# Three cards, one new rule

Original tabletop game guide

Aim
Make a tiny story together, with nobody being knocked out.

You need
Three cards labelled PLACE, PROBLEM and CHANGE; scrap paper or spoken/typed labels work. Choose invented ideas, not private stories about classmates.

How to play
First, agree who will start or choose a quiet solo route. The first player names an imagined place. The next adds a problem. The last says what changes. With one player, move through the same three labels yourself.

Change the game
If an idea feels uncomfortable, replace it without having to explain. If you want a challenge, make the ending surprising but leave a clue earlier. A person may point, type, sign, dictate or pass; another player can move the cards at their direction.

Example
PLACE: a shop for umbrellas. PROBLEM: every umbrella wants a different name. CHANGE: the owner writes removable name tags. The example is fiction. These rules offer a way to play; they do not report that a class has tried it.

## Grown-up help

An invented low-cost game. Participation and sensory access are chosen locally. No real child data or commercial game text is used.

These are shared texts, not controlled decodables. Use a separately matched school-selected passage for independent reading. All example people and clubs are invented except the explicitly cited general weather facts.

Original teaching text and vector art: © NeuroForgeIO Pty Ltd 2026, SubjectNest. CC BY 4.0: credit, link and indicate changes. National curriculum retains ACARA rights; linked sources keep their own terms. No authority endorsement.
