• 10 to 15 minutes
  • In person


This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a memory-based game.

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Heart rate monitor

Heart rate monitor

Mightier tablet

Mightier tablet

Step-by-step instructions

  1. To start, work with the client to spread all cards face-down in a grid.
    *Note- For shorter games remove all Ace through 5 cards.*

  2. Work with the client for each of you to choose a different card color (red or blue).

  3. Choose if you or the client is going to wear the heart rate monitor while you play.
    *Note- the player who wears the heart monitor will receive the Gizmo Bonus*

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Memory Mine.’

  5. Both you and the client then take turns, starting each turn by flipping over one card in the grid.

  6. Turn over another card in the grid, if it’s the same color as the first, and the cards are not face cards, then remove them from the grid and take another turn.

  7. If the card colors don’t match then the turn ends.

  8. On the end of each turn, flip any unmatched cards that were revealed face-down again.

  9. If a player flips a face card (Jack, Queen, or King) in that player’s color then leave it face-up and choose another card to flip. Face cards in the player’s color must be matched in sets of 3, but the player can continue to look for other color matches during their turn.

  10. If a player flips a face card in the other player’s color then their turn automatically ends.

  11. If during a player’s turn if they reveal 3 face cards in their color, remove them from the board and take another turn.


If the player wearing the heart monitor finds face cards in their color during their turn they get to leave them face-up, even after their turn ends. These face cards remain up until the Gizmo goes into the red, at which point they are turned face-down. These face cards can be flipped during the player’s next turn and stay up until the Gizmo goes into the red again.

To make the game more or less difficult try these rule variations:

  • All’s Fair Rules – Make play even for both players
    Both players get to leave their face cards up once found and flipped face-down when in the red.

  • No Fair Rules Make it harder for the player wearing the heart monitor
    The player not wearing the heart rate monitor gets to leave their face cards up.
  • Flip Flop Rules – Make play more physical and silly
    Each time the Gizmo goes into the red players have to switch seats with each other.
  • Formal Wear Rules – Make matching harder
    Cards must be the same suit to count as a match.
  • Full Court Rules – Make memory challenge harder
    All six face cards must be flipped up in a single turn in order to be removed from the board.


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