About Deal With Your S#!T
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Deal with your S#!t is a gamified model of life geared towards anybody with capacity to tackle conversations and reflections about all of the complex factors at play. During gameplay, players work through life’s “S#!t to Deal With” in order to earn “Good Feels”, using healthy, and sometimes unhealthy, “Ways to Deal” cards. Players learn about community, teamwork, isolation, money, luck, and the consequences of your choices. Deal with your S#!t is intended to support meaningful engagement with serious topics in a humorous, fun, and accessible way. It is a game suitable for anybody with the capacity to handle conversations and reflections about life’s most challenging topics ages 14 and up, and as young as 12 years old with an adult present. Although the game tackles difficult topics with humor, players must feel comfortable with engaging with potentially triggering topics.
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Play with any combination of these variants.
Economic Inequality – Each player roles a dice to determine their starting # of coins.
Teams, Families, Clans, and Factions – Break into equal teams, pick a victory option, and see which team can band together to collect the most good-feels.
Collaborative Group Play – See how many good-feels your group can earn in a period of time. Compare your scores to prior rounds. Good for 2 players.
Healthcare Variant – Each player roles a dice to determine their health insurance status. Roll 1-2: Normal Healthcare Rules. Roll 3-4: Player does not have insurance and cannot mental mental or health care cards (only coins). Roll 5-6: Universal Healthcare - All Mental and Health Care is reduced to 0 on S#!t Cards
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GOOD-FEELS FOR THE WIN: Be the first player to reach an agreed upon number of good-feels. We recommend playing to 25-35.
DEAL WITH SOME S#!t: Randomly select any number of S#!t Cards to deal with and see who has the most good-feels once you run out of S#!t Cards. We recommend 20 cards to deal with as a start.
LIMITED TIME TO DEAL: Winner has the most good-feels after a certain amount of time. We recommend 30min.
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It is intended for a general adult audiences, and can be used in high school classrooms, or with middle school students with adults helping facilitate and provide context for challenging topics.
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Not all players are prepared to face these difficult topics. Some of the content and topics can be triggering for folks and that is why the content warning is in the instruction manual. Examples of some triggering topics: Cancer, chronic illness, depression, addiction, violence, death, etc.
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The utilization of poop characters on S#!t cards is intended to bring levity and accessibility to challenging topics. It’s a very Cheeky game :)
A game that takes an unserious approach to serious real-world life topics.
It’s a not so serious, serious game. Fun and educational for socio-emotional learning.