Cut the Wire

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘James Bond.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Step-by-step instructions

  1. To start, create a stack of 4 cards face-down to the side of the playing area, this will be the draw pile.

  2. Split all of the remaining cards into piles of 4 cards face-down. Divide piles evenly between players, for more than 4 players divide as evenly as possible. (See below for a visual layout. Each pile in the picture has 4 cards per pile.) 

    Cutthewire3-300×168
  3. Choose if you or the client is going to wear the heart monitor, they will be the ‘Cutter’.

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Cut the Wire.’

  5. Players work together to create four of a kind in all of the piles.

  6. To begin, start the timer on the Mightier tablet and flip over the top two cards from the draw pile and place them side by side face-up between the players.

  7. Players can pick up any one of their piles of four and swap a card from that hand with a card in the center. (See the image below for a visual example of swapping cards.)

    Cutthewire2-300×169
  8. Players can have one stack of four in their hand at a time and swap one card at a time from that hand with the cards in the middle.

  9. There are no turns, play happens as fast as possible.

  10. Players can talk to each other to say what they need and share plans.

  11. The game ends when all of the piles have been matched and removed from play. Stop the timer and check your time.

CUTTING CARDS

  • Once a player creates the first set of four-of-a-kind they yell ‘Cut!’. If the Gizmo is in the blue the set of four can be removed from play by the ‘Cutter’ (the player wearing the heart rate monitor), if it’s in the red then the ‘Cutter’ (the player wearing the heart rate monitor) must wait until the Gizmo returns to blue to remove the cards. (See the below image for a visual of when to cut.) 

    Cutthewire-300×142
  • Once the first set is removed the ‘Cutter’ (the player wearing the heart rate monitor) adds a card from the draw deck to the center area face-up. Once the second set of four is removed the last draw card can be added to the center.
  • Once all four cards are in the center area players continue to try to make matches of four in their piles. The ‘Cutter’ (the player wearing the heart rate monitor) continues to remove matched piles when players say ‘Cut’ and the Gizmo is in the blue, multiple matched piles can be removed together with a single cut.
  • Another way to create a match is to match all four center cards, if this occurs then the center cards can be removed from play using standard cutting rules. The four center cards can then be replaced with the cards from any one of a player’s piles of four.

TIME CHALLENGES

Below are some examples of potential time goals to work towards together with your client:

Recruit

20 minutes

Beginner

12 minutes

Intermediate

8 minutes

Expert

4 minutes

To make the game more or less difficult try these rule variations:

  • Hand Off Rules – allows more cooperation
    Once someone matches and removes all of their piles the other players can hand off some of their unmatched piles to that player.

  • Get the Party Started Rules – speeds up the game
    Start the game with all 4 cards in the middle.

  • Library Rules – makes the game harder but sillier
    No talking during the game, can use hand signals

  • Red Wire Blue Wire Rules – varies the Gizmo challenge
    After getting into the blue to make the first cut the Cutter must get into the red to make the second cut. Cutter continues to alternate between red and blue for the rest of the game.

Dragon Duel

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘War.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

6 coins/tokens

6 coins/tokens

Heart rate monitor

Heart rate monitor

Mightier tablet

Mightier tablet

Step-by-step instructions

  1. To start, split a shuffled deck into 2 face-down piles, one for each player.

  2. Give each player 3 coins to represent their available ‘Challenges.’ 

  3. Choose if you or the client is going to wear the heart monitor, making them the ‘Gizmo Keeper.’

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Dragon Duel.’

  5. On each turn players flip over their top card and place it face-up between them.

  6. The player with the higher card takes both cards and adds them to their win pile.

  7. If the cards have the same value, a Duel begins. Both players add another 3 cards face-down and then one more card face-up. The higher card wins the duel and all the cards in the duel go into that player’s win pile.

