rules of the game

COMFORT
C
ZONE
HOME
ROOM
HOME
HALLWAY
ROOM
HALLWAY
WALKING
TO
SCHOOL
INTERNET
WALKING
HOME
BATHROOM
GYM
PLAYGROUND
TARGET
HALLWAY
SCHOOL
BUS
GYM
BYSTANDER
HALLWAY
GYM
C
COMFORT
ZONE
START/
FINISH
DANCE
CAFETERIA
STUDY
HALL
GYM
CAFETERIA
BATHROOM
DANCE
COMFORT
C
ZONE
“A DAY IN THE LIFE”
RULES
OF
THE GAME
OBJECTIVE: FOR EACH PLAYER
To know you can move through your school day with the confidence of being able to deal with any potential bullying scenario.
ACTIVITY:
Each player takes their turn rolling the die and moves the number of spaces indicated on the die.
Each player has to decide what to do in the scenario associated with each location they land on.
The scenario and associated questions for each location are found on the color coded card which is read to the players by the
game monitor.
The player then chooses the correct answer from potential answers read by the monitor. If a team is represented by one player,
the team must decide on one answer before the player gives the answer for the team. On a rotating basis, each player gets a
chance to roll the die and represent their team.
If a player should land on a Red space, that player must back up two spaces and react to the scenario associated with that
new location.
The first player, or team, to make it to the finish wins the game.