


A G I A N T G A M E S E T






C o - d e s i g n e d b y G I A N T
f a m i l i e s a t t h e G u n n
M e m o r i a l P u b l i c L i b r a r y



A G I A N T
G A M E S E T


C o - d e s i g n e d b y G I A N T
f a m i l i e s a t t h e G u n n
M e m o r i a l P u b l i c L i b r a r y
A G I A N T
G A M E S E T
C o - d e s i g n e d b y G I A N T f a m i l i e s a t
t h e G u n n M e m o r i a l P u b l i c L i b r a r y
COPYRIGHT © 2025 THE GIANT ROOM
Something super weird (and oh, so wonderful!) is happening in this game book! Our characters are getting mixed and remixed into a deck of collectible trading cards that you can play all sorts of games with!
We are extremely honored to partner with Connecticut State Libraries and bring GIANT creative STEM experiences to the Connecticut community at the Gunn Memorial Public Library. We implemented a Remix Station with the library’s team, Ashley Doerwald and Emma Kornetov.
More than 80 participants joined, dreamed, created, and shared. Here, we have “remixed” their creations into a oneof-a-kind game set inviting all kids (and adults) to collect the trading cards and get slapping, improvising, drawing, storytelling, acting, and searching!
I want to thank the librarians and staff from Gunn Memorial Public Library for their partnership. Funding for this program was made possible by the Connecticut State Library and Library Services and Technology Act (LSTA), provided through the Institute of Museum and Library Services (IMLS).
Let’s play!
Azi Jamalian Founder of The GIANT Room
Creator of the Mighty Mate
The Mighty Mate’s name aAI-generated vatar based onaoriginal rtwork
The Mighty Mate’s favorite things
The Mighty Mate’s special powers
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The Mighty Mate’s power rating
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EPIC STORIES ABOUT YOUR MIGHTY MATES
WHO’S THAT MIGHTY MATE?
STORYTELLING TELEPHONE
SEARCH & FIND: FLOWER GARDEN
SLAP JACK
WOULD YOU RATHER...?
SEARCH & FIND: INTERGALACTIC LIBRARY
DOODLE CHALLENGE
MIGHTY MATE QUEST CHARADES
MIGHTY MATE STORY IMPROV
EGYPTIAN RATSCREW
Divide and shuffle your deck: Separate your Mighty Mates into 2 different piles. Shuffle each one.
Draw two cards: Pick one card from each pile. Keep them secret for now – it's a surprise!
Dream up an origin story: Imagine a story for the two Mighty Mates you chose. How did they get their special powers? What challenges will they face? Will they solve problems together? Or fight against each other in a battle?
Share your story: Share your story with friends and family. Explain your Mighty Mates, the exciting journey, and how you came up with your story. You can even draw it as a comic book!
Yourimaginationistheboss!Makeyour storyasfunny,weird,crazy,orseriousas youwant.
UsebothMightyMatesinyourstory. Incorporatetheiruniquepowersandfavorite things!
Everyone'sawinnerinthisgame.It'sall abouttellinganincrediblestory.
Time Challenge: Set a timer and see if you can finish your story in a certain amount of time. Quick thinking, quick storytelling!
Swap Stories: Trade your finished comic with a friend. Can they continue your story or add a surprising twist?
Random Element: Add a random item or location to your story. Or draw a third card, and find a way to include it in your adventure.
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Pick your Mighty M cts a Mighty Mate witho our secret character.
Set up your game b a sheet of paper to keep tr es 6 to 35 to search for the Mighty Mates that it might be.
Ask yes or no questions: Take turn ki h h yes/no questions about the Migh "Does your Mighty Mate have wi Mate pink?”
Eliminate Mighty Mates: Based on answers, eliminate Mighty Mates your list until you can make your guess. S
Be honest with your answers – no tricky business!
Only ask questions that can be answered with "yes" or "no."
Keep track of your guesses on the game board. It's your roadmap to victory!
Speed R Quick th
Limited question extra ch Silent Ro use only commun
Randomly choose a card: Choose a card. Each player writes a line of a story on their paper about their Mighty Mate. The stories can all be different.
Draw a picture of that sentence: Pass the paper with the written story line to the next player. They have to draw a picture of that sentence. Fold the sentence and only expose the picture.
