A board game for thirty players and one projector.
Roll the dice, sail the four PEGG coasts — Play, Exercise, Gratitude, Giving — and beat the Energy Dragon. Desks stay where they are. Nothing to print, nothing to prep, and it always finishes inside the lesson.
INCLUDED IN EVERY CLASSBREAK PLAN · WEB + IPHONE · NO EQUIPMENT
Four coasts. Four habits.
The island is a loop of 28 spaces split into four coasts — one per PEGG pillar, with Chance, Mega and Teacher squares sprinkled through. Land on a coast, draw from its deck.
Play
Silly, fast, together. Copy-the-leader, freeze games, three-second team decisions — the cards that make a Tuesday afternoon survivable.
Exercise
20 to 50 seconds of real movement, pulled from 93 follow-along videos with a coach on screen. Every single one has a seated version.
Gratitude
Name one thing your body just did. Name what you can do now that you could not last term. Small, specific, never sappy.
Giving
Praise the effort, not the result. Notice who has not had a turn. The deck that quietly spreads attention around the room.
Open it, and play.
Pick your minutes
Five for a brain break, forty-five for a timetabled wellbeing block. Choose your mode, year band and vibe — energise, balanced or settle.
Project it and roll
Board on the big screen. Roll, hop, draw a card, read it out, whole class does it, freeze cue, next crew. You facilitate; the screen does the admin.
Land the room
The engine reserves time for the boss circuit and a scripted 60-second reflection, so the lesson ends on purpose — not on the bell.
It finishes before the bell.
Most classroom games end when someone wins — which is never when your lesson ends. Adventure budgets its own wall clock instead: it counts the real seconds each card costs, reserves time for the boss circuit and the closing reflection, and quietly adjusts the pace so the celebration lands inside the minutes you picked.
We do not take that on faith. A pacing simulation runs every duration against every team count across a dozen different seeds — plus co-op and Quick Roll — and checks that each one reaches the boss and finishes inside budget.
- 5 minBrain break between subjects
- 10 minPost-lunch reset
- 15–20 minWellbeing slot with a boss circuit
- 30–45 minFull timetabled HPE or wellbeing block
Same island, three gears.
Quick Roll
Three whole-class challenges, one shared class meter, one short reflection. The between-subjects reset when you have five minutes and no plan.
Full Adventure
Name your crews, sail the island, chase the meters and finish on the boss circuit. The whole room does every card — the landing team scores it.
All Together
One class, one quest, nobody loses. Same board, same decks, zero competition — for the groups where a scoreboard is the wrong idea.
Inclusion that is built in, not bolted on.
The controls that decide whether a student can take part are on the setup screen, before the first roll — not buried in a settings menu you find out about afterwards.
A seated version of everything
Every movement card is written twice — standing and from your chair — and the seated one is written to be just as good, not a consolation prize.
Quiet Mode
The class next door is testing. One switch drops you to near-silent, seated, library-safe cards and caps the chance deck. The game does not stop.
Spotlight is opt-in
Cards that put one student in front of the class are flagged and off by default. Nobody is ever forced to perform, and passing never costs a point.
Nothing about bodies
No card comments on weight, fitness, appearance, wealth, family or faith. No card ranks students. You read every card aloud, so reading fluency is never a barrier.
No screen? No problem.
The printable pack
The full A3 island board, the card decks and the meter sheets, laid out to print and laminate. Camp, excursion, relief day, dead projector — the game still runs.
⬇ Download the print pack (PDF)Build your own board
Write your own cards — your questions, your revision, your class in-jokes — pick exercises from the video library, and save the whole adventure to play again. Swap in one deck or replace all six.
Start a blank adventure →It maps to what you already report on.
Adventure sits across both Australian Curriculum v9 HPE strands, the Personal and Social Capability continuum, and all five CASEL competencies. It is formative and observational — a supplement to your HPE program, not a replacement for sequenced skill teaching. We have not run a controlled trial, and we do not claim attainment, fitness or mental-health outcomes.
Roll. Move. Belong.
ClassBreak Adventure is included in every ClassBreak plan — along with 1,000+ games, Circuit Play, Class Play live rooms, Studio and 134 PD courses.
14-DAY FREE TRIAL · CANCEL ANYTIME