Mid-intervention at School 1, the team tried a meal-planning writing challenge — write down three days of meals, scored against the diversity rules. The session's energy crashed.
Every mechanic in these games was chosen to mask an educational load. The adolescents who co-designed them told us plainly what they would tolerate — fast, competitive, social, physical — and the nutrition content had to fit inside those constraints rather than the other way around.
Design constraints
Straight out of the co-creation workshops. Not preferences — each one got violated at some point in development, and each violation cost a session.
The content
All five games run on the same underlying content: the six food groups of the Ethiopian Food-Based Dietary Guidelines, and the rule that anchors them.
Eat from at least 4 food groups at every meal, and 6 different food groups every day. A plate may hold four or five items, but if they come from the same group they count once.
Alongside these sit the limiting messages — keep added sugar under 30 g a day, salt under 5 g — and the two lifestyle messages the games treat as bonuses: eight to ten glasses of water, and thirty minutes of physical activity.
Game 01
Named for the shared platter of many small dishes. Three levels, played in sequence as students' competence grew — the loudest game in the set, and the highest-energy.
The blind-cohort test recorded a specific gain: a marked improvement in identifying grains and white roots, the group students were least sure about at baseline.
Mid-intervention at School 1, the team tried a meal-planning writing challenge — write down three days of meals, scored against the diversity rules. The session's energy crashed.
The cognitive load was too high and it stripped out the competitive edge. It felt like schoolwork, which is precisely what the project exists to avoid.
Rebuild the identical lesson as Beyaynetu Level 3 — familiar cards, low cognitive load, social negotiation on top. It revived groups that were experiencing fatigue.
Game 02
The game that carries the project's name, and the only one built around a physical act. Slower and more deliberate than Beyaynetu — it depends entirely on players talking to each other.
The passing rule is why the game exists. Co-designers kept asking for a physical, social action — and handing food to someone is what the word means. It forces the team to negotiate rather than each player optimising alone.
Blind testers said the rules felt confusing for the first few minutes and became intuitive the moment play started — and reported high replay value, saying repeat plays would teach them more.
Gursha degrades when a group is unstable. When absences forced unfamiliar students together, gameplay quality dropped — hardest for this game, because it needs strong team communication to work at all.
Game 03
The most ambitious game in the portfolio and the hardest to get right. It moves attention outward — from what you eat to where it came from, and what that costs you.
This game drew the strongest emotions of the intervention. Real frustration at losing points to event cards — which the team read as high motivation, not a problem.
It also gave the clearest single proof of learning. At School 2, players began avoiding street-food locations to dodge penalties — meaning the underlying logic had been internalised.
In blind testing, Digis ran too long and confused players on both concept and scoring. Testers said they would need a much clearer explanation of how to play and how to win.
Despite the confusion the educational message still landed — students could identify where to access healthier versus unhealthier food.
Keep the concept, cut the complexity. Rules, scoring and playtime were all simplified before rollout, and round counts were capped.
Print & play
A printable pack of food cards, reference sheets and rules summaries — enough to run all three games with a class, a club or a family, using an A4 printer and a pair of scissors.
This pack is a teaching set assembled from the mechanics described in the Gursha project report and from the published Ethiopian FBDG booklet. It is not the official Gursha rulebook or card artwork used in the intervention schools — those remain with Efuye Gela and carry the co-creators' names on the back of each rule page. Swap this file for the produced version before distributing under the project's name.