In this game, 13 positive actions in random order have been selected that may lower your probability of getting diabetes or manage it if you have it already, and 13 of the most destructive actions in random order have been selected that may increase your likelihood of having problems with diabetes. The positive actions are listed and described in the numbered black boxes on the top half of the game board. The negative actions are listed in the numbered red boxes on the bottom half of the game board.  Print game boards by clicking on the link below. 

Each player has his own game board. One deck of regular playing cards is needed if two players, two decks if four players, etc. Shuffle the cards and deal 13 face-up to each player. Player goes through the cards received, separates the black and the red cards, and places them in two horizontal rows (one for the black cards and one for the red cards) from lowest to highest. An ace is counted as a one, jacks as 11, queens as 12, and kings as 13. Player removes any black duplicates. For example, a player might have a 3 of spades and a 3 of clubs. One of the cards is turned back to the dealer. Do the same with the red cards. If you wish to use the game boards to keep track of what you have, there are squares at the end of each row which you may mark. The game boards are also designed for your use in planning and monitoring your real-life success plan for a longer, healthier life.

The object of the game is to obtain any black number cards missing and to remove any red cards.

Before actually starting the game, have players talk about their current game board situations. They name the black numbers they have and how the positive actions are helping prevent or manage diabetes and how the negative actions are increasing the chances of having problems with diabetes.

Each player is given a pair of dice. Each player then announces a target black number he or she wishes to achieve or a red number he or she wishes to eliminate. On a roll, dice can be added or subtracted to reach the desired target number. Snake eyes (two ones) results in a 13. For example, one player might be trying to achieve a black 4. Another player may have announced his or her target as a red 10. No turns. All players roll their dice as quickly as they can. When a player achieves target number, he or she calls it out. All dice rolling is temporarily stopped while that player is given the desired black card or is able to remove the unwanted red one. The value of adding the black card or removing the red card in the player’s actual life should be briefly mentioned. Players then announce their new target numbers and play resumes. This continues until one player has achieved all 13 black numbers and has no red ones remaining.

HOW MUCH LIFE DO YOU WANT? - Diabetes Gameboard