At Funksoft, we’ve been inventing and designing a board game. The game is called “Samma for meg”, which translates to something like “it’s all the same to me” or “whatever”.

The idea was that the game was to be in some way about psycological and emotional health, so together with a few other people I came up with the premise of a haunted house, where the ghost steals the emotions of whoever enters the house so they’ll become totally apathetic and just say “whatever” to everything.

It’s a cooperative game; one player takes on the role of the ghost, the other players take on the roles of the new owners of the house, who try to banish the ghost from their property.

In order to win the game, the players have to go through the house, room by room, and solve tasks or puzzles that the ghost gives them — but they have to use their emotions in order to do so. Each round, each player draws two “emotion” cards… let’s say that they get “anger” and “love.” And so they have to use both anger and love to solve the task. The idea is to encourage the players to realize that even so-called negative emotions can be useful.

If the players manage the task, the room is marked as “solved”. If they don’t manage the task, the ghost steals the two emotions, which can never be used in the game again.

When all the rooms are solved, the players enter the final room to confront the ghost.

The players win if they successfully solve all the tasks and successfully confront the ghost. The ghost wins if itr manages to steal all the emotions.

I designed and drew the game board, which looks like this:

The game probably won’t be found in the stores anytime soon, but since Funksoft has an “open-source” policy, anyone might take the idea and use it.


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