Write an explanation of that drawing: Pass it to the next player. They must write a sentence to explain what the picture is showing. Fold the drawing and only expose the sentence.
Check if the last sentence is the same as the drawing: Keep going until each paper is full. Unfold your paper and see where your drawing and stories went! Is the last sentence super different than the original?
Each player writes a story line about the Mighty Mate.
Each player draws a picture to represent the sentence.
Each player passes their folded paper to the player next to them.
Each player folds the paper so that only the sentence is visible.
Each player passes their paper to the player next to them.
Each player folds the paper so that only the drawing is visible.
Each player writes a sentence to represent the picture.
Repeat this process until the entire page is filled!
Your story line has to include the Mighty Mate, but remember, the more complicated you make your sentence, the harder it will be to draw! (This is a good thing! It will make the game of telephone more challenging and wacky.)
No peeking! Keep the drawings and sentences hidden until the end for maximum surprise.
Don't worry about perfection – the sillier, the better! In fact, the worse the drawing is, the more difficult it is to match the original story line…
Time Pressure: Set a timer for each turn to add an element of excitement.
Word Limit: Restrict the number of words or lines each player can use, challenging them to convey their ideas concisely.
Theme Variation: Choose a specific theme or genre for the story to follow, such as fantasy, sci-fi, or comedy.
Multiple Mighty Mates: Have each player choose their own Mighty Mate. Once the round is over, try to match the last story line or drawing of each paper to the Mighty Mate.
Dazaly was off on another trip to find the magical cookies of Bloofloop land.
Draw a card for the game. 1
2
Write a descriptive story line.
The rainbow fairy was always thinking about cookies and cast a spell to conjure them.
The magical fairy made it rain cookies from the sky. You could see the cookie rainbow from far, far away.
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Fold the paper after completing your writing or drawing.
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Our Mighty Mates have gone on an adventure to a flower garden, but they got a little lost. We need YOUR help finding them! Can you help us search for the Mi ht M t ?
Review the jacks: Before you start, study the four Mighty Mate trading cards on the next page. These will be the special "jacks" in the game that you'll be slapping for!
Deal the deck: Shuffle the cards and deal them evenly among the players. Keep your cards face-down – no peeking!
Start slapping: The first player flips over the top card from their deck, placing it face-up in the center. Everyone keeps an eye out for the special Mighty Mate "jacks."
Slap it: When one of the four special "jack" Mighty Mate cards is played, be the first to slap it! The quickest slapper gets to collect all the cards in the center.
Continue playing: Take turns flipping over cards and slapping when a "jack" appears. The player who collects all the cards in the deck wins!
Only slap for the special Mighty Mate "jacks" –don't get too trigger-happy!
Watch out for false slaps! If you slap a non-"jack" card, you have to add an additional card to the center pile.
Keep the game friendly and fun – no overly aggressive slapping!
Change Up the Jacks: Decide on a different group of four Mighty Mates to be the “jacks.”
Pick a card: Draw a random Mighty Mate from the deck. This Mighty Mate will be the inspiration for your dilemma.
Create your question: Think of a funny, gross, serious, rhyming or thoughtful "Would you rather…" question inspired by the traits or abilities of your Mighty Mate. Write it down or draw it.
Share your question: Each player takes turns presenting their Mighty Mate dilemma to the group. Get ready for some laughs and thoughtful !
Make your choice: After hearing the dilemma, each player must make a choice – which option would they rather pick? There are no right or wrong answers, just lots of fun discussions!
Ask questions that make you think and feel, rhyme, spark a debate, make you go YUCK, or make you laugh!
Respect everyone's choices – there's no winning or losing in this game, just great conversation.
Speed Round: Set a timer for each player to come up with their dilemma. Quick thinking makes for some hilarious scenarios!
Roleplay Edition: Act out your chosen "Would You Rather" scenarios for an added layer of entertainment.
Theme Variation: Choose a specific theme or category for the dilemmas, such as superpowers, travel, or food preferences.
Our Mighty Mates have gone on an adventure to an intergalactic library, but they got a little lost. We need YOUR help finding them! Can you help us search for these Mighty Mates?
ghty Mate: Draw a random Mighty Mate trading card from the deck. Keep it a secret – this is the Mighty Mate you'll be sketching.