  8. If the cards deciding the duel are the same value, then the duel process repeats until someone plays a higher card.

  9. The game is over once one player is completely out of cards or does not have enough cards to complete a  duel.

CHALLENGES

  • After both players have placed their cards, either during a turn or a duel, either player can try to change the result using one of their Challenge coins and calling out ‘Challenge!’
  • The Gizmo Keeper (player wearing the heart rate monitor) must try to get into the blue or grey by the end of a countdown.
  • To determine the countdown length, refer to the last card placed by the Gizmo Keeper (player wearing the heart rate monitor). The value of that card is the countdown length.

DragonDuel-300×136

  • Reveal the Gizmo on the Mightier app to begin the challenge and start the countdown.
  • Once the countdown begins, the Gizmo Keeper (the person wearing the heart rate monitor) must try to stay or get into the blue, despite any distractions the other players may be creating for them.
  • No matter who began the challenge, if the Gizmo is in the blue or grey by the end of the countdown the Gizmo Keeper (the person wearing the heart rate monitor) wins the challenge. If Gizmo is in the red the other player (who is not wearing the heart rate monitor) wins.

To make the game more or less difficult try these rule variations:

  • No Rush Rules – makes challenges easier
    There is no time limit to the challenges, take as long as you like.
  • Flip It Rules – makes challenges easier
    If a player is already in the blue when a challenge begins they must get into the red before the end of the countdown. If they are in the red or grey, they must get into the blue to win.
  • Long Haul Rules – makes the game last longer
    Continue play until one player is completely out of cards or does not have enough cards to complete a duel.
  • En Garde Rules – more challenges during play
    Play with more challenge coins, choose a number that keeps play interesting.
  • Shorty Rules-makes the game shorter
    To limit playtime, decide how many rounds you want to do before starting. Once the count reaches the round limit, both players count their cards to determine the winner.

 

Memory Mine

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a memory-based game.

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Heart rate monitor

Heart rate monitor

Mightier tablet

Mightier tablet

Step-by-step instructions

  1. To start, work with the client to spread all cards face-down in a grid.
    *Note- For shorter games remove all Ace through 5 cards.*

  2. Work with the client for each of you to choose a different card color (red or blue).

  3. Choose if you or the client is going to wear the heart rate monitor while you play.
    *Note- the player who wears the heart monitor will receive the Gizmo Bonus*

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Memory Mine.’

  5. Both you and the client then take turns, starting each turn by flipping over one card in the grid.

  6. Turn over another card in the grid, if it’s the same color as the first, and the cards are not face cards, then remove them from the grid and take another turn.

  7. If the card colors don’t match then the turn ends.

  8. On the end of each turn, flip any unmatched cards that were revealed face-down again.

  9. If a player flips a face card (Jack, Queen, or King) in that player’s color then leave it face-up and choose another card to flip. Face cards in the player’s color must be matched in sets of 3, but the player can continue to look for other color matches during their turn.

  10. If a player flips a face card in the other player’s color then their turn automatically ends.

  11. If during a player’s turn if they reveal 3 face cards in their color, remove them from the board and take another turn.


GIZMO BONUS

If the player wearing the heart monitor finds face cards in their color during their turn they get to leave them face-up, even after their turn ends. These face cards remain up until the Gizmo goes into the red, at which point they are turned face-down. These face cards can be flipped during the player’s next turn and stay up until the Gizmo goes into the red again.


To make the game more or less difficult try these rule variations:

  • All’s Fair Rules – Make play even for both players
    Both players get to leave their face cards up once found and flipped face-down when in the red.

  • No Fair Rules Make it harder for the player wearing the heart monitor
    The player not wearing the heart rate monitor gets to leave their face cards up.
  • Flip Flop Rules – Make play more physical and silly
    Each time the Gizmo goes into the red players have to switch seats with each other.
  • Formal Wear Rules – Make matching harder
    Cards must be the same suit to count as a match.
  • Full Court Rules – Make memory challenge harder
    All six face cards must be flipped up in a single turn in order to be removed from the board.

 

“Teach Me How to Play!”

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

Sometimes the best way to learn is through teaching. In this activity, your client teaches you how to play Mightier and explains the game mechanics, tips and tricks, and calming skills.

