top of page

TAKE A STAND GAME

The Empathy & Action Deck

(A Creative Toolkit for Anti-Bullying and Beyond)

This deck of cards is a flexible, interactive tool for small group activities, reflective exercises, and reviewing sessions. Each card can spark reflection, inspire dialogue, and challenge participants to think differently about topics such as bullying, empathy, kindness, and courage.

​

With this deck, you will find:

  • 8 Structured Games – ready-to-play activities with clear instructions and debriefing questions.

  • 4 Reviewing Tools – questions that help participants check in with themselves, reflect on lessons, and share experiences.

  • Creative Freedom – the cards are open-ended; facilitators and participants are encouraged to invent their own games and variations, adapting the deck to suit their group’s needs.

 

Whether used as an icebreaker, a team-building energiser, or a deep reflection exercise, this deck supports learning in a fun, engaging, and meaningful way — while reinforcing the importance of standing together against bullying.

Facilitator's Guide

This deck is designed to be flexible — you don’t need to use all the games in one session. Instead, select activities based on your group’s size, energy level, and stage of the programme.

​

Tips for Facilitators
  1. Choose the Right Game for the Right Stage

    • Icebreakers / Energizers: Use games like Fast Creation, What’s on My Head?, Charade, or In Sequence to warm up participants.

    • Exploration & Discussion: Use games like Take A Stand, Bystander vs Upstander, Cyberbullying Awareness, or Debriefing Questioning Deck to spark deeper conversations.

    • Reflection & Closure: Use games like Reflective Review Tool, Storytelling, Action Pledge, or Kindness Challenge to consolidate learning and commitments.
       

  2. Time Management

    • Each game can run 5–20 minutes depending on group size and depth of discussion.

    • Always leave time for debriefing questions, as that’s where the learning connects to anti-bullying themes.
       

  3. Create a Safe Space

    • Remind participants there are no wrong answers.

    • Encourage respectful listening — everyone’s voice matters.

    • Allow participants to pass if they’re uncomfortable sharing.
       

  4. Encourage Creativity

    • The deck isn’t limited to these 15 games.

    • Feel free to adapt rules or create your own games — let participants design variations too. This builds ownership and engagement.
       

  5. Link Back to Real Life

    • After each game, guide participants to reflect: “What does this activity teach us about bullying, empathy, or kindness in real life?”

    • Encourage action — even small steps can make a big difference.

 

With the right facilitation, this deck can transform from just a set of cards into a powerful toolkit for empathy, courage, and change.

Reviewing Tool 1

Reflective Images

Objective

To encourage self-awareness, reflection, and sharing through guided card prompts.

​

How to Play

  1. Shuffle & Spread
    Lay out the deck of cards face up so everyone can see the options.

  2. Choose Your Mood
    Each participant selects one card that best represents their mood for today.

  3. Takeaway from Learning
    Select one card that represents your biggest takeaway from today’s learning/experience.

  4. Challenge Ahead
    Select one card that reflects a challenge you anticipate moving forward.

  5. Personal Strength
    Select one card that shows a strength you can use to overcome that challenge.

  6. Commitment Step
    End by choosing one card that symbolizes the action you commit to taking next.

 

Sharing

  • After each round, invite participants to share why they chose their card(s).

  • Allow space for open discussion, encouragement, and reflection.

 

Variations

  • Quick Round: Pick only steps 1 & 2.

  • Group Mode: As a team, agree on one card per step to build a collective reflection.

 

Note

This tool can be used at different stages of a programme:

  • At the beginning, to check in on participants’ moods and expectations.

  • During the mid-point, to capture learning and address challenges.

  • At the end, as a reflective review to consolidate insights and commitments.

Reviewing Tool 2

Take A Stand -
Anti-Bullying

Objective

To raise awareness of bullying behaviours, strengthen empathy, and empower participants to practise positive responses through guided card prompts.

​

How to Play

  1. Shuffle & Spread
    Lay out the deck of cards face up so everyone can see the options.

  2. Spot It
    Each participant selects one card that represents a form of bullying they have seen or a situation that makes them uncomfortable.

  3. Stop It
    Select one card that symbolises how bullying should be stopped (e.g., speaking up, showing kindness, intervening safely).

  4. Start It
    Choose one card that reflects a positive action you (or bystanders) can start doing to prevent bullying.

  5. Support It
    Pick one card that represents the support system you would want (friends, teachers, family, community) when facing bullying.

