My daughter called to talk about her plans for her Guide group. 

She was taking them on a camping trip and wanted ideas for things she could do with them. 

We spoke about scavenger hunts and rounders, parachute games, and campfires…. and I agreed that I would give some thought to what they could do when sat around the campfire. 

I started to think about how to inspire a fun, imaginative, storytelling session where the guides could use their creativity to come up with whacky stories to tell each other. 

And that was when GOOT was born.  

‘GOOT’ (Get Out OThat) is my exciting new card game designed to ignite the imagination and critical thinking skills of young people aged 8 to 16.

In GOOT,  players will encounter a delightful mix of silly items and awkward situations.

The objective of the game is to twin an item card with a situation card, and then come up with the most entertaining and imaginative explanation of how that item can help you Get Out OThat situation.

The game includes two packs of cards: one pack features a list of 26 hilarious and unexpected items, such as a rubber duck or a pirate hat, while the other pack presents 26 quirky and amusing predicaments to overcome.

Picture the excitement as players explain how they would use a ‘Yo-yo’ to communicate with an alien or a ‘Rubber Duck’ to stop furniture rearranging itself each time they walk into a room!

The game encourages creative thinking, quick wit, and the ability to think outside the box – all while having a blast with friends.

This engaging card game is perfect for game nights, sleepovers, campfires, club nights, or gatherings with friends and family, providing hours of entertainment and laughter.

GOOT is not just a game; it’s an opportunity to bond, unleash creativity, and create lasting memories.

Get ready to embark on a journey filled with laughter and clever problem-solving as players navigate through quirky predicaments using a combination of wit and creativity.

Whether you’re a parent, a Guide or Scout leader, teacher, or a game enthusiast, this card game collection is a must-have addition to your entertainment repertoire.

How did GOOT come about?

The idea of silly object cards came first, followed by the idea that the objects would be used to get out of difficult situations.

I tested the concept on a few people and it seems to be well received, so …as Sherlock Holmes would say…. the game was afoot! 

Note for Teachers and group leaders

GOOT offers several educational benefits for players.

Creative Thinking: The game encourages players to think outside the box and come up with imaginative solutions to unusual situations. It fosters creativity and the ability to approach problems from different perspectives, enhancing critical thinking skills.

Problem-Solving: Players must analyse the given predicaments and use their creativity to find ways to overcome them using the provided items. This promotes problem-solving skills, logical reasoning, and the ability to think on one’s feet.

Communication Skills: GOOT involves explaining how an item can be used to tackle a particular situation. Players must effectively articulate their ideas, fostering communication and presentation skills as they express their solutions to others.

Collaboration and Social Interaction: The game encourages players to interact, share ideas, and work together in a fun and non-competitive environment. It promotes collaboration, teamwork, and the development of social skills, such as active listening and respectful communication.

Vocabulary Expansion: The game exposes players to a wide range of items and situations, expanding their vocabulary and knowledge. It offers opportunities to learn new words, explore different contexts, and develop language skills.

Adaptability and Flexibility: With ever-changing situations and unexpected combinations of items and predicaments, the game challenges players to think quickly, adapt their strategies, and embrace flexibility in problem-solving. It nurtures the ability to adapt to new circumstances and handle unexpected challenges.

Humour and Emotional Intelligence: GOOT sparks laughter and amusement, promoting a positive and enjoyable gameplay experience. It cultivates emotional intelligence by exploring humour, creativity, and the ability to find joy in light-hearted situations.

Overall, “GOOT combines entertainment with educational elements, providing a platform for learning through play. It stimulates cognitive skills, promotes social interaction, and encourages players to think creatively, fostering growth and development in various educational aspects.

So where are we now?

  • I have worked out the game concept
  • I have created the rules
  • I have designed the cards

What’s left to do?

  • Design the box.
  • Print the first batch

I would love to have you on board, as we develop the first release and then look towards expansion packs.

Risks and challenges

Risks… That it costs a lot more than I anticipate for printing and fulfillment. I have researched costs and I think I am OK, but until I place an order there is always the risk that it will be more costly than first thought. That it takes longer to get the cards printed than I anticipate. That may be the case, but if that happens it only means that the cards are delivered later than the project end target date. That the unexpected happens. in which case I will fact it head on!Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