Adventure 4 Change

Overview: Adventure4Change (A4C)

Ìýis an organization located in À¶Ý®ÊÓÆµ, Ontario that is dedicated to empowering children, families, youth, and mothers by providing a safe, supportive space for skill-building and connection. Their mission is to prevent poverty and negative life trajectories by fostering self-discovery and community engagement. Through a prevention-orientation approach, A4C offers opportunities to help individual develop resilience, confidence, and a sense of belonging. Their programs focus on 6 key pillars: creating experiences, providing opportunities, enabling contribution, fostering peer culture, creating safe spaces, and projecting mentorship. By supporting vulnerable community members, A4C they aim to help participants build meaningful relationship and develop new skills (e.g., they run a very popular program to learn basic and advanced sewing skills). The staff of A4C were largely fluent in English as their first or later-acquired language. Children, families and youth participating in A4C have varied levels of fluency in English and many are newcomers to Canada.Ìý

The primary goal for the board game collection was for its use during a weekly After-School Kids’ Club program for children 6 to 10 years of age that they run off-site in a local school. This program runs for a total of 2 hours with various activities planned during this time. It is a staffed program and thus adults, high school students, and undergraduate student volunteers are on hand to help children learn and play the games, allowing for the addition of some more complex games to play (e.g., Mantis). The goal for the board game collection was to be an additional activity that would be put into the regular schedule and run for about half an hour to 45 minutes. This also meant games could have longer playing times up to 20 minutes (e.g., Go Nuts for Donuts). The numbers of children attending varied, but was approximately around 20, and the children either knew each other from school or from seeing each other over time as this was a program families registered for in advance as part of after-school care (it was not a drop-in program). Some children were fluent English speakers and others were English Language Learners. When school is not in session, this board game collection could be moved to their main site for more informal use by parents and children visiting.

A secondary goal for the collection was to accommodate more informal on-site board game play during Youth Drop-in sessions aimed at 14 to 17+ years.

Our development of the collection began with a meeting with two staff members. We brought a large collection of games to show them and get their first impressions as to what might work well. We then put together a preliminary collection for Kids’ Club and visited the program twice to help the children and staff learn the games and try them out to refine the collection depending on what worked well and which games were liked and received well by the children. We also left the collections behind for a few weeks so that the games could continue to be used and we could receive further feedback from both staff members.

To develop a smaller add-on collection to be used more informally on-site by older 14-17+ youth during drop-in sessions on-site., we also attended one of these session. This session ran for approximately 1.5 hours and included 40 youth who played a selection of games, including options tailored to their age group as well as some from the Kids’ Club collection. Based on this, and feedback received, we identified additional games that could be incorporated specifically for older youth. We did also find that many of the games selected for Kids’ Club were well-suited for a broader range of ages, reinforcing the versatility of the collection.

In the Table below, you will see a listing of all the board games in the collection for A4C and accompanying materials we developed that are openly available. We have separated this table into three parts to show you the games specifically for Kids’ Club (6 to 10 years), games that could be used by both Kids’ Club and Youth (6-14+ yrs), and a few Youth specific games (14 – 17+ years).

Please Read Before Using Materials Here

The materials here are provided openly for other interested schools and community locations to use and adapt according to a license, unless stated otherwise. This license allows re-users to distribute, remix, adapt, and build upon the material in any medium or format fornoncommercial purposes only, and only so long as attribution is given to the creator. (The creator for the text of these materials should be indicated to be Daniela O'Neill. Some items may have other stated attributions, such as photographs or drawings for which sources and any applicable permissions are noted).Ìý

Criteria for the Board Games in Adventure4Change’s Collection

Some of the most important considerations, that led to either a game being included or not included in the Kids’ Club collection, were:

  • suitable for age range of 6 to 10 years of age
  • playing time of 20 minutes or less
  • allow for 4 to 5 children to play at once, with some allowing more
  • little or no reading required to play
  • play mechanics could be a bit more complicated or newer (e.g., Mantis) because staff were on hand to play with the children
  • have an element of chance so that older children or staff don’t always win
  • mixture of competitive and cooperative games
  • wide variety of themes to promote breadth of vocabulary learning along with literacy and story-telling skills and that would be appealing and fun for children of different ages, genders, and cultures
  • as in all our collections, we avoided any games with commercial or popular culture themes that might limit conversation if not familiar to all children, games with noisy elements, and games with parts that could get used up (e.g., dry erase markers)
  • as in all our collections, we prioritized high-quality, durable games with beautiful aesthetics and art to provide more for players to see and talk about
  • this particular school hosting the Kids’ Club also had a Board Game Buddies collection and so we also tried to find some games that would be new, or different versions, for the children if they were also familiar with those in the Board Game Buddies collection

In addition, for a smaller set of Youth (14 to 17+ yrs) games aimed for informal drop-in use, some of the most important criteria were:

  • playing time of 30 minutes or less
  • suitable for a variety of English fluency levels
  • accommodate groups of 3-5 youth
  • fairly easy to learn and play, allowing for more conversation (game related or not) as the game is played, to fit with the more informal nature of the drop-in youth group and its emphasis on youth having fun and getting to know each other

Board Games in Adventure4Change’s Collection

We have separated this table into the games specifically for the After-School Kids’ Club program (6 to10 yrs), games that could be used by both Kids’ Club and Youth, and a few Youth specific games (14 to 17+ years).