 

Sharing

  • After each round, invite participants to share why they chose their card(s).

  • Encourage listening, empathy, and supportive feedback from the group.

 

Variations

  • Role Play Mode: After choosing cards, act out short scenarios showing how to apply “Stop, Start, Support.”

  • Silent Round: Pick cards silently for private reflection, then share only if comfortable.

  • Group Agreement: As a team, agree on one Stop, Start, Support action everyone commits to for the week.

 

Note

This tool can be used at different stages of an anti-bullying programme:

  • At the start, to surface awareness of real issues.

  • In the middle, to explore possible interventions.

At the end, to commit to actions that foster a safe and supportive environment.

Reviewing Tool 3

Bystander vs Upstander

Objective

To help participants understand the impact of bystander behaviour, encourage upstander actions, and build confidence in responding to bullying.

​

How to Play

  1. Shuffle & Spread
    Lay out the deck of cards face up where everyone can see them.

  2. Bystander Moment
    Each participant selects one card that represents how a bystander might react when witnessing bullying (e.g., staying silent, walking away, feeling unsure).

  3. Impact Check
    Choose one card that shows the impact of bystander inaction on the victim (e.g., isolation, helplessness, sadness).

  4. Upstander Choice
    Select one card that symbolises an upstander response (e.g., speaking up, comforting the victim, seeking help).

  5. Positive Outcome
    Pick one card that represents the positive result of upstander behaviour (e.g., safety, confidence, inclusion).

 

Sharing

  • After each round, participants explain their card choices.

  • Discuss how even small upstander actions can make a big difference.

 

Variations

  • Scenario Round: Facilitator describes a bullying situation, and players select cards to show both bystander and upstander responses.

  • Action Plan Mode: Each player chooses one upstander action they commit to trying in real life.

  • Team Build: As a group, agree on a set of “Top 3 Upstander Actions” to display in the classroom or community space.

 

Note

This tool can be used at different stages of a programme:

  • At the start, to highlight the difference between bystander and upstander roles.

  • During the middle, to practise scenarios and reinforce choices.

  • At the end, to create commitments that encourage a culture of standing up against bullying.

Reviewing Tool 4

Debriefing Questioning Deck

Objective

To encourage reflection, dialogue, and deeper understanding of key themes through guided questions.

​

How to Play

  1. Set Up

    • The deck contains question cards, each linked to a specific theme.

    • Themes are colour-coded for easy selection:

      1. Understanding Bullying

      2. Building Empathy

      3. Bystander vs Upstander

      4. Cyberbullying

      5. Courage & Action

      6. Self-Reflections

    • Each theme contains 8–10 questions.

  2. Choose & Ask

    • Each participant chooses a card from the deck.

    • Find a partner and ask the question written on the card.

  3. Exchange & Rotate

    • Once both partners have answered, exchange cards.

    • Move on to a new partner and repeat the process.

  4. Game Master Role

    • The Game Master may choose which theme (colour) to focus on, depending on the session objective.

    • Optionally, they can pause the activity to spotlight impactful responses.

 

Variations

  • Silent Reflection: Participants write their answers before sharing.

  • Hot Seat: One volunteer answers questions from multiple cards chosen by the group.

  • Themed Round: Everyone draws from the same theme (e.g., Courage & Action) to deepen focus.

 

Note

This tool can be used as a reviewing and debriefing activity at:

  • The end of a session, to consolidate learning.

  • The middle of a programme, to check in on understanding and emotions.

  • The start of a workshop, as an icebreaker to surface perspectives.

Game 1: In Sequence

Objective

To build teamwork, non-verbal communication, and quick thinking by arranging items in order without speaking.

​

How to Play

  1. Distribute Cards

    • Randomly give one card to each player.

    • Each card has an item with a name/word.

  2. Silent Sequencing

    • Without talking, players must arrange themselves in sequence based on the alphabetical order of their item.

    • Example: Apple → Book → Camera → Dog → Elephant.

  3. Check the Order

    • Once all players are in line, the Game Master checks the sequence.

    • If correct, the round ends. If not, players must silently re-adjust.

  4. Repeat & Rotate

    • Shuffle cards and play again with a new set of items.

 

Variations

  • Time Challenge: Set a countdown timer for extra pressure.

  • Reverse Order: Players arrange themselves from Z → A.

