MOST VALUED

  1. 1. Shuffle the cards & deal 5 cards to every player
  2. 2. Place the rest of the cards face down in middle with top card face up
  3. 3. Take turns drawing a card from Pile X or Pile Y
  4. 4. Swap the card you “Value Less" with Pile X or Pile Y
  5. 5. Hold on to cards which suit your personality or aspirations
  6. 6.Once completed, drop 2 cards from cards in hand.
  7. 7.The three cards remaining suggest “The Core Values"

SHARED VALUE

1. Once the players have their top 3 cards in hand, they may swap with one another or from the cards in the discarded Pile
2. Share stories of when the Value was tested successfully
3. The one who narrates the best experience keeps the card (as voted by remaining players)

PERCEIVED VALUE

1 .After playing Shared Values, Player A can play with Player B who knows them Best.
2. Player B is allowed to pull cards from Pile X that they perceive Player A to have.
3. Share a story of Player A to swap the card.

BIDDING WARS

1. Shuffle the cards & place the cards face down in the middle.
2. Turn the top card over.
3. The players can Bid Money for each card they desire.
4. Play the game until everyone has run out of Money on the deck.
5. All the players would have identified the cards they Value Most & what their fellow players Value

SELFIE LIKE

1. Keep the entire set of cards face down with the top card face up.
2. Draw the top card from the Pile & classify it into,
a) EXCITE (An activity / value that excites you)
b) POSITIVE (An activity / value that fills you up with Positive Energy)
c) NEGATIVE (An activity / value that you may not Like)
d) UNEXCITED (An activity / value that leaves you Unexcited)
3. Once the player decide on which cards excite & give them Positive Energy, they categorise them into, “More, Less, Same"
4. The player prioritizes the sources of Energy which needs to be Less, More or the Same
a) LESS (An activity / value that you should do Less of)
b) SAME (An activity / value that you are satisfied doing at Present)
c) MORE (An activity / value that you should do More of)
5. The player prioritizes the sources of Energies which need to done More / Less / Same.

SELFIE FUTURE

1. Keep the entire set of cards face down and the top card face up.
2. Draw the top card from the Pile & classify it into,
a) PAST (An activity / value that you considered relevant in the Past)
b) PRESENT (An activity / value that you consider Important today)
c) FUTURE (An activity / value that you may consider of Greater relevance in Future)

CHILDREN VALUED STORIES

1. Ask the Children to randomly pick cards.
2. Ask them to explain the concept in turn, and then provide Stories of what the value actually means and where it can be applied in life.

KILLER PECEPTION

1. Turn the top card over.
2. All players vote on whom a card best fits and move it to a pile in front of that player (Majority vote wins)
3. Continue to play through the entire deck..
4. At the end, players can ask each other for up to 5 cards each – why people voted for them
5. The Winner is the person with most cards.

PRIORITY TWIST

1. A person can offer to swap any card of their choice for a card likely to be discarded by another player.
2. This offer is limited to 3 chances per player game ( Use it wisely)