1. Select a scorekeeper.

2. Shuffle the cards and position in appropriate location, face down.

3. One ESCAPE card is issued to each player.

4. Each player selects a token and places it on the GREEN “A Start” space.

5. Each player rolls the die. The player with the highest number goes first, and play continues in a clockwise direction.

6. Players advance tokens in a clockwise direction according to the number on the rolled die.

7. Players draw cards associated with the color of the space on which they land. Players must read out loud the Connecting, Disconnecting or Quality World card, the points on the card, and give a personal, real-world example. Players are not allowed to offer examples for other players. After giving a personal, real-world example, the player is awarded the points indicated on the drawn card. The points will be added or subtracted to the player’s score accordingly. Remember, TAN CARDS ACCRUE DOUBLE THE FACE VALUE WITHIN “A”. The drawn card is placed face-down on the bottom of the stack from which it was drawn. Green spaces are neutral, play rotates to the next person.

NOTE: During a game players likely will draw the same card more than once. This is by design since the game follows the seven connecting and seven disconnecting habits. When a player draws a card calling for an example already used, the player must use a different personal example as indicated on the card.

8. Each player must accrue 100 points to advance from “A” to “B”.

9. Players advancing to “B” begin on the GREEN “B Start”.

10. Players move through “B” as they did in “A”, except that TAN cards produce only the points indicated on the card. PLAYERS DO NOT EARN DOUBLE POINTS IN “B”. Score totals in “A” carry over into “B”.

11. If a player lands in the area marked EMOTIONAL PITFALL, the player transfers back to the GREEN START AREA IN “A” and must earn another 100 points before advancing to “B”. However, points earned up to this point in the game continue to accrue towards the goal of 1,000.

12. A player can avoid a turn by using the BLUE ESCAPE CARD. This special card allows a player to pass on their turn without penalty. This card can be used only once per game. If the player decides to not give an example of the habit on the drawn card, the player surrenders the escape card to the scorekeeper and play rotates to the next person.

The Cards
TAN CARDS – CONNECTING HABITS: There are seven CONNECTING habits. They are (with their values), Respecting (+125), Trusting (+75), Listening (+150), Accepting (+50), Supporting (+100), Encouraging (+100), and Always Negotiating Disagreements (+50).

RED CARDS – DISCONNECTING HABITS:
There are seven DISCONNECTING habits. They are (with their values), Complaining (-25), Blaming (-25), Threatening (-50), Punishing (-25), Bribing (-25), Nagging (-25) and Being Critical (-50).

GOLD CARDS – QUALITY WORLD:
There are five QUALITY WORLD ideals. They are (with their values), Survival (+150), Power (+150), Belonging (+250), Freedom (+175) and Fun (+200).

BLUE CARDS – ESCAPE CARDS:

These cards allow players to avoid giving an example of the habit on the card without penalty. These cards may be used only once during a game.

 

Click on the Cards to see the key definitions

 


Connections™ property of Ronnie L. Mace ©2002, 2003, Patent Pending.
Choice Theory® is a Registered Trademark of Dr. William Glasser.