Time in Mightier program

Weeks 3+

Therapeutic Goals

  1. Develop implicit and explicit calming skills
  2. Develop emotional awareness
  3. Increase emotional vocabulary
  4. Practice self-reflection
  5. Practice communication and social skills
  6. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. This intervention focused on developing implicit and explicit coping skills, developing emotional awareness, and increasing the client’s emotional vocabulary and pro-social skills.

Materials needed

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Provider’s tablet

Provider’s tablet

Heart rate monitor

Heart rate monitor

Step-by-step instructions

  1. Celebrate your client’s amazing progress and work when playing Mightier and ask them if they would be interested in teaching you how to play Mightier. 

  2. If the child is interested, ask them to show you how to put the heart rate monitor on and start up the tablet. 

  3. Ask them to explain Mightier to you using the questions below or your own questions.

    What does Mightier do?
    How does Mightier work?
    What does Mightier help you with?

  4. Ask them to lead you through a game. (You may have different games unlocked than your client. That is okay. You can ask them what game they recommend you play or what they like the best out of your unlocked games.) 

  5. While playing, tilt the camera to show your screen while playing. Have the client coach you through their tips and tricks for game-play while asking questions about what to do next. 

  6. Get into the red often. You most likely will get into the red regularly, but if you are not seeing many increases, you can put your arms above your head or engage in a smaller, less noticeable activity to get your heart rate up. 

  7. When you are in the red, ask your client about this using the questions below or your own questions. Model calming skills and effective ways to bring your heart rate down.

    -What do I do when I am in the red?
    -What does it mean when I am in the red?
    -What can I do to get back down to the blue?
    -What is your favorite way to get back down to the blue?
    -Do you find it hard to get your heart rate down? I am finding it hard right now!
    -What do you notice about my heart rate?

  8. Engage in play with your client for as long as you would like and at whatever cadence you would like. Throughout this time help your client to notice that everyone gets in the red and normalize their emotional experience.

Create Your Own Mightier Calming Skills

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

This creative activity helps clients think about new skills that may be helpful for bringing their heart rate down while experimenting to see what may be most effective for them.

Time in Mightier program

Weeks 6+

Therapeutic Goals

  1. Provide psychoeducation regarding calming skills
  2. Develop implicit and explicit calming skills
  3. Practice self-reflection
  4. Support the client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in an art based intervention focus on coping skill development using the Mightier biofeedback tool. This intervention focused on providing psychoeducation around coping skills, developing implicit and explicit coping skills, and practicing self-reflection

Materials needed

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Paper

Paper

Writing utensils

Writing utensils

Step-by-step instructions

  1. Ask your client what they have noticed as a helpful way to get back down to the blue in Mightier. They may mention Mightier calming skills or others.

  2. Provide psychoeducation around calming skills and how they work using the script below (or something similar):

    I can tell you have been working hard to learn skills that bring your heart rate down. That is great! There are many different calming skills that help people to calm down in real life and that help to bring kids back down to the blue in Mightier. There is no “right” calming skill, everyone is different, and finding what works for you best is important!

  3. Explain that today you are going to try out your client’s own ideas for calming skills. 

  4. Ask your client to draw pictures of at least 4 calming skills that they have tried or would like to try to help them go from the red to the blue that are different than the calming skills that Mightier teaches. (You can also download the optional worksheet). If they need suggestions or are feeling stuck, provide examples. 

  5. Once your client has identified what skills they would like to try, ask them why they picked these skills and why they think they would be helpful. 

  6. Have your client put on their heart rate monitor and turn on their tablet. 

  7. Ask your client to get their heart rate up to the red. Encourage them to do jumping jacks, run in place, hold their hands over their head, dance to a favorite song, etc.. (You can also do this with them to help with adherence)

  8. Once the child shares they are in the red encourage them to try out one of the skills they listed. (You can do the skill along with them to help with adherence). 

  9. Once they are back in the blue, ask your client what they noticed about using this skill.

    -How did it feel to use the skill?
    -What did you notice about your heart rate?
    -What did you like about using this skill?
    -What did you not like about using this skill?
     
