That’s a creative and socially conscious idea for a game — combining mechanics from Monopoly and The War on Terror with themes of rehabilitation, prison solidarity, and empowerment. Here’s a printable A4 dice/card-based board game called:
“Grow a Pair: Prison TO INTEL”
Theme:
From incarceration to rehabilitation — form networks, build skills, and outgrow your past. Collect pairs, collaborate, and break systemic cycles.
🧩 WHAT YOU NEED:
- 2 Dice
- Deck of Cards (standard 52 + jokers)
- Printed Game Board (on A4s, 2 sheets)
- 4 Tokens (coins, paper clips, etc.)
- Card Tray/Holder (optional)
- Card Type Reference Sheet (provided)
🎲 BASIC RULES:
Players: 2–4
Objective: Be the first to complete 5 pairs (e.g., two 7s, two Jacks, etc.) in your hand. Learn, build alliances, and use your cards wisely.
🗂️ CARD TYPES (based on suits):
| Suit | Skill/Theme |
|---|---|
| ♠ Spades | Intelligence Agency / Strategy |
| ♥ Hearts | Empathy / Mental Health |
| ♦ Diamonds | Logistics / Economy |
| ♣ Clubs | Law / Legal Knowledge |
Jokers: Wildcards (can pair with any card or get you out of any punishment)
🎮 SETUP:
- Everyone draws 2 cards to start.
- Place your token at START.
- Place the deck face-down.
🚶♂️ ON YOUR TURN:
- Roll 2 dice and move clockwise.
- Land on a space (details below).
- Follow its effect.
- If you pass START, draw 5 new cards.
🔲 BOARD STRUCTURE (12 SPACES):
You can print this on 2 A4 sheets:
- Sheet 1: Game board with 12 numbered spaces in a circle.
- Sheet 2: Card Type Reference and quick rules.
BOARD SPACES EXPLAINED:
| Space # | Name | Effect |
|---|---|---|
| 1 | START | Draw 5 cards |
| 2 | Courtroom | Discard a non-pair card |
| 3 | Library (Law) | Draw 1 ♣ card from discard or deck |
| 4 | Visitation Room | Trade 1 card with any player |
| 5 | Solitary | Go to PRISON (next turn skip unless roll 2) |
| 6 | Mail Room | Everyone gives 1 card to left |
| 7 | Education Hall | Draw 2 cards, discard 1 |
| 8 | Rec Yard (Network) | Form a “pair alliance” (see below) |
| 9 | Kitchen Job | Draw 1 ♦ card from discard or deck |
| 10 | Mental Health Room | Discard 1 card to draw 2 |
| 11 | Secret Tunnel | Escape PRISON immediately |
| 12 | Security Checkpoint | Reveal hand — if no pairs, discard 3 |
🔒 PRISON RULES:
- In prison? Skip turn unless you roll a 2 OR play a Joker.
- Still draw 1 card each turn.
🤝 PAIR ALLIANCE (from space 8):
- Choose a partner.
- You may share up to 2 cards freely per round while the alliance lasts.
- Break alliance if one completes 5 pairs or betrays (lies = discard all cards).
🏁 WINNING:
- Be the first to form 5 valid pairs in hand.
- Jokers can substitute one card per pair.
🖨️ PRINT MATERIALS:
Sheet 1 (Game Board):
- 12 circular spaces numbered 1–12, labeled with effects.
- Arrows connecting them clockwise.
Sheet 2 (Card Reference + Quick Rules):
- Table of Suits → Skills
- Turn Summary
- “In Prison?” Rules
- “Forming Pairs” Guide