Share this project

Done

Share this project

Done
A 2-player tabletop game about balancing day-to-day responsibilities around life with migraines.
A 2-player tabletop game about balancing day-to-day responsibilities around life with migraines.
A 2-player tabletop game about balancing day-to-day responsibilities around life with migraines.
363 backers pledged $8,324 to help bring this project to life.

About this project

14 Days: A game about life with migraines project video thumbnail
Replay with sound
Play with
sound
  • Off
    • English

14 Days: A game about life with migraines

$8,324

363

14 Days is a 2-player tabletop game about managing life with chronic pain.

In the game, you’ll play out two weeks in the life of a person with migraines. You’ll schedule your life one day at a time, juggling work, relationships, and hobbies around the reality of unpredictable pain.

14 Days draws on elements from storytelling and roleplaying games, combined with the familiar design of a daily planner. The game plays in 45 minutes to an hour.

Want to hear the game in action? Check out this playthrough from the awesome folks at One Shot Podcast!

"I don't know how a game about chronic pain winds up being so much fun. Some parts sing to me directly (I get icepick headaches) and some parts are just interesting storytelling about people's lives. It's the kind of game where you sit down, tell some stories, tell some jokes, and find yourself knowing your friends a little better at the end." — Joshua A.C. Newman, designer of Shock: Social Science Fiction and Mobile Frame Zero

"As someone who has chronic migraines, I found the game speaking to me on a personal level. Even after the game was over, I was thinking about it for days and weeks later. 14 Days is a great standalone game as well as a tool that can be used to build empathy and understanding." — Brian Van Slyke, creator of Co-opoly: The Game of Cooperatives

"I think every single person should play this game at least once. I think it gives much needed insight into lives of people who are really struggling with a problem." — James D'Amato, One Shot Podcast

Though 14 Days centers around migraines, you don’t have to know anything about migraines to play. The game revolves around the question, “What do you do when you’re forced to schedule your life one day at a time?” It’s a question that’s relevant to many types of chronic pain, as well as anxiety and depression.

14 Days is for people living with chronic health conditions, their friends and supporters, people who enjoy games with challenging or poignant themes, and anyone else looking for a broader perspective on life with chronic pain.

14 Days begins with choosing the character you’d like to play.

Each character has a number of responsibilities in different categories, like Love, Hobbies, and Chores. At the start of your turn, you’ll schedule out your day, placing tokens on three tasks you hope to accomplish. But every day comes with the chance of a migraine.

Migraine days range from bad to debilitating, and will force you to remove tokens from your schedule. On a bad migraine day, this might look like skipping game night with your friends. On a debilitating migraine day, this could look like an entire day in bed—or in the emergency room.

Throughout the game, you’ll need to decide when to use your limited supply of medication to fight your way through the day, and when to let responsibilities fall through the cracks.

A prototype character card, front and back.
A prototype character card, front and back.

As in real life, there are consequences for missing responsibilities in 14 Days. Missed responsibilities will deplete different areas of your life. Depletion can look like being on thin ice with your boss, having a terrible fight with your mother, or losing interest in your passion for music.

Fortunately, you’ll have opportunities to heal depletion during the game. Healing depletion isn’t easy, but by working on problem areas in your life, you can move toward a positive epilogue for your character.

14 Days is a narrative game. On migraine days, the other player will ask you a question about how migraines impacted your day. Something like, “Who felt let down by you today?” “What promise did you make to yourself today?” and “What new 'cure' did someone share with you today?"

It’s in the answers to these questions that you’ll get a sense of what life with pain might look like, and how much little moments—and small successes—really matter.

Want a more detailed rundown of the game? Click here for a backer update with more info.

14 Days matters because it’s hard to talk about pain. Migraines are widely misunderstood, making it hard for people who get migraines to find the support they need. This game is a communication tool for hard-to-communicate experiences.

14 Days explains the challenge of migraines not through descriptions of pain, but through the concept of lost time. The experience of lost time and missed opportunities is something anyone can relate to, which helps make 14 Days a meaningful experience for all types of players.

I designed 14 Days with a focus on migraines because the subject matter is personal, and it’s one I can present with confidence. When I started getting weekly migraines at 14 years old, I had no idea what was happening to me. It was many years before my headaches were diagnosed as migraines; during that time I withdrew from activities I’d once loved and had missed enough school to receive a truancy warning.

I didn’t know how to talk to the people around me about how migraines were impacting my life. This game exists to help break through some of the silence and stigma around migraines, as well as other types of chronic pain.

While playtesting the game, it’s been great to hear that people with other types of chronic pain have found the game relatable, and have found value and comfort in the stories it tells.

I believe 14 days can serve as a great resource for building empathy, but I need your help to make the physical game a reality!

We have 5 pledge levels for 14 Days:

Thank you for your support! You'll receive access to project updates as well as being credited in the rulebook as a backer.

You will receive a digital PDF of everything you need to play: The calendar, the characters, the rulebook and the quick reference rules. Just find some pennies for tokens, then print & play!

You will be credited in the rulebook and will have access to Kickstarter updates, as well as the digital versions of any stretch goals.

You will receive the boxed edition of 14 Days! This includes a glossy rulebook, blank calendar sheets, 42 wooden tokens, a 6-sided die, 8 character cards, and quick reference rules—all contained in a handsome 5x7” box.

This level includes the print-and-play PDF, any stretch goals we achieve, and credit in the rulebook.

