We're building something new! This site is currently in testing. For our legacy site, click here.

Games > Board

109 products

  • Social & Emotional Competence Board Game

    Social & Emotional Competence Board Game

    The board game asks players to follow a winding path, drawing game cards along the way. These cards cover five topics: sharing feelings, getting along, caring, communication, and cooperating. As children answer questions posed on the cards, they gradually learn how to recognize and manage emotions, empathize with others, solve problems, communicate effectively, make responsible decisions, and build healthy relationships. For 2 to 6 players, ages 6 to 15. Includes board, die, pawns, directions, 5 decks of cards, and directions.

  • Snoots Toots: A Kid's Game of Empathy and Manners

    Snoots Toots: A Kid's Game of Empathy and Manners

    This awesome therapeutic board game from Dr. Poppy Moon''s Imagucation Creation Workshop! Kids ages 6-12 will role-play their way through a variety of situations requiring manners and empathy skills. Whether they are acting out a behavior showing proper conduct telling about a situation or imagining a feeling kids will be learning skills that are critical to social and emotional development. Simple setup and easy instructions make Snoots Toots! A Kids Game of Empathy and Manners the perfect game for individual small group and classroom guidance!

  • Smoking Prevention Bingo

    Smoking Prevention Bingo

    Address why people smoke, the effects of smoking, the facts about tobacco, ways to say no, and smoking prevention activities. Includes handouts, Choosing Not to Smoke and Online Resources. For up to 16 players. This game is also part of the Bingo Games Set. To learn more about this set go to search and type Bingo.

  • Self Esteem Bingo Teen Version

    Self Esteem Bingo Teen Version

    Ages: 12-18. Explore the subject of self-esteem in a new way . . . with Self-Esteem Bingo! Using a familiar and fun game, five different areas are covered: benefits of self-esteem, self-esteem busters, self-esteem boosters, acknowledging strengths, and taking responsibility. Use the calling cards to introduce how these areas affect self-esteem on a day-to-day basis. This game is also part of the Bingo Games for Teens Set. To learn more about this set go to search and type Bingo.

  • Self Esteem Bingo Adult Version

    Self Esteem Bingo Adult Version

    Focuses on one of the most important topics in classrooms and clinics. Helps players to understand self-esteem Boosters and Busters, the benefits of self-esteem, how to acknowledge their own strengths and how to take responsibility. This game is also part of the BINGO! for Adults Set of 7 Bingos. To learn more about this set go to search and type Bingo.

  • Resiliency Bingo Teen Version

    Resiliency Bingo Teen Version

    Ages: 12-18. Help teens increase their coping skills, self-awareness, internal motivation, honesty, and trust, as they experience their own ability to be resilient. This game is also part of the Bingo Games for Teens Set.

  • Resiliency Bingo Adult Version

    Resiliency Bingo Adult Version

    Develops and explores player's resiliency skills at home, at work, in school, and in social situations. This game is also part of the BINGO! for Adults Set of 7 Bingos. To learn more about this set, go to search and type Bingo.

  • Remote Control Worry Control Board Game

    Remote Control Worry Control Board Game

    Remote Control Anxiety Control game uses cognitive behavioral therapy to help combat anxiety. It’s use of relaxation techniques like muscle relaxation, deep breathing, and visualization are some strategies to help relieve anxiety. There are both competitive and cooperative versions for grades 1-5 and for grades 6-9. The two age groups have separate decks of cards. Players will learn to apply positive self-talk; understand the value of stress management; learn from previous successes; identify situations/people that contribute to stress; and learn and practice relaxation techniques. Grades 1-9 (two sets of cards: grades 1-5 and 6-9)

  • Remote Control Impulse Control Game

    Remote Control Impulse Control Game

    A fun, unique way to learn impulse control with the buttons of a remote control. Helps all children acquire and practice three specific skills to help control their impulses and make good decisions. Cooperative and Competitive ways to play for 2-5 players. Engaging and educational with two decks of cards (appropriate for ages 6-11 and 12-15). Fun for the whole family! Parents will enjoy playing with their children.

  • Remote Control Anger Control Game

    Remote Control Anger Control Game

    The Remote Control Anger Control game is a set of four card games that focuses on three essential skills for controlling anger. Players learn to PAUSE and identify additional feelings, REWIND and learn from past mistakes, FAST FORWARD and think ahead about potential consequences. Grades 2-5

  • Recovery Bingo Game for Teens

    Recovery Bingo Game for Teens

    This game builds recovery skills for living addiction free. It focuses on developing support, recognizing danger zones, and planning for recovery. The game can be used with individuals in 12-step programs. Includes laminated game cards, calling cards, chips, reproducible handouts, and instructions. For two to 16 players. Ages 12-18.

  • Recovery Bingo Game for Adults

    Recovery Bingo Game for Adults

    This game focuses on developing support, recognizing danger zones, and planning for recovery. Game has 16 laminated BINGO cards, 75 calling cards, facilitator's instruction sheet, and reproducible handouts meant to be used in clinics or classrooms. The game helps adults build recovery skills for living addiction free. Includes laminated game cards, calling cards, chips, reproducible handouts, and instructions. For 2-16 players. Ages: 18 and up

  • Positive Thinking Board Game

    Positive Thinking Board Game

    This therapeutic game maintains the premise that thought is the source of many of our emotional states. By becoming more aware of our self-talk and cognitive responses to situations, we can better select and control our emotions. Helpful in addressing emotional difficulties such as anxiety, depression, anger, and low self-esteem. All players are winners if they have learned even one thing about the benefits of positive thinking.