Start drawing with a twist: You must draw your Mighty Mate, BUT you have to do it with your eyes closed!
Guess the Mighty Mate: Show your sketch to the other players. They must guess which Mighty Mate you picked based on your drawing.
Reveal the mystery card: Once the guess is made, reveal the actual Mighty Mate card to see how close (or hilariously off) the guess was. Prepare for laughs and surprises!
No peeking – c entire sketching process!
Embrace imperfections – your drawing should look very weird and funny! The more creative and unexpected, the better.
Have a good laugh, and don't take the game too seriously. It's all about the joy of creating and guessing.
Time Challenge: Set a timer for the sketching round, making it a quick and exciting challenge.
Guessing Points: Award points for accurate guesses. The more challenging the sketch, the higher the points!
Team Edition: Play in pairs. One player sketches with their closed eyes, and the other guesses.
You'll embark on a scavenger hunt to uncover the hidden location of a prized Mighty Mate. The catch? The location is concealed behind a coded message written by the other player that you and your fellow treasure hunters must decipher. Channel your inner cryptographer, and let the quest begin!
Select the hidden card: Each player chooses one Mighty Mate trading card and hides it in a secret location without the other players seeing.
Create the coded message: Each player must create one or more coded messages leading their opponent closer and closer to the card’s hidden location. Use symbols, ciphers, or any cryptic method to create your clues.
Start the hunt: Players exchange their coded messages, and the quest begins! Each player must decode the messages to unveil the location of the hidden card.
Claim your prize: The first player to decode all the messages, reach the hidden location, and discover the hidden card, claims the coveted Mighty Mate as their reward!
Keep your coded messages challenging but decipherable – the quest should be an adventure, not an impossible puzzle!
No sharing of decoded messages. Each player must try to decode the message themselves, but can be given hints upon request.
Stay within the agreed-upon area for the scavenger hunt to keep it fair.
Time Pressure: Set a time limit for each decoding session to add an extra layer of excitement.
Team Character-Hunt Quest: Form teams and collaborate on the codebreaking adventure. Combine your skills to decipher the messages.
Hidden Challenges: Incorporate a series of coded messages that bring your opponent on an entire scavenger hunt! Include small challenges or puzzles at each location, making the journey even more engaging.
Shuffle and draw: Shuffle your deck and draw a Mighty Mate without revealing it to others. This will be the Mighty Mate you'll be acting out.
Set the timer: Decide on a time limit for each charades round. For example, 1-2 minutes works well, depending on your group's preferences.
Act it out: With the card in hand, start acting out the Mighty Mate's traits, abilities, or any distinct features without speaking. Use gestures, movements, and expressions to convey the essence of the Mighty Mate.
Guess the Mighty Mate: Your friends have the challenge of guessing which Mighty Mate you're portraying. The first person to correctly guess becomes the next charades star!
No verbal clues – strictly acting!
If no one guesses correctly in the allotted time, you have to sit out of the next round.
When a person guesses the Mighty Mate correctly, they become the next charades star.
Speed Rounds: Reduce the time limit for each charades round, adding an extra level of excitement.
Action Challenges: Act out a specific action that the Mighty Mate is doing. Players then must guess both the Mighty Mate and the action.
Team Charades: Divide players into teams. Each team takes turns acting and guessing, tallying their points as they go.
Pick a card: Pick a random Mighty Mate from the deck and dream of its story. Is it from a magical land, an underwater cave, another planet, a volcano, or something else? Share an intro to its story in one sentence.
Continue the story: The next player draws another Mighty Mate from the deck. This player also dreams up this Mighty Mate’s story, but it must connect to the previous one.
Memorize it: The following player draws another Mighty Mate from the deck, dreams of its story and must include all previous stories. After a few rounds, the game will become more challenging since you’ll have to memorize all of the stories that came before you!
The first player to forget or mess up a previous Mighty Mate’s story loses and is out of the game. The last player left standing wins.
Improvise and build upon the stories that other players have shared about their Mighty Mates.
Limited Time: Set a time limit for each player to create and share their story.
Trait Challenges: Add a rule that each new card's origin must include a specific element from the trading cards, such as their favorite things or special powers.