  • Number Mode: Use cards with numbers, and players must line up in ascending or descending order.

  • Theme Mode: Cards are sequenced by another category (e.g., size, colour shades, or chronological order).

 

Note

This activity works well as a fun energiser, icebreaker, or quick thinking drill. It promotes non-verbal communication, observation, and cooperation.

Game 2: Charade

Objective

To encourage creativity, teamwork, and quick thinking by acting out images without using words.

​

How to Play

  1. Split the Deck
    There are 50 image cards in total. Divide them equally into at least 2 sets, up to 5 sets, depending on the group size.

  2. Form Teams
    Divide players into small teams (minimum of 2 teams, up to 5). Each team gets one set of cards.

  3. Take Turns
    A player from Team A picks the top card from their set and must act out the image silently (no words, no sounds, no props).

  4. Guessing
    Their teammates must guess the word/image within a set time limit (e.g., 30–60 seconds).

  5. Scoring

    • 1 point if guessed correctly within the time.

    • No points if time runs out or rules are broken.

    • Continue clockwise so each team has equal turns.

  6. Winning
    The team with the most points after all cards are played wins!

 

Variations

  • Speed Round: Reduce guessing time to 20 seconds.

  • Silent Partner: One teammate can give non-verbal clues (gestures only).

  • Mix & Match: Combine cards from different sets to create a larger challenge deck.

 

Note

This game works well as a fun energiser at the start, a creativity break in the middle, or a celebration activity at the end of a programme.

Game 3: Storytelling

Objective

To foster creativity, teamwork, and empathy by using images to co-create meaningful stories around important themes.

 

How to Play

  1. Choose Your Personality Card
    Each participant selects one card that best represents their personality or character.

  2. Group Story Creation
    In your group, combine the cards chosen by all members to create a collaborative story. Each member contributes by weaving their card into the narrative.

  3. Theme Challenge
    The game master introduces a theme (e.g., Bullying, Kindness, Friendship, Resilience, Teamwork). The group must adapt their story using the images selected to align with this theme.

  4. Present the Story
    Each group shares their story with everyone. Creativity is encouraged — it can be told as a short skit, a narrated tale, or even a comic-style sequence.

 

Sharing

  • Reflect together: What did the story reveal about your personalities?

  • Discuss: How does the story connect to real-life experiences with the theme?

 

Variations

  • Speed Round: Limit groups to 3 minutes to create their story.

  • Silent Story: Groups present their story only with actions and gestures — no words.

  • Twist Mode: Game master introduces a surprise “plot twist” card midway, and the group must adapt their story.

 

Note

This storytelling game can be used at:

  • The start, as an icebreaker to understand personalities.

  • The middle, to encourage collaboration and thematic learning.

  • The end, to reflect and summarise lessons through creative expression.

Game 4: Creative Inventions

Objective

To spark imagination, teamwork, and innovative thinking by combining random images into creative new products.

​

How to Play

  1. Form Teams
    Get into pairs or small groups of 2–3 participants.

  2. Choose Cards
    Each participant selects one card from the deck.

  3. Invent Products
    As a team, combine your chosen cards to create as many product ideas as possible.

    • Example: Scissors + CCTV → CCTV Scissors, Scissors with a built-in camera, Smart Safety Scissors with motion detection.

  4. Pitch the Inventions
    Share your inventions with the group. Creativity counts — names, features, and even funny ideas are all welcome!

  5. Celebrate Ideas
    No winners or losers — the goal is to explore imagination and collaboration.

 

Variations

  • Time Challenge: Set a 3-minute timer to invent as many products as possible.

  • Shark Tank Mode: Each team chooses one invention to pitch “for investment.”

  • Mega Mix: Use 3 or more cards for extra wild inventions.

 

Note

This activity works well as a creative energiser, mid-programme break, or team-bonding exercise to encourage playful collaboration and outside-the-box thinking.

Game 5: Scrabble Take 2

Objective

To encourage word-building, teamwork, and quick thinking in a high-energy scrabble-style challenge.

 

How to Play

  1. Set Up

    • No physical board is used — this is an invisible Scrabble board.

    • Appoint a Runner and a Screamer for each team.

  2. Starting Cards
    Each team begins with 7 letter cards.

  3. Forming Words

    • Teams arrange their letters to form words, either top-down or left-right.

    • Words must connect like in Scrabble.

    • No short forms, slang, or abbreviations allowed!

