This guide keeps a recreational activity inside the boundary set by the responsible care team. It does not diagnose, treat, test, or interpret anyone’s condition. Staff decide whether, where, and how the session can run. The activity host controls only the game loop and hands any care concern back immediately.
The participant and timing ranges below are authored event choices, not clinical thresholds or care guidance.
1. Name the staff owner before preparing the game
Record the staff member who can approve the location, participants, timing, materials, cleaning route, interruptions, and stop decision. Ask how the host should reach that person throughout the session.
Write a direct handover sentence on the host card: “I am pausing the activity and handing this to [staff role].” Use it when a participant needs help outside the agreed game support or staff instruct the host to pause.
Do not ask the group to interpret another person’s condition or vote on whether the session should continue.
2. Rebuild the attendance plan at the start
Use the people whom staff confirm for that session, not a previous list. Offer participation as answer, choose, arrange, read, keep a shared record, watch, or stop. A participant may change routes between turns.
Prepare a session that works for 5 to 18 participants, then run only the part that fits the confirmed group. If fewer people attend, remove team scoring. If more attend than the approved space or staffing arrangement supports, ask the staff owner to change the plan or end it.
Record no diagnosis, medication, room number, care history, or reason for a pass on the game sheet.
3. Make small uneven participation groups
Use a group-size range of 2 to 5 participants. For 14 participants, use groups of 2, 3, 4, and 5. Every size occurs once, so no size controls more than half the family.
Let staff determine seating and any support arrangement. The host labels groups by a neutral symbol and gives each one a chooser, first responder, arranger or recorder, and checker where the size permits.
Do not move a person, device, chair, or table to improve the game layout unless the responsible staff member handles or approves that change.
4. Select a format that can pause mid-turn
Use one-step choices, visible sorting, cooperative lists, matching from displayed options, or a shared sequence. Prepare each prompt so it can be closed without losing a long chain of hidden information.
Avoid elimination, personal memory testing, speed ranking, food, drink, touch, blindfolds, and material passed from person to person unless the staff owner has specifically approved the plan.
Keep one no-material route ready: the host displays two to four choices and each group selects one through its agreed response method.
5. Prepare material under the facility’s process
Show the complete material list to the staff owner. Ask which items may enter the setting, how they should be handled between participants, where used items go, and who confirms the session reset.
Give each group a separate counted set. Do not swap pieces between sets during play. If a piece is dropped, damaged, or moved outside the agreed area, stop using that piece and ask staff what to do.
The host follows the facility process as given. This guide supplies no substitute cleaning, infection-control, clinical, or equipment instruction.
6. Teach one turn through visible choices
Display the sequence: host shows, group chooses, routed person responds, checker closes. Demonstrate one unscored turn and show how to pass, change route, or stop.
Ask each group to complete the demonstration rather than asking individuals to repeat a spoken rule. If a group cannot complete the loop, reduce the response to one visible choice and demonstrate again.
Set round lengths in a range of 3 to 6 prompts. After each round, offer continue, change format, watch, or finish. Do not turn the range into a quota.
7. Treat interruptions as normal control points
If staff enter, a participant leaves, care activity begins, or the room arrangement changes, freeze the prompt and cover or collect the active material. The scorer marks the round paused, not lost.
Resume only when the staff owner approves it. Restate the current action and run an unscored prompt before returning to points. A returning participant joins at the next routed role and receives no penalty.
If two interruptions prevent the same round from restarting cleanly, close the game with the cooperative finish instead of attempting the round again.
8. Remove pressure before adding support
When a participant does not answer, offer the printed choices: repeat, show options, ask the group, pass, change role, or stop. Use the same menu for everyone and do not announce why a route is available.
For an answer outside the prepared key, accept a reasonable connection in an open category. For a factual prompt that the host cannot settle from its attached evidence, void the item. Do not ask staff to judge recreational knowledge.
Any distress, illness, care request, equipment concern, or change in condition goes to the staff owner. The game host does not interpret it.
9. Close with a staff handover
Give a one-round or two-prompt finish notice. Use a cooperative last action, close any score, and state the completed group result without ranking individual performance.
Keep each material set separate while counting it. Place used material in the location staff named and report any missing or damaged item. Ask the staff owner to accept the reset before leaving.
Record only event operations: selected response routes, useful format, unused prompts, interruptions, timing range, and material discrepancy. Store, share, or discard that record under the facility’s direction.
Run a 20 to 32 minute session from one card
Say first: “This is a choice activity. You may answer, point, arrange, read, keep the group record, watch, pass or stop. We will try one turn with no score. After each short round, you may continue, change, watch or finish. Staff decisions pause the game.”
| Phase | Time |
|---|---|
| Staff confirmation and visible choices | 3 to 5 minutes |
| One unscored turn | 3 to 4 minutes |
| First round of 3 to 6 prompts | 6 to 9 minutes |
| Continue, change, watch or finish check | 2 to 3 minutes |
| Optional second short round | 3 to 6 minutes |
| Cooperative finish and staff handover | 3 to 5 minutes |
A group that finishes early leaves its choice visible, selects the next routed role and waits for the shared close. It receives no harder prompt. This plan does not need a winner. A tied group result stands, with no tie-breaker. For an answer outside the key, apply Step 8. Accept a reasonable open-category connection, and void an unsettled factual item rather than asking staff or participants to judge it.
Printable hospital or care setting checklist
- One staff owner approves location, participants, material, and stop decisions.
- The host has a direct staff contact route throughout the session.
- A written handover sentence is on the host card.
- Attendance is rebuilt from people confirmed for this session.
- Game records exclude care and health information.
- Groups stay within the written 2 to 5 participant range.
- No participation-group size appears in more than half the family.
- Staff control seating and support arrangements.
- The format can stop after one visible action.
- A no-material response route is ready.
- Staff have reviewed the complete material list.
- Each group has a separate counted set.
- Show, choose, respond, and close are visible.
- Round lengths vary within the 3 to 6 prompt range.
- Continue, change, watch, and finish options are offered between rounds.
- Early completion and tied group results have written routes.
- An interruption freezes rather than forfeits the round.
- Care concerns route to staff without host interpretation.
- Staff accept the final material and room reset.