In addition to all rewards listed above, we'll gift a copy of the game to a school, clinic, or game library somewhere in the US.

You'll also receive a set of 3 postcards featuring art from the game as thanks!

Our friends at Games by Playdate have generously donated 10 copies of their game Bad Habit to the 14 Days campaign. Bad Habit is a cooperative game for 2-5 players, where you work together to learn the patience and empathy necessary to help those who suffer from non-suicidal self injury. At this level you'll receive a copy of the Bad Habit card game, shipped directly to you before 14 Days has even gone to press.

In addition to receiving a digital and physical copy of 14 Days, we'll gift a copy of 14 Days to a school, clinic, or game library somewhere in the US. You'll also receive a set of 3 postcards featuring art from the game as thanks!

In addition to receiving a digital and physical copy of the game, we'll gift three copies of the game to schools, clinics, or game libraries somewhere in the US.

You'll also receive a set of 6 postcards featuring art from the game, plus a signed 8x10" art print as thanks!

At this level, we will work with you to create your own variant of 14 Days. Together, we’ll design alternate rules around your input and subject matter. We’ve been approached with questions about adapting the game to talk about autism, chronic anxiety, and ADD/ADHD, and we’d love to help!

We will work with you to customize the rules to fit the subject matter you suggest, and will digitally publish your ruleset alongside the base game. Your variant will become a free download for every backer of 14 Days and all future players!

You'll also receive the physical and boxed editions of the game, as well as a set of 6 postcards and a signed 8x10" art print as thanks!

If 14 Days funds above and beyond our goal, we'll have the chance add more great art and content to the game.

$7500 - Six More Characters!

  • We will add six new characters to the game! Each new character we create will be inspired by a real-life migraineur who participated in our “life with migraines” survey.

$10,000 - Character Portraits!

  • Evan will illustrate a portrait for every character card in the game!

$13,000 - To be revealed!

The people making it happen!

Camera operator: Joshua A.C. Newman

Video stock images: Pixabay (CC0 1.0 license)

Video music: "Divider" by Chris Zabriskie (CC by 4.0 license)

Risks and challenges

This is the second Kickstarter we’ve run and one of a number of Kickstarter projects we’ve helped with, so we’re confident that we know the lay of the land. We have a solid understanding of project management, design and layout, manufacturing costs, and shipping and fulfillment.

We’re both active members of the tabletop gaming community with a history of clear communication. If we encounter anything unexpected along the way, we’ll be communicating with backers quickly about what’s going on, and we’ll be taking all the steps to make it right!

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

Support this project

  1. Select this reward

    Pledge $1 or more About $1.00

    THANK YOU: Thanks for supporting 14 Days! At this level you'll receive backer updates and you'll be credited as a backer in the rulebook.

    Less
    Estimated delivery
    25 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  2. Select this reward

    Pledge $8 or more About $8

    PRINT N' PLAY: You'll receive a digital print-and-play PDF of the game as soon as it's available, and we'll credit you in the rulebook! (All pledges above $8 will include the PDF.)

    Less
    Estimated delivery
    115 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  3. Select this reward

    Pledge $25 or more About $25

    THE GAME: You'll receive the boxed edition of 14 Days (US shipping included), which contains all the components needed to play. You'll also receive the print-and-play PDF and be credited in the rulebook!

    Less
    Estimated delivery
    Ships to Anywhere in the world
    190 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  4. Select this reward

    Pledge $55 or more About $55

    THE GAME + SUPPORTER: In addition to the boxed edition of 14 Days and all other rewards listed above, we'll gift one copy of the game to a school, clinic, or game library somewhere in the US.

    You'll also receive 3 postcards featuring art from the game as thanks!

    Less
    Estimated delivery
    Ships to Anywhere in the world
    14 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  5. Select this reward

    Pledge $65 or more About $65

    EMPATHY BUNDLE: In addition to the boxed edition, postcards, and all other rewards listed above, you'll receive a copy of Bad Habit, a cooperative card game about non-suicidal self injury designed by our friends at Games by Playdate.

    We'll also gift one copy of 14 Days to a school, clinic, or game library somewhere in the US.

    Less
    Estimated delivery
    Ships to Only United States
    Limited 7 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  6. Select this reward

    Pledge $125 or more About $125

    THE GAME + MEGA SUPPORTER: In addition to receiving the boxed edition, the print-and-play PDF, and being credited in the rulebook, we'll gift THREE copies of the game to schools, clinics, or game libraries somewhere in the US.

    You'll also receive 6 postcards featuring 3 pieces of art from the game, plus a signed 8x10" art print as thanks!

    Less
    Estimated delivery
    Ships to Anywhere in the world
    6 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  7. Select this reward

    Pledge $350 or more About $350

    THE GAME + YOUR OWN VARIANT: At this level, we will work with you to create your own variant of 14 Days. This is an opportunity to make a new communication tool about autism, anxiety, ADD/ADHD, or whatever subject matter you choose!

    Together, we’ll customize the rules to fit the subject matter you suggest, and will digitally publish your ruleset alongside the base game. Your variant will become a free download for every backer of 14 Days and all future players!

    You'll also receive the boxed and print-and-play editions of the game, 6 postcards featuring 3 pieces of art from the game, and a signed 8x10" art print as thanks!

    Less
    Estimated delivery
    Ships to Anywhere in the world
    Limited 0 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.

Funding period

- (28 days)