  4. Take 2 Rule

    • When a team successfully completes a connected set of words, their Screamer shouts: “TAKE 2!”

    • The Runner from each team immediately runs to the Letter Station and collects 2 new cards for their team.

  5. Continue Building
    Teams continue expanding their word network with each new set of letters. The cycle repeats until:

    • All letters are used, OR

    • A time limit is reached.

  6. Winning
    The team with the most complete and valid scrabble board wins.

 

Note

This is a fast-paced, high-energy game best played mid-programme as an energiser or at the end as a competitive finale.

Game 6: Picture Recall Relay

Objective

To build focus, teamwork, and memory skills by recalling and reconstructing image sequences.

​

How to Play

  1. Set Up

    • Use 2 identical decks of cards.

    • Team A chooses 25 images and arranges them in a 5 × 5 grid (any sequence, any directions).

    • Team B keeps their deck aside for now.

  2. Recall & Relay

    • Team B sends one person at a time to look at Team A’s grid for a short time (e.g., 15–30 seconds).

    • That person returns to their team and helps recreate the same grid using Team B’s cards.

    • Only one player can view the grid at a time; no photos or notes allowed.

  3. Continue Until Complete

    • Team B repeats this process, sending one member each turn, until their grid matches Team A’s exactly.

    • Once correct, the groups switch roles.

  4. Winning

    • The team that completes their grid in the fewest turns or shortest time wins.

​

Variations

  • Speed Mode: Each player only gets 10 seconds to view the grid.

  • Silent Relay: No talking is allowed when relaying the information — only gestures.

  • Twist Challenge: Game master swaps one or two cards in Team A’s grid midway, and Team B must adapt.

  • Dual Challenge: The Game Master selects 25 cards for Team A and 25 different cards for Team B. Both teams start at the same time, racing to complete their grids as fast as possible.

 

Note

This game works well as a team-bonding activity, encouraging communication, trust, and strategy. It sharpens observation skills and highlights the importance of clear communication and relay in group work.

Game 7: What's on My Head?

Objective

To encourage communication, creativity, and critical thinking by asking strategic questions to identify hidden cards.

​

How to Play

  1. Distribute Cards

    • Each player receives one card.

    • Without looking, they place the card on their forehead so everyone else can see it.

  2. Move & Ask

    • Players go around the room and take turns asking Yes/No questions to others.

    • Example: “Am I a food?” / “Am I used in school?”

  3. Guess the Identity

    • Continue asking until the player correctly guesses the item on their forehead.

    • Once correct, they remove the card and wait until all players have finished.

 

Variations

  • Open-Ended Mode: Instead of Yes/No questions, allow players to ask broader questions for more creativity.

  • Timed Round: Set a 2-minute timer — if a player hasn’t guessed by then, they must swap cards and continue.

  • Silent Clues: Instead of answering questions, others can only give gestures or actions.

 

Note

This is a light-hearted, high-energy game perfect as an energiser, warm-up, or closing activity. It promotes strategic questioning, active listening, and social interaction.

Game 8: Fast Creation

Objective

To encourage quick thinking, creativity, and teamwork by coming up with words that match given letters across different categories.

​

How to Play

  1. Form Teams

    • Play in pairs or in small groups of up to 5 players.

  2. Letter Prompt

    • The Game Master presents a letter card (e.g., S, H, D).

    • Teams must quickly use the letter to come up with a word that fits the round’s category.

    • Example (Category: Emotions):

      • S → Sad

      • H → Happy

      • D → Depressed

  3. Rounds & Categories
    Rotate through the following categories (or add your own):

    1. Food

    2. Sports

    3. Brands

    4. Emotions

    5. Countries / Cities / Road Names

    6. Personality Traits

  4. Scoring

    • 1 point for each valid word.

    • Bonus point if no other team gives the same answer (unique word).

  5. Winning
    The team with the highest total score after all rounds wins.

 

Variations

  • Speed Round: Only 10 seconds per letter.

  • Silent Mode: Teams can’t talk; they must write down answers individually, then reveal at the same time.

  • Creative Twist: Instead of real words, players can invent fun/fake brand names or foods using the given letter.

 

Note

This is a high-energy, flexible game that can be played as an icebreaker, energiser, or competitive challenge. It helps participants practise quick recall, creativity, and categorical thinking.

© 2023 HappYouth. Designed by Waves Design.

bottom of page