  10. Encourage your client to try using these skills inside the Mightier games and in situations outside of Mightier that may be challenging. Brainstorm with your client potential ways to use these skills. 

  11. Repeat this process for the other skills the client has identified in this session or in subsequent sessions. 

*Some clients may want to make a calming skills toolbox or calming skills ring of skills to serve as a reminder of skills. These can be on sheets of paper or can be drawings or cards that the client makes. 

*You can also use the “Calming Skill Cards” activity in the Clinician Toolkit as an example of potential skills for clients to try.

Body Cue Mapping

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

This activity helps kids experiment with their heart rate and think critically about clues their body is giving them about their emotions.

Time in Mightier program

Weeks 2+

Therapeutic Goals

  1. Provide psychoeducation regarding body cues
  2. Develop emotional awareness
  3. Develop body awareness
  4. Increase emotional vocabulary
  5. Practice self-reflection
  6. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a psychoeducation-based intervention using the Mightier biofeedback tool. The intervention focused on body cues and helped the client to develop emotional and body awareness while increasing emotional vocabulary and practicing self-reflection

Materials needed

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Paper

Paper

Writing utensils

Writing utensils

Step-by-step instructions

  1. Have the client put on their heart rate monitor and turn on the tablet. 

  2. Ask your client what they know about their body and their emotions. Some possible questions may include:

    -Do you notice anything about the connection between your feelings and how your body feels? 
    -What do you notice about your body when you feel __?

  3. Ask your client what they notice about their body in relation to the areas of the Gizmo.

    -What do you notice about your body when you are in the red?
    -What do you notice about your body when you are in the blue?

  4. Provide psychoeducation about body cues using the script below (or something similar):

    When we feel a feeling, our body may feel different. It may be that when we are worried we get an upset stomach or our legs or arms are shaky. Sometimes when we get angry our face can get red, our fists might clench, and we might get sweaty. These are clues that our body gives us. It can be helpful to learn our own body cues as they can help us to notice when we are feeling something so we can make a decision that will help us feel a bit better. Everyone’s body is different and everyone’s reactions to emotions are different.

  5. Tell your client you are both going to experiment to see if they can notice other things about their body when they are in the different sections of the Gizmo. 

  6. Ask your client to draw an outline of their body on a piece of paper and to grab a red writing utensil.

  7. Ask your client to get into the red however they choose to. This can be a movement like jumping jacks, running in place, dancing, etc. For some clients later in their Mightier journey, they may be able to think of something that makes them frustrated or anxious to get into the red. 

  8. Once they are in the red, ask your client to close their eyes and reflect on what their body feels like. Ask them to color in, highlight, or draw where they are feeling a change in their body once entering the red. This may take a few times to notice sensations for some clients.

  9. Ask your client if they notice any of these changes in situations outside of playing Mightier. Reflect on situations that may come in handy to identify body cues. 

  10. Repeat this process for the blue section of the Gizmo. 

“Tell me about a time….”

  • 5 to 7 minutes
  • In person
  • Teletherapy
Video

Overview

This check-in activity allows clients to reflect on their experiences while helping make connections between their emotions and heart rate.

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice self-reflection
  5. Practice communication and social skills
  6. Support client’s understanding and enjoyment of Mightier

Documentation Suggestions

Client and clinician engaged in a check-in intervention using the Mightier biofeedback tool. This intervention allowed the client to reflect on their experiences while focusing on emotional and body awareness, increasing emotional vocabulary, practicing self-reflection, and developing social skills. 

Materials needed

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Step-by-step instructions

  1. Have the client put on their heart rate monitor and turn on their tablet.

  2. Have your client share about events that happened since the last time you met with them. If prompts are needed, use below:

    What was the best part of your week?
    What is the most exciting thing that happened?
    What didn’t go as well as you had hoped?
    What was the worst part of this week?

  3. While they are sharing experiences, ask your client to notice and report back where their heart rate is on the Gizmo.

  4. When the client’s heart rate increases into the red or decreases in the blue, ask what they notice about their body and feelings when these changes occur.

    What do you notice about your body right now?
    What are you feeling right now as you talk about this experience with me?
    Do your feelings match your heart rate on the Gizmo?

