great example of an individual that developed compassion is Mahatma Gandhi.
Symbol of Compassion:
2. Courage: Mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty Complements: Boldness, Confidence Transcends: Fear, Self-doubt A great example of an individual that developed courage throughout their life is Nelson Mandela.
Symbol of Courage:
3. Generosity The quality of being kind, understanding, and not selfish; the quality of being generous. Complements: Kindness, Service Transcends: Stinginess, Self-centered A great example of an individual that developed generosity throughout their life is Princess Diana. -1-
Symbol of Generosity:
4. Determination A quality that makes you continue trying to do or achieve something that is difficult. Complements: Commitment, Tenaciousness Transcends: Complacency A great example of an individual that developed detrmination is Helen Keller
Symbol of Determination:
5. Assertiveness: Disposed to or characterized by bold or confident statements and behavior. Complements: Confidence, Courage Transcends: Self-doubt, Shyness A great example of an individual that developed assertiveness is Eleanor Roosevelt.
Symbol of Assertiveness:
6. Imagination: Having or showing an ability to think of new and interesting ideas; having or showing imagination Complements: Creativity Transcends: Ordinary, Rationalism A great example of an individual that developed imagination throughout their life is John Lennon.
Symbol of Imagination:
7. Adaptabillity: Mental or moral strength to adjust to particular needs or conditions. An adaptable person is skilled at dealing with change easily. Complements: Determination, Peace Transcends: Frustration A great example of an individual that developed adaptability throughout their life is Maya Angelou.
Symbol of Adaptability:
7. Persistence: Continued effort to do or achieve something despite difficulties, failure, or opposition. Complements: Commitment, Determination, Resilience Transcends: Laziness A great example of an individual that developed persistence throughout their life is Martin Luther King. -2-
Symbol of Persistence:
9. Resilience: The ability to recover quickly from illness, depression or sickness. Complements: Detachment, Understanding Transcends: Stubbornness A great example of an individual that developed resilience throughout their life is William Wilberforce.
Symbol of Resilience:
10. Mindfulness The quality of being being careful and attentive towards yourself and other people. Complements: Love, Serenity, Unity Transcends: Anger, Cruelty A great example of an individual that developed Mindfulness throughout their life is Thich Nhat Hanh.
Symbol of Mindfulness:
If you'd like to explore these qualities and the heroes who exemplified them throughout their lives in more depth, you can also refer to the book 'History’s Superheroes.' This book follows a similar structure and offers additional examples, stories, and interactive activities to help you better understand the concept of 'SuperPower' qualities.
You can find it here:
TellusMind.com
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Game Components: 60 Skill Building Cards 60 Discussion Cards 30 Action Cards 12 Inadequate Answer Cards 2 Timers 10 Superpower Cards 1 Cube
Aim of the game: The aim of the game is to develop the Superpower of your choice by collecting all the required Skill Building and Discussion Cards associated with that specific Superpower card.
Set up: 1. Lay the 10 Superpower Cards face-up on the table. 2. Distribute two Inadequate Answer Cards to each player at the beginning of the game. 3. Each player chooses one Superpower Card they want to pursue during the game. They must announce their choice at the start of the game. 4. To keep track of the order of play, the starting player should have the red cube in front of them. The red cube indicates the player who will take their turn after the extra turns are finished. 5. (Optional rule: Start 15-minute timer to begin the first round).
