From We Believe by Ann Fields and Joan Goodwin (UUA)
Goal:
To build self-esteem and recognize their own inherent worth
Materials:
1 game board (needs assembly) – Page 1, Page 2, Page 3, Page 4
playing pieces (need to personalize)
Life cards – Page 1, Page 2, Page 3
Basic cards (more on Life card & button pages)
In-Herent worth "buttons" (can be attached to clothing with sticky tape)
1 die
Preparation:
Everyone makes a playing piece by cutting out a strip with an outlined figure and drawing or coloring in features, then rolling and taping the strip so that the figure will stand up.
Cut out cards and place on game board where indicated. "In-HEREnt Worth Buttons" should be concealed until game ends.
How To Play:
The player or team with the most Experience Points wins. Eperience Points are won by landing on a Life space, drawing an age-appropriate Life card and discussing.
Leader beings game by having players palce their playing pieces at the School space, the Movies, or the Pizza space. It’s their choice!
1) Oldest player begins by rolling the die, taking the top Basic card, reading it aloud for discussion. (Leader’s Note: discussion is the real goal of the game, so get players involved. Ask questions like, "If this were you would it mean you were worth more or less as a person? Do you know anyone described by the card? Does this affect inherent worth?" Of course, the answer in all cases is a resounding "No!" Encourage a resounding response.)
2) Player then moves the number of spaces on the die. Players may move in any one direction, forward or backword. Younger players may be helped or may move forward only. Players will want to land where they can draw the most Life cards (to win Experience Points): when they land on Park or Mall, they get to draw two Life cards; on Life, only one.
3) When a player lands on a Life, Park, or Mall space, the player immediately draws a Life card (or cards) appropriate to his/her age. Read and discuss. (A discussion of feelings is appropriate. "If this were you, how would you feel? What might others think of you? Does this affect your inherent worth?") After discussion, the player gets one Experience Point for each Life card discussed. (Leader may wish to keep track of Experience scares — or players can keep their own scores.) The turn ends. Player to his/her right takes the next turn.
4) If player lands on a Go (Back) To space, s/he proceeds immediately to the space indicated and the turn ends, unless it is to the Park or the Mall where the player then draws two Life cards.
5) The game can continue indefinately. Shuffle and reuse cards as necessary.
6) When time is up, players check their scores. The player with the most Experience Points wins an In-HEREnt Worth Button. "Does winning or losing affect your inerent worth?" A resounding "NO!" So everyone gets a button.
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Quest for Meaning is a program of the Church of the Larger Fellowship (CLF).
As a Unitarian Universalist congregation with no geographical boundary, the CLF creates global spiritual community, rooted in profound love, which cultivates wonder, imagination, and the courage to act.