  5. Repeat this process with experiences that the client has had throughout the week. If the client is well-versed in Mightier language then you can ask the client to guess what section of the Gizmo they may be in before they tell a certain part of their story.

Micro-Mightier Calming Skill Challenges

  • 5 to 15 minutes
  • In person
  • Teletherapy
Video

Overview

These micro-challenges are designed to get kids moving and experimenting with emotional regulation in a fun and active way.

Time in Mightier program

Weeks 1+

Therapeutic Goals

  1. Develop emotional awareness
  2. develop body awareness,
  3. Increase emotional vocabulary
  4. Support client’s understanding and enjoyment of Mightier.

Documentation Suggestion

Client and clinician engaged in a coping skill-based intervention which targeted developing emotional and body awareness while increasing emotional vocabulary using the Mightier biofeedback tool.

Materials needed

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Stopwatch

Stopwatch

Step-by-step instructions

  1. Have your client put on their heart rate monitor and turn on their tablet.

  2. Ask your client what calming skills they have been using in Mightier.

  3. Remind them that there are 4 calming skills that Mightier teaches: deep breathing, crossing the midline, progressive muscle relaxation, and tracing.

  4. Ask your client if they would like to engage in a science experiment with the Mightier calming skills. Ask the client to guess which calming skill brings their heart rate down the quickest from red to blue. Ask them why they think this and ask what evidence they have to make this guess. Ask your client to rank the skills in order from quickest to slowest from red to blue.

  5. Tell your client you are both going to experiment to see if their guesses are correct by timing how quickly they can get their heart rate back into the blue.

  6. Ask your client to get their heart rate up to the red. Encourage them to complete jumping jacks, running in place, holding hands over their head, dancing to a favorite song, etc.. (You can also do this with them to help with engagement)

  7. Once the child shares they are in the red set the stopwatch and encourage them to try out one of the skills. (You can do the skill along with them to help with adherence).

  8. Share the time with the client and celebrate their hard work. Ask them what they noticed about using the skills and/or use questions below.

         -What did you notice about your heart rate when you used that skill?
          -What did you notice about your feelings when you used that skill?
          -What was helpful about using that skill?
          -What was difficult about using that skill?

    Repeat this exercise with the other 3 skills.

    *You can complete these challenges at a regular cadence throughout sessions to see if the client is able to recognize changes in their ability to regulate and use these skills.

    *You can also complete these challenges and ask clients to share and experiment with their own calming skills that they identify as helpful outside of the 4 Mightier calming skills. See the “Create Your Own Mightier Calming Skills” activity in the clinician tool kit for ideas.

Cut the Wire

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘James Bond.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Step-by-step instructions

  1. To start, create a stack of 4 cards face-down to the side of the playing area, this will be the draw pile.

  2. Split all of the remaining cards into piles of 4 cards face-down. Divide piles evenly between players, for more than 4 players divide as evenly as possible. (See below for a visual layout. Each pile in the picture has 4 cards per pile.) 

    Cutthewire
  3. Choose if you or the client is going to wear the heart monitor, they will be the ‘Cutter’.

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Cut the Wire.’

  5. Players work together to create four of a kind in all of the piles.

  6. To begin, start the timer on the Mightier tablet and flip over the top two cards from the draw pile and place them side by side face-up between the players.

  7. Players can pick up any one of their piles of four and swap a card from that hand with a card in the center. (See the image below for a visual example of swapping cards.)

    Cutthewire2
  8. Players can have one stack of four in their hand at a time and swap one card at a time from that hand with the cards in the middle.

  9. There are no turns, play happens as fast as possible.

  10. Players can talk to each other to say what they need and share plans.

  11. The game ends when all of the piles have been matched and removed from play. Stop the timer and check your time.

CUTTING CARDS

  • Once a player creates the first set of four-of-a-kind they yell ‘Cut!’. If the Gizmo is in the blue the set of four can be removed from play by the ‘Cutter’ (the player wearing the heart rate monitor), if it’s in the red then the ‘Cutter’ (the player wearing the heart rate monitor) must wait until the Gizmo returns to blue to remove the cards. (See the below image for a visual of when to cut.) 