Game Title

Cooperative / Competitive

Playing Time

Ages

Players

Goal

Resources

Games for After-School Kids’ Club Program (6 to 10 years)

Cupcake Spin-to-Play

(eeBoo)

Competitive

15 mins

3+

2-4

Be the first to collect all 7 ingredients to make your cupcake.

QuickStart Instructions

Contents

Dinosaur Escape

(Peaceable Kingdom)

Cooperative

10 mins

4+

2-4

Help dinosaurs escape the island before the volcano erupts.

QuickStart Instructions

Contents

Fairytale Spin-to-Play

(eeBoo)

Competitive

15 mins

3+

2-4

Be the first to collect all 7 fairytale elements to tell your story.

QuickStart Instructions

Contents

Hisss

(Gamewright)

Competitive

15 mins

4+

2-5

Match snake part colours to build the longest snakes for your snake pit.

QuickStart Instructions

Contents

I Want my Teeth Back

(Exploding Kittens)

Competitive

10 mins

4+

2-4

Be the first to spin your way to a full mouth of teeth.

QuickStart Instructions

Contents

Ladybirds

(Orchard Toys)

(avail. In UK only)

Competitive

15 mins

3+

2-4

Match dice spots to cards and find ladybirds with the most spots.

QuickStart Instructions

Contents

Lion in My Way

(eeBoo)

Cooperative

15 mins

5+

2-5

Help the lion get home by using tools to overcome obstacles on the way.Ìý

QuickStart Instructions

Contents

Little Cooperation

(Djeco)

Cooperative

10 mins

2.5+

2-4

Help all the animals reach their igloo before the bridge collapses.

QuickStart Instructions

Contents

Main Street Bingo

(eeBoo)

(formerly Storefront Bingo)

Competitive

15 mins

3+

2-6

Be the first to find all the matching items in your storefront window.

QuickStart Instructions

Contents

Monza

(HABA)

Competitive

10 mins

5+

2-6

Race your car to the finish by deciding the best use of your 6 dice colours.ÌýÌý

QuickStart Instructions

Contents

Pengoloo

(Blue Orange)

Competitive

10 mins

4+

2-4

Find hidden eggs that match dice colours and collect penguins.

QuickStart Instructions

Contents

Race to the Treasure

(Peaceable Kingdom)

Cooperative

20 mins

5+

1-4

Help create paths to collect 4 keys before the ogres reach the treasure.

QuickStart Instructions

Contents

Shopping List

(Orchard Toys)

Competitive

15 mins

3+

2-4

Be the first to find the items on your shopping list to fill your cart.

QuickStart Instructions

Contents

Sleeping Queens

(Gamewright)

Competitive

20 mins

8+

2-5

Collect the most queens and score points by adding.

QuickStart Instructions

Contents

Tea Party Spinner Game

(eeBoo)

Competitive

15 mins

3+

2-4

Be the first to collect all 7 tea party items.

QuickStart Instructions

Contents

Uno Junior

(Mattel)

Competitive

20 mins

3+

2-4

Be the first player to get rid of all your cards.

QuickStart Instructions

Contents

Games for both Kids’ Club and Youth (6 to 17 years)

Flip-Pix!

(AMIGO)

Competitive

20 mins

6+

2-6

Be the first to match all their cards to images or letters in front of you.

QuickStart Instructions

Contents

Go Nuts for Donuts

(Gamewright)

Competitive

20 mins

8+

2-6

Score the most points by voting on and collecting sets of donuts.

QuickStart Instructions

Contents

Mantis

(Exploding Kittens)

Competitive

10 mins

7+

2-6

Steal or score mantis shrimp and be the first to collect 10 cards.

QuickStart Instructions

Contents

Pizza Party

(University Games)

Both

5-10 mins

6+

2

Roll dice to match the toppings on your pizza. Complete a full pizza to win.

QuickTips Instructions

Contents

Spot It! Connect

(Zygomatic)

Competitive

15 mins

8+

2-8

Be the first to connect four cards by calling out matching items on your card and cards played.

QuickStart Instructions

Contents

Games for Drop-In Youth Group (14 to 17+ years)

Bandida

(Helvetiq)

Cooperative

15 mins

6+

1-4

Work together to either help Bandida escape or trap her in prison.

QuickStart Instructions

Contents

Love Letter 2nd Edn

(Z-MANÌýGames)

Competitive

20 mins

10+

2-6

Be the one to get a letter to the princess or remove all your rivals.

QuickTips Instructions

Contents

Wavelength

(CMYK)

Competitive

30-45 mins

14+

2-12

Two teams compete to guess a location on a spectrum (e.g., hot-cold) on a word clue (e.g., coffee).

QuickTips Instructions

Contents

Testimonials

Kids Club Collection

“I wanted to say a big thank you to you and your team for your work and generosity of heart for sharing games with the community. We have already had opportunities during our tutoring program for grades 1-6 to play the games with the children. It has been a wonderful addition to the program as many tutors commented how the children enjoyed this part of the program. We will also be sharing the games with the families at the Family Night this week. There is a wonderful selection of games that I expect will be enjoyed by the community for years to come. Thank you for your work.â€

6 months later: Ìý“We have been grateful for the use of the games in our children's programs. We have used them regularly in our tutoring and literacy programs. There are certain games that have become favourites as children and tutors return to them. Also, children remember certain games from when the team came to introduce them during A4C Kids Club, and they want to explore them further. It has been a wonderful support to our programming as a way for children and university students to interact and develop literacy skills in motivating ways.â€