To revitalize your life!


What would you consider the value of adding years to your life expectancy and have those years more free of degenerative disease and/or diabetes? The human body is a fabulous system that allows us to live life to the full if it is properly nourished, exercised, protected, and cared for. Unfortunately, we are living too short (we could live longer) and we are dying too long (too much of our lives are burdened with degenerative disease). This game will help you learn and understand more about optimizing your health through proper nutrition and healthy habits. In part, it is based on an understanding of the Glycemic Index and Glycemic Load which rates how fast particular foods are processed into sugar and absorbed into the blood stream. There is only a narrow range of sugar that can be tolerated at one time in your blood stream without causing difficulty. Too much sugar and you have trouble. Too little sugar and you have trouble.  

Insulin is produced in the pancreas to escort sugar and protein molecules to the 100 trillion cells in your body. If everything is in balance and working correctly, you feel good and everything works fine. But what if you eat foods that cause sugar spikes and your blood is overwhelmed with too much sugar. Your body goes into emergency and additional insulin is called for to force more sugar into the cells. Usually, this results in a rapid drop of sugar in the blood, so you now have another emergency. This time, there is not enough sugar in your blood. Your body reacts by causing hunger pangs and calling forth cortisol and adrenalin. This results in cellular inflammation and your bodyís health goals are temporarily put aside to deal with this emergency. Too much inflammation and calls for cortisol and adrenalin increases the risk of degenerative disease. Too many sugar spikes can eventually result in insulin resistance as the cells try to defend themselves. Eventually, this may result in diabetes. The number of people getting diabetes today is epidemic. It is estimated that as many as 1/3 of children today will get diabetes during their lifetime. One third of them will get diabetes before they are out of elementary school. Up to 8/10 of children today will suffer from one or more degenerative diseases during their lifetime. This is unacceptable. This game is designed to give you a partial experience of what happens when you make good or bad choices in regard to nutrition and lifestyle choices. 


How to Play the Game

To play the game, you need the Energy & Health Reset Game Board, the Energy & Health Probability Playing Sheet, a deck of playing cards, two dice (preferably two different colors), and coins or other small objects for movers. Each player will need three movers.

Red Squares

Notice the red squares on the game board. They represent high-glycemic foods that spike sugar levels and lifestyle stresses such as obesity, tension, and smoking. They increase your probability of getting diabetes or degenerative disease. If you land on one of these squares, your increase in probability is shown by moving down two spaces on either the Diabetes or Degenerative Disease columns. For example, you land on doughnuts and spike your sugar. You have the choice of using the Diabetes or Degenerative Disease column. You choose Diabetes. Your mover (penny) goes down two spaces to the Queen space. You now take a card at random. If it is a Queen or higher, you have Diabetes. Anything lower and you are safe until next time. If you do get Diabetes and then get Diabetes again, you lose the game. If you get a degenerative disease, you get to choose which one. A list is provided. If you get a second degenerative disease, you lose the game.

Green Squares

You are safe if you land on any green square. They represent nutritious, low-glycemic foods that do not spike your sugar.


Yellow Squares

If you land on a yellow square (moderate risk foods), you draw a card, but do not have to move down the probability column.


Blue Squares

If you land on a blue square, you have the advantage of moving your probability marker up one space thus reducing your probability of getting diabetes or a degenerative disease. They represent cellular nutrition and habit and system & habit resets. If you land on a Blue Victory Square, you win! You may want have other players continue the game to see what happens to them.


If you roll a double, that indicates a genetic predisposition and you move one space down one of the columns of your choice indicating an increase in probability, but you do not need to take a card on that turn. If on that turn you land on a red, you move down the probability column two spaces and take a card. Thatís sort of like double jeopardy!
How players go about landing on squares

Each player needs three movers of one kind. For example, player one could use pennies with heads up. Player two could use pennies with tails up. Any other coins or objects would do just as well as long as they fit in the spaces. 

To start the game, players place one of their markers on any square on the game board. They place their other two markets on the top colored squares of the probability columns. 

On a turn, a player rolls the two dice. Moves can only be to the right or down. One die will indicate move to the right and one die will indicate move down. When hitting the right side of the playing board, continue your count on the far left of that row as if the row was continuous. When hitting the bottom side of the playing board, continue your count on the top of that column as if the column was continuous. On each roll player can determine which die indicates the count to the right and which die indicates the count down. This gives a choice that gives player a better chance to land on good squares and avoid the negative ones. Just like life. It is suggested that each player first make their moves with a finger without moving the actual marker until he or she is sure which choice to make. For example, you have a red and a white die. You start at Apple and the red die indicates 2 and the white die indicates 3. That means you could move two to the right and three down. This would result landing on tension. Not a good choice. So you decide to move three to the right and two down. You land on tomatoes. Hurray!