    Cutthewire3
  • Once the first set is removed the ‘Cutter’ (the player wearing the heart rate monitor) adds a card from the draw deck to the center area face-up. Once the second set of four is removed the last draw card can be added to the center.
  • Once all four cards are in the center area players continue to try to make matches of four in their piles. The ‘Cutter’ (the player wearing the heart rate monitor) continues to remove matched piles when players say ‘Cut’ and the Gizmo is in the blue, multiple matched piles can be removed together with a single cut.
  • Another way to create a match is to match all four center cards, if this occurs then the center cards can be removed from play using standard cutting rules. The four center cards can then be replaced with the cards from any one of a player’s piles of four.

TIME CHALLENGES

Below are some examples of potential time goals to work towards together with your client:

Recruit

20 minutes

Beginner

12 minutes

Intermediate

8 minutes

Expert

4 minutes

To make the game more or less difficult try these rule variations:

  • Hand Off Rules – allows more cooperation
    Once someone matches and removes all of their piles the other players can hand off some of their unmatched piles to that player.

  • Get the Party Started Rules – speeds up the game
    Start the game with all 4 cards in the middle.

  • Library Rules – makes the game harder but sillier
    No talking during the game, can use hand signals

  • Red Wire Blue Wire Rules – varies the Gizmo challenge
    After getting into the blue to make the first cut the Cutter must get into the red to make the second cut. Cutter continues to alternate between red and blue for the rest of the game.

Dragon Duel

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘War.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Step-by-step instructions

  1. To start, split a shuffled deck into 2 face-down piles, one for each player.

  2. Give each player 3 coins to represent their available ‘Challenges.’ 

  3. Choose if you or the client is going to wear the heart monitor, making them the ‘Gizmo Keeper.’

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Dragon Duel.’

  5. On each turn players flip over their top card and place it face-up between them.

  6. The player with the higher card takes both cards and adds them to their win pile.

  7. If the cards have the same value, a Duel begins. Both players add another 3 cards face-down and then one more card face-up. The higher card wins the duel and all the cards in the duel go into that player’s win pile.

  8. If the cards deciding the duel are the same value, then the duel process repeats until someone plays a higher card.

  9. The game is over once one player is completely out of cards or does not have enough cards to complete a  duel.

CHALLENGES

  • After both players have placed their cards, either during a turn or a duel, either player can try to change the result using one of their Challenge coins and calling out ‘Challenge!’
  • The Gizmo Keeper (player wearing the heart rate monitor) must try to get into the blue or grey by the end of a countdown.
  • To determine the countdown length, refer to the last card placed by the Gizmo Keeper (player wearing the heart rate monitor). The value of that card is the countdown length.

DragonDuel

  • Reveal the Gizmo on the Mightier app to begin the challenge and start the countdown.
  • Once the countdown begins, the Gizmo Keeper (the person wearing the heart rate monitor) must try to stay or get into the blue, despite any distractions the other players may be creating for them.
  • No matter who began the challenge, if the Gizmo is in the blue or grey by the end of the countdown the Gizmo Keeper (the person wearing the heart rate monitor) wins the challenge. If Gizmo is in the red the other player (who is not wearing the heart rate monitor) wins.

To make the game more or less difficult try these rule variations:

  • No Rush Rules – makes challenges easier
    There is no time limit to the challenges, take as long as you like.
  • Flip It Rules – makes challenges easier
    If a player is already in the blue when a challenge begins they must get into the red before the end of the countdown. If they are in the red or grey, they must get into the blue to win.
  • Long Haul Rules – makes the game last longer
    Continue play until one player is completely out of cards or does not have enough cards to complete a duel.
  • En Garde Rules – more challenges during play
    Play with more challenge coins, choose a number that keeps play interesting.
  • Shorty Rules-makes the game shorter
    To limit playtime, decide how many rounds you want to do before starting. Once the count reaches the round limit, both players count their cards to determine the winner.