Item |
Do Tell Game | Other Social Games |
---|---|---|
Types of Cards |
Cards which have you both Doing and Telling bring the challenge. | Answers are given to questions and you either match or judge the other person. |
How You Win |
Win by Playing and connecting, by sharing life and achievements and listening to others. You don’t score points by lying or bamboozling or judging others. | Do a lot of finger-pointing and can make players feel negated. Players are judged by having answers that are deemed "correct." |
Scoring |
What ?? Do Tell uses a playing board where players advance to the center to "win". | By judging others or by others judging you. Is this a good place to open up? |
Game Play |
Share ourselves and have fun. | Make fun of each other and judge each other’s answers. |
Family Games Gender & age |
Do Tell has Neutral questions. The cards are fun to play for everyone of all ages at the same time. Plays well with mixed ages. | The game box may say that the age range is for kids 8+ years old, but the questions tend to not be challenging enough for kids over 12, much less parents and grandparents playing with the kids. |
Effect on Relationships |
Do Tell strives to create and improve connection. | Can put relationships in question through questions that might intimidate, embarrass or provoke. |
Range |
Explores places people don’t go, not because they don’t want to, but because they have not been asked these questions. | You judge what’s already written or you guess using limited choices. Is as expansive or narrow as what’s written on the cards. |
Educational |
Core Educational Values. Do Cards are Full Body expressions. | Ah, ...we dont think so. |
Competitiveness |
Do Tell is an all inclusive game, and invitational game. A sharing game, not a competitive game. | Yes, and it's a social game. |
Knowledge needed to play |
Just being willing to share, risk and reveal personal opinions, experiences and beliefs. | A number of games require knowledge of trivia, sports and celebrity figures. |
Intention |
We’re about expansion, diversity, compassion, understanding, coming out of our box, acceptance, love and laughter. | The focus of many interactive games can be limiting, making fun of other players and negatively competitive at the cost of potential connection (and might create alienation as a result). |
Depreciation |
People don’t want to stop playing. They like the depth of this game. It's different everytime you play. | One round is often enough. |
Other markets |
Therapists and Educational. This game is about who people are and what their beliefs, attitudes and experience of life is. |