  • Peace Path

    Peace Path

    The Peace Path is a board game designed for children from violent, abusive or dysfunctional families. This unique game not only teaches alternatives to violent behavior but also addresses the more immediate issue of what the child should do at the moment violence is occurring. Using game cards that focus on four different settings—home, shelter, school, and relative's house—it helps children learn to plan for their own safety, use assertiveness (rather than aggression) to solve problems, express their feelings, and raise their self-esteem. Ages 6-14.

  • Out of Your Mind Board Game

    Out of Your Mind Board Game

    Out of Your Mind provides a safe environment where players will feel comfortable talking about their thoughts and feelings. Players will enhance their communication skills, listening skills, and decision making skills. They will improve their ability to understand others and experience empathy. Activities are designed to make sure that all this takes place in an atmosphere that is emotionally safe and supportive.

  • No More Bullies Board Game

    No More Bullies Board Game

    Ages 5-12. Created by teachers and guidance counselors and field-tested, this game deals effectively with the problem of bullying. Players create a switch in identity that transforms the bully into a nice guy and along the way, bullies discover alternate ways to behave while victims learn how to deal with them. For 2-4 players. Game board, 28 Cool Off cards, 24 Talk About It cards, blank cards, die, 8 Mr. Nice Guy game pieces, 4 pawns, 4 sets of 5 different picture pieces, instructions.

  • Navigating The Zones Navigating The Zones

    Social Thinking Navigating The Zones

    The Zones of Regulation Series   This unique and fun cooperative game expands the teachings of The Zones of Regulation curriculum. It introduces the concept of “The Zones Pathway” via a board game that encourages interaction by using a variety of card decks to explore social situations, emotions, and related regulation tools. This flexible teaching tool is non-competitive by design. Social learners collaborate as they practice problem solving how to navigate different social situations, a process required for emotional regulation. Note: educators, therapists, caregivers, and social learners should already be familiar with The Zones of Regulation concepts and vocabulary before playing this game. It is not designed to be a stand-alone social emotional teaching tool.

    $102.95

  • My Two Homes Board Game

    My Two Homes Board Game

    Ages 6-12. Designed for children who are having difficulty adjusting to their parents' divorce, this engaging game lets children deal with problems on their own terms through play. The game is simple enough for parents or other non-professionals to play with children. For 2-4 players. Game board, cards, 6 pawns, die, 100 chips, instructions.

  • Learning Social Rules in School

    Learning Social Rules in School

    Dr. Playwell has brought us another great game designed to help students think about the consequences of their behavior and distinguish good choices from bad ones. The game will also help children practice relaxation and self-control, learning that they can control their bodies as well as their behavior. For children who are having difficulty learning social rules, particularly children on the Autism Spectrum and children with ADD/ADHD. This game is designed to be played in a regular classroom or as part of a social skills training program. Ages 6-12.

  • Land of Psymon

    Land of Psymon

    Kids will love capturing Psymon cards as they learn important cognitive-behavioral skills with this enchanting board game. Each of the 10 "bad" Psymon ("psychological monsters") represents a negative thinking pattern and common cognitive distortion. Players learn about their modes of attack and strategies for defending against them. The 6 "good" Psymon exhibit the positive cognitive-behavioral skills that defeat negative thinking habits. Players earn points by identifying the good and bad Psymon at work in the situations described on Think cards. For 2 to 12 players

  • Journey To Friendsville

    Journey To Friendsville

    Board games effectively teach social skills, but many counselors do not have the time to play traditional board games with clients. This game teaches kids social skills and how to develop rewarding friendships in 15-minute increments as they journey on the game board towards the town of Friendsville. There are five skills in total, and one skill is the focus of each 15 minute session. Kids can play multiple times to learn all five skills. As they play the game, kids move through towns that represent the skills taught in the game, such as Fairhaven and Conversation City. The skills they learn include using humor appropriately in social situations, conversing with others and so much more.

  • In Control

    In Control

    Games To Teach Self-Control Skills. Ages 7-12. This book of six games helps children keep cool under any circumstances. The colorful game board is bound into the middle of the spiral-bound book, ready to be used for play. Teaches children such skills as listening to others, following rules, and cooperating. For 2-4 players. Game board book, instruction manual, pawns, 6-sided die, chips, sand timer, cards.

  • Helping Sharing and Caring Card Game

    Helping Sharing and Caring Card Game

    This fun card game asks children to match problems with helping, sharing, and caring solutions. Kids learn about the importance of self-esteem, kindness, safety, ethics, values, health, empathy, consideration of others, and sympathy. Ages 4-12.

  • Help Kelly Bear Game

    Help Kelly Bear Game

    Help Kelly Bear is a game with a goal that is reached through cooperation rather than competition. The players help Kelly Bear, themselves, and each other by answering questions and moving their playpiece. Children's character development, self-awareness, self-confidence, and goal setting are enhanced as they and their peers respond to the questions.


You have seen 48 out of 109 products

Footer image

© 2026 Odin Books

    • American Express
    • Apple Pay
    • Discover
    • Google Pay
    • JCB
    • Mastercard
    • PayPal
    • Union Pay
    • Visa

    Login

    Forgot your password?

    Don't have an account yet?
    Create account