About

A cheeky game about real-life S#!T!

It’s a not so serious, serious game built around a socio-emotional learning framework.

Discussion Prompts

How did it effect the game when people used unhealthy ways to deal cards?

What strategies were the most effective ? Which strategies didn’t work?

How did Money effect gameplay? How would the game change if players start the game with different numbers of coins?

How would the game change if medical and mental health costs were eliminated? What if you could only use coins to pay for it?

How does the S#!T you get dealt during the game effect the outcome?