Player 1: Beppa Biguel is from Planet Broogy where it rains all the time.
Player 2: Somanyeyes, who flies around in the rain, lives in a green cave on Planet Broogy filled with a million massive Oreo cookies (his favorite).
Player 3: Squishy Paws is from Purple City on Planet Broogy where she is exploring to search for Oreo cookies. Someone’s mind is telling her that there is a cave filled with them somewhere...
Player 4: Mr. Doop, who lives in the desert next to Purple City on Planet Broogy, is always making fires. Squishy Paws doesn’t like to go near him because he’s afraid.
Review the slap triggers: In a standard game of Egyptian Rat Screw, there are many rules about which cards can be slapped and when. In this Mighty Mate edition of the game, we ’ ve created new slapping triggers based on the cards in the deck. Before you start, study the triggers on page 64.
Deal the deck: Shuffle the Mighty Mate trading cards and deal them evenly among the players. Keep your cards face-down – no peeking!
Play your cards: Players take turns playing one card at a time in the center. Once a trigger card is played, the first player to slap the pile gets to collect all the cards in the center. Be quick, but watch out for false slaps! The first player to collect all the cards in the deck wins.
Only slap on designated trigger cards.
If you slap a non-trigger card, you hav add an additional card to the center pi
If you run out of cards, you are still in t game! You can continue to slap and w the cards in the center pile.
Change Up the Triggers: Invent your own rules on which cards can be slapped and when!
Slap when...a Mighty Mate has a power rating of 6 stars.
Slap when...three cards in a row have their power ratings in ascending or descending numerical order. This includes:
0 1 2 1 2 3 2 3 4 3 4 5 4 5 6 6 5 4 5 4 3 4 3 2 3 2 1
Power rating
Slap when...two Mighty Mates of the same “species” are thrown in a row. This can include: two cats, two dogs, two robots, two dinosaurs, etc.
Cat doubles Cow doubles
Slap when...two Mighty Mates of the same “species” are thrown with one card separating them. For example, a cat, an egg, and then another cat. These Mighty Mates create a sandwich, and you have to slap!
What games would YOU like to invent with your Mighty Mate trading cards? Write down the rules of your game and playtest with friends and family.
Game Concept & Planning
Azadeh Jamalian, PhD (The GIAN
Ashley Doerwald (Gunn Memoria
Emma Kornetov (Gunn Memorial)
Rebecca Schifilliti (The GIANT Room)
Rama Deshpande (The GIANT Room)
Card Design & Development
Book Design & Development
Rama Deshpande (The GIANT Room)
Shadrack Munene (The GIANT Room)
Iris Sun (The GIANT Room)
Rebecca Schifilliti (The GIANT Room)
Rama Deshpande (The GIANT Room)
Rebecca Schifilliti (The GIANT Room)
Yinjie Shi (The GIANT Room)
Uma Lewis, Nooch, Avery Lema, Eloise, Kensley, ll Nora K., Rhys, Tate, Oliver, Savana, nio, Dakota, Arianna, April, Emily, liver, Mosi, Maureen, Wilder, Nate, Madelyn, Lucy, Coco, James, Tien, resa, Dylan, Ashley, Imogen, Hudson, a-Chi, Milo, Evelyn M., Thea, Frannie th, Jemma, Norah, Maxwell, Wren ameron, Charlie, Amelia, Evelyn, McAllen, Jean Kallay, Tessa, Rosie, af, Jackson, Valeria, Nell, Harper, na, Lily, Grace, Colin, Salem, Declan, Brooklyn, Isabel, Taylor Maltz, Emily n, Henry, Cassidy, Genevieve, Ben, wster, Quinn, Luy, F 22 Raptor, and lph
The GIANT Room is a creative co-design lab that provides opportunities for children, families, and educators to collaborate with designers, policymakers, scientists, artists, and engineers.
In addition, on our GIANT Remix platform, we provide opportunities for children to co-design and co-publish books and games they can read and play with their friends and family
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GIANT Game Set: Would You Rather ?
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Search & Find Book: Where Are The Avatars?
GIANT Storybook: A Journey Into An Imaginary Garden
Search & Find Book: Where Is My Monster?
GIANT Storybook: I Used To Be Afraid
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