Created by @joojokyei
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CENTRE TILE All players position their pawns on this tile at the beginning of the game.
They take turns to roll the behaviour die (emoji die).
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Players who roll the smiling or winking face begin their journey. This roll is called the booster roll.
BOOSTER ROLL
START TILE
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Players receive 3 behaviour cards and 3 morale chips (MCs) when they start or return after a relapse
Players roll the traditional die, then start counting on the start tile.
After a RELAPSE players: Return to the centre tile Return all behaviour cards and MCs to the deck Require a booster roll to restart play Restart from either the Comeback start tile or comeback tile, tile depending on where they relapsed
ALERT TILE
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Players lose or gain MCs depending on their response.
The player picks up an alert card.
The player then responds to the card with 1 of their 3 behaviour cards. (Cards are replaced with a new a new one from the deckafter use)
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Morale Chips (MCs) serve as the recovery capital. They are required to complete the game and are gained or lost depending on a player’s response to events during the game. Players RELAPSE when they lose all their MCs
There are 2 types of alert cards: postive (PURPLE) cards and negative (RED) cards
There are 3 types of behaviour cards: Ability cards
Motivational cards Trigger cards
When a player picks up a negative alert card, they need to play any one of the following cards in order to gain an MC: Low Motiovation card (Puple card with L) A Difficult to do card (Black card with D) or The Wild card (Butterfly card)
When any other card is played, the player loses an MC
LIGHT BULB MOMENT TILE Players respond to this tile by picking up the inspirational card and reading it out loud.
Inspirational cards are affirmations and inspirational quotes that can also generate discussions.
GRATITUDE & LET GO TILES Players respond to these tiles with the emoji die. In order to gain an MC, players need a booster roll.
BOOSTER ROLL
HALT TRAP TILE
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Players remain on this tile until they either get a booster roll or show a Difficult-to-do ability card (Black card with D). Players gain an MC when they do
CONTROLLED ROLL
DOWNER ROLL
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Players lose an MC each time they get a downer roll or show an Easy-to-do card (Black card with E). Players neither lose nor gain an MC when they get a controlled roll Players can opt to miss a turn and pay one MC to swap a card from their hand with the top card from the deck. This can only be done once when a player lands on the tile
PROTECTIVE TILE Players respond to this tile with the trigger card (Gold card) to gain an MC. Players who do not have this card do not lose any MCs.
STRENGTH TILE Players respond to this tile with the Easy-to-do card (Black card with E) to gain an MC. Players who do not have this card do not lose any MCs.
PLAN TILE Players have the opportunity to SWAP ONE of the behaviour cards. This is NOT mandatory.
Players have the opportunity to replenish part or all of their cards with the plan card
BAD DAY SPOT
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Players respond to this tile with the trigger card (Gold card).
Alternatively players can prevent downward movement with a booster roll.
Players who do not play this card lose 2 MCs and move down to the light bulb tile as indicated by the arrow. BOOSTER ROLL
EPIPHANY TILE Players respond to this tile with the High Motivation card (PURPLE card with H) and receive 3 MCs. Players who do not have this card do not lose any MCs.
CROSSOVER TILE Players have the opportunity to finish the game when they reach this tile and have any of the following
Before the game, players can set the criteria for finishing. (i.e. number of MCs)
An Epiphany Horse or 7+ MCs or 5+ MCs and a High Motivation card Players continue round the board if they do not meet the above criteria.
Epiphany Horse
INTERACTIONS DOWNER ROLL
When 2 or more players meet on the same tile, the last player to arrive rolls the behaviour die.
A DOWNER roll will mean all players lose TWO MCs.
BOOSTER ROLL
A BOOSTER roll will mean all players gain 1 MC.
CONTROLLED ROLL
A CONTROLLED roll will mean no loss nor gain of MCs.
To avoid losing MCs, players can present the trigger card (Gold card), the butterfly card or the epiphany horse
FINISH TILE This is the tile with the butterfly. This tile marks the end of the game.
@ in s p ir a d o h u b s