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Gameplay There are 3 different ways to play the game: Variant 1:
1. Players take turns trying to collect Skill Building or Discussion Cards that have symbols of special powers on them. 2. To collect a card, a player must answer the question on it within 30 seconds. 3. If they answer correctly within the time limit, they keep the card and choose a token from the options shown at the bottom of the card. 4. However, if a player cannot answer the question on time, they do not keep the card. 5. Players can strategically use their Inadequate Answer Cards to prevent another player from keeping a card. Each player has 2 Inadequate Answer Cards (2 per 20-minutes round or the whole game without a timer). When an Inadequate Answer Card is used, the answering player does not keep the card they answered for that turn. 6. If Inadequate Answer Cards aren't used during a 20-minute round, they can be exchanged for a chance to answer another Skill Building or Discussion Card of the player's choice. Each card can be exchanged for one attempt. 7. Players need to collect Skill Building and Discussion Cards that include symbols matching the ones shown on the Superpower Card they want to obtain. 8. Discussion Cards have a bonus question. Other players provide advice and answer the bonus question. The player with the Discussion Card chooses the best answer. The player who gives the best answer gets an immediate turn to draw and answer another card. The turn order may change during bonus rounds. 9. The round continues with players taking turns and answering questions until the 20-minute timer runs out (optional) or until one player collects the cards needed according to their Superpower Card. 10. When a player collects all the necessary Skill Building and Discussion cards, they must complete a challenge from an Action card. -5-
Variant 2: Three+ players variant 1. Players take turns choosing cards from the skill-building and discussion decks. They are free to select any card they prefer. 2. The player who selects a card then poses the question on that card to the other players. Each player, in turn, answers the question. Once all players have provided their answers, the player who asked the question selects the best response. 3. The player with the best answer receives the card. 4. If the card in question is a discussion card, the player who collects the card asks a bonus question to determine which player will select the next card to ask a question. The player who provides the best answer to the bonus question is the next to go. 5. Players continue to collect cards until the optional 20-minute timer expires or until they accumulate the required number of cards associated with special qualities of the Superpower card. 6. When a player collects all the necessary Skill Building and Discussion cards, they must complete a challenge from an Action card.
Variant 3: Two players - Cooperative or solo game 1. In this variant, the player (or players) select a card and contemplate the question, or they can choose to reflect on the question in writing. In a two-player game, they have the option to discuss the question until they are satisfied with their answers. 2. If they find that the card's discussion doesn't lead to a satisfactory conclusion, they can mutually decide that the card will not be considered when determining whether they meet the requirements outlined on the Superpower card. 3. When a player collects all the necessary Skill Building and Discussion cards, they must complete a challenge from an Action card.
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Example Round: Variant 1:
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Players: Alice (chooses Superpower card: "Courage") Bob (chooses Superpower card: "Resilience") Charlie (chooses Superpower card: "Mindfulness")
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Alice's Turn (Extra Turn): Alice draws a Skill Building Card: "Explain a scenario where understanding someone's thoughts is valuable." She doesn't answer in time and can't keep the card. -7-
Sand timer 30 seconds
Turn 2: Bob's Turn Bob gets the red cube. He picks a Discussion Card: "Have you ever disobeyed a rule to do good for someone, and was it the right decision?" Bob answers: "I once gave answers to a sick classmate in a test to avoid him failing. It felt right to support him." Bob's answer is satisfactory, so he keeps the card. Bonus Question of the Discussion card: Bob reads the bonus question: "Share a rulebreaking experience that influenced your view on helping others while respecting rules." Charlie and Alice answer. Bob picks Alice's response as the best, so she gets an extra turn.
20 minutes
Round Start: Flip the 20-minute sand timer to begin the round. Alice starts and has the red cube, indicating she is the starting player. Turn 1: Alice's Turn Alice selects a Skill Building Card: "How do you handle challenging situations where you feel afraid?" Alice has 30 seconds to respond. Alice answers: "I try to take a deep breath and remind myself that being afraid is normal, but I shouldn't let fear control my actions." Alice's answer is good enough, and she keeps the card.
Discussion Card
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Turn 3: Charlie's Turn Charlie takes his turn. He draws a Discussion Card: "Describe a life lesson from a past mistake." Charlie hesitates but manages to answer: "I once made a hasty decision that had severe consequences. From that, I learned a lot!" He answers within the time limit. However, Bob believes that Charlie's answer is not satisfactory and decides to use one of his Inadequate Answer Cards. He raises the card and declares that he's using it to challenge Charlie's response. Since Charlie's answer was deemed inadequate by Bob, he does not get to keep the Discussion Card he chose. The card is returned to the deck, and Charlie misses the chance to earn a card for this turn. Bonus Question of the Discussion card (Continued): Charlie asks the bonus question: "How did any past mistake shape your decision-making and personal growth?" Alice and Bob share their thoughts. Bob’s answer is picked as the best, so he gets an extra turn. The red cube goes back to Alice to indicate that she will be the next player after the extra turns are finished.
Inadequate Answer Card
Skill Building Card
Game Continuing: The game continues with players taking turns, answering questions, and collecting cards based on their chosen Superpower until the 20-minutea timer runs out. If you don’t play the timer option then the game continues as long as you run out of the Superpower Cards.
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SuperPower Card
The player with the most Superpower cards at the end of the round is the winner. Keep in mind that a player collects all the Skill building cards and Discussion cards then they have to complete an Action card before they move on to another superpower card.
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