An empathy game comprises several series of cards and means for counting empathic responses. The cards of one series are identity cards and each card of this series bears indicia corresponding to a role to be taken by a player in the course of play. The cards of another series are situation cards and each card of this series bears indicia corresponding to a situation with which the role-taking player is confronted. Two series of reaction cards are provided from which the role-taking player may select his reaction to the situation presented. Prior to the start of play, one series of reaction cards is dealt to a first player and the other series of reaction cards is dealt to a second player. To play the game, a player takes a card from a deck formed from the identity cards and another card from another deck formed from the situation cards, displaying both cards. The first player then chooses, and plays face down, a reaction card from one of the series of reaction cards previously dealt to him as his reaction to the situation presented by the situation card in the role indicated by the identity card. The other player then selects a reaction card from his set of reaction cards which he believes to correspond to the reaction of the first player. If he judges correctly, one accurate empathic reaction is scored on the counting means. The counting means may include a pair of rods which extend transversely across a playing board and are advanceable lengthwise therealong. Notched flanges extending lengthwise along the edges of the board are adapted to receive and disengageably hold the ends of the rods at discrete locations along the board. Transparent sheets extending from each end of the board with their free ends attached to said rods cover areas corresponding to the number of accurate scores as the rods are advanced from notch to notch.
EMPATHY GAME