06/05/2026
A lot of my work with younger clients is playing games. Uno is a favourite, not many rules to remember, limited variables, fast paced enough to stay engaging, fun for all ages, the list goes on. It also allows me, as the support person and practitioner, to have some control over which way the game goes. I always start with the question “friendly mode, or hardcore mode?” (The wording here is deliberate). I’ve worked with kids who start with friendly mode, and build up confidence to try hardcore mode, others who move back and forth between the two depending on the day and how they’re feeling. It’s all practice in recognising their own fluctuating emotional needs and boundaries. I love, and also practice, this understanding that our clients already experience enough “hardcore mode” in their every day lives. We all deserve a space to experience a good dose of “friendly mode” too. 🏆
I had a child in a session recently who has a really challenging time with losing games, as many children do.
A lot of the games I play in session, I can—and do—intentionally lose, or let the child win. Most of my clients need to experience the safety of more “wins” under their belt. They have plenty of things they can’t do, and struggle with, and are hard, and are upsetting, in their everyday life. They need the feeling of more wins, not more losses.
But when we play a wholly luck-based game I can’t always throw it. Sometimes I can sneakily fudge a dice roll or spinner spin to make myself do worse, but not always.
This game involves rolling 3 dice. If you roll a button, you get to take a button from the center “pot”. If you roll an arrow, you steal one from another player. If you roll 1 monster, you do nothing, but if all 3 dice show monsters, you race to grab the monster stuffed animal.
So not only does the game have a win/lose condition at the end (who has the most buttons), but it has win/lose or prickly situations embedded throughout: it’s a bit prickly to steal someone else’s button, and it’s a bit of a loss to grab for the stuffed animal too slow and the other person gets it.
This child wanted to play this game so I said okay even though I thought it might be a bit hard for them to tolerate me stealing their buttons. But if only 2 people are playing there’s no way for me not to steal them if I rolled an arrow. Unluckily for them, I rolled 3 arrows in my first go. Then 2 in my second go. I wasn’t gloating or taunting, in fact I was apologetic as I took their buttons. They were the kind of simmering quiet that is a warning. But they were regulating it. They were doing hard, hard work.
Somehow we made it through the whole first game and I managed to finagle a dice roll at the last second to make sure that they ended up with 1 more button than me and won the overall game. This was a big relief for both of us. All the little losses throughout were truly plenty of practice without a big loss at the end.
Then, they wanted to play again.
I was very surprised and could also feel that I wasn’t sure that they could manage more losses without big upset. So, I offered an idea. What if another stuffed animal (in this case a beanbag beetle) played with us as the 3rd player? The child would roll for the beetle and manage the beetle’s buttons.
This meant I had a safe patsy to steal buttons from in lieu of the child. This also meant the child got twice as many “wins” against me — stealing my buttons as themself; stealing my buttons as beetle. This ALSO meant that we had a third party whose emotions we could talk about! The degree of removal from self really helped the child articulate how the beetle was feeling much more easily than they could about themself. It didn’t feel as vulnerable.
By the third game we had upped the ante. Now we each had a cone defending our buttons. Mine, of course, was entirely permeable and not at all defensive. The beetle’s was midway, and the child’s was a solid object, impenetrable (not that I was stealing their buttons anyway). I ended the game with a meager 1 button, to the beetle’s and child’s delight.
Wins and losses, by self and by proxy, and emotional regulation all around.
[image description: a picture of the game which is called “Fuggler dice game” after the brand of the little monster guy. The cones, buttons, and beanbag beetle are set up as described in the post. End description.]