ONE CARD.
REAL CONNECTION.
A 20-card conversation game that helps students and educators in grades 6 to 12 get to know each other beyond the classroom. Play the printed deck in a circle, or put the digital game on your projector.
Physical deck, digital game, or both. Grades 6 to 12, ages 11+.
A relationship routine for the whole year
THE R. isn't a deck you rush through. Twenty focused prompts, built on the Student Success Model, for the three moments that shape how students feel about the adults in their building.
Before
Start the semester with a relationship, not a rules list. Students learn who you are, and you learn who they are outside your class.
During
Check in when energy dips or trust gets tested. One card can reset the room in five minutes.
In between
Reconnect after breaks, schedule changes, new students, or a rough stretch.
Pull a card
Here are 2 real cards from the deck. Pull one and imagine it in your room tomorrow. The other 18 come with the deck.
Connect, 14 cards
Students share who they are, what they care about, and who has their back.
Flip It, 3 cards
Students ask the questions. Educators answer about their own teenage years.
Empower, 3 cards
Students tell adults what helps them succeed, and what they can do themselves.
How to play
No prep, no materials, no perfect answers. It works with a whole class, a small group, or one student.
Pull a card.
Start with the prompt. Let the conversation build from there.
Follow the deck.
Connect, then Flip It, then Empower. Each round goes a little deeper.
Keep it real.
Be present. Be curious. Listen without judgment. Passing is always OK.
Choose your deck
One-time price. No subscription, no renewal.
Digital game
- All 20 cards, in any web browser
- Projector mode for the whole class
- Share timer and random student picker
- Instant access right after checkout
Deck + digital bundle
- The printed 20-card deck
- Full digital game access
- Cards for small groups, screen for the whole class
Physical deck
- 20 printed cards in a tuck box
- Made for small groups, circles, and one-on-ones
- No screens or setup
Bring THE R. to your whole school
When every adult in the building uses the same routine, students feel it everywhere. School licenses can be paid by card or purchase order.
School license
Digital access for every teacher, counselor, and coach in one building, grades 6 to 12.
School + staff training
The school license plus a 60 to 90 minute session on the Student Success Model and how to run THE R.
District
Five or more buildings, with physical decks available in bulk. Invoiced.
Questions or purchase orders:
Questions
Who is THE R. for?
Students in grades 6 to 12 (ages 11+) and the adults who work with them: teachers, counselors, coaches, mentors, and administrators.
How do I get the digital game?
Right after checkout, you'll create a password on the thank-you page and go straight into the game. After that, sign in anytime at ther.tazwallace.com/login. The game runs in any web browser on a laptop, Chromebook, tablet, or classroom display. Nothing to install.
Should I get the physical deck or the digital game?
The printed deck is best for circles, small groups, and one-on-one conversations. The digital game is best for the whole class on a projector, with a timer and a random student picker built in. The bundle gives you both.
Can I share my digital access with other teachers?
A digital purchase covers one educator. To give every adult in your building access, get a school license.
How much is shipping?
Shipping is calculated at checkout based on your address. Digital access is never charged shipping.
Can my school pay with a purchase order?
Yes. Request a quote for a school or district license and we'll send an invoice your business office can process. Email purchase orders and quote requests to Mkahn@itracktwc.com.