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Nicofiends activity

Nicofiends Card Game

A card game helping young people spot the pressures, feelings, marketing and nicotine tricks that can influence choices around smoking, vaping and nicotine — then discover strategies that can help.

What it explores

Peer pressure, feelings, marketing, social media, cravings, nicotine dependence, decision-making and support strategies.
Time
20 to 30 mins
Age
Ages 11 to 16
Setting
Classroom, Youth group, Community setting, At home
Group size
2 to 5 players per deck

Activity at a glance

Best for

Helping young people recognise the different things that can influence smoking, vaping and nicotine use, then think about the choices, people and strategies that could help them respond.

You’ll need

A Nicofiends card deck and a table or clear floor space. For larger groups, use one deck for every 2 to 5 players.

Key message

Nicofiends represent the pressures, feelings and tricks that can make smoking, vaping or nicotine seem tempting, normal or difficult to stop. NicoFriends represent choices, people and strategies that can help young people deal with those influences and make their own decisions.

How to run it

  1. Put players into groups of 2 to 5.
  2. Give each player 1 normal Nicofiend, face-up in their play area.
  3. Give each player 2 ordinary NicoFriends to hold in their hand.
  4. Shuffle the remaining game cards and place them face-down as the draw pile.
  5. Each turn begins with a Battle. Players use NicoFriends with matching symbols to beat Nicofiends in their play area. Used cards are discarded.
  6. The player then draws 1 card, follows any instructions on that card and ends their turn.
  7. MegaFiends have an effect when they are drawn. Big Boss cards are harder to beat. Special NicoFriends can be kept until the player chooses to use them. Mystery cards are resolved straight away and discarded.
  8. Keep playing until the draw pile is empty.
  9. Count the Nicofiends remaining in front of each player. The player with the fewest Nicofiends wins.
  10. If players are tied, the player with the most NicoFriends left in their hand wins. If they are still tied, they share the win.

The cards use four themes:

  • Pressure – when other people or the crowd can influence your choice.
  • Feelings – when emotions or moods can influence what you do.
  • Hype & Marketing – when adverts, trends or social media try to grab your attention.
  • Nicotine Tricks – cravings, urges and the pull to keep using nicotine.

Discussion prompts

  • Which Nicofiend stood out to you?
  • Where might you spot that Nicofiend in real life?
  • What can make smoking, vaping or nicotine look tempting?
  • Which pressures are easiest to notice?
  • Which pressures might be harder to spot?
  • How can adverts, trends or social media influence what people want?
  • Why can nicotine make someone want to use it again?
  • Which NicoFriend would be most useful in real life?
  • Who could you talk to if you felt under pressure?
  • Did anything in the game make you think differently?

Reflection

Ask each player to finish one sentence:

“One Nicofiend I think I’d recognise now is…”

Then:

“One NicoFriend strategy I could use is…”

You can keep this verbal or ask players to write their answers anonymously.

Link To Smoking, Vaping or Nicotine

Young people can encounter smoking, vaping and nicotine through friends, social situations, adverts, flavours, trends, social media and other influences.

Nicofiends turn those influences into characters that players can recognise and discuss. The game includes pressure, emotions, marketing and nicotine cravings, rather than presenting nicotine use as one simple decision.

NicoFriends give players practical responses such as pausing, walking away, talking to someone, checking claims, spotting marketing, doing something else and making their own choice.

The aim is not to tell young people that they will never experience pressure. It is to help them spot what is influencing them and think about what they could do next.

Adapting the activity

Make it Easier

Use the ordinary Nicofiend and NicoFriend cards first and leave the MegaFiends, Big Boss, Mystery and Special NicoFriends out.

Spend a minute looking at the four symbols before playing.

For players who benefit from extra support, keep the Symbol Guide visible throughout the game.

A facilitator can play alongside the group for the first few turns.

Make it Harder

Ask players to explain the connection every time they beat a Nicofiend:

“Why might this NicoFriend help with this situation?”

After the game, ask players to choose a Nicofiend and come up with another realistic NicoFriend response that is not already in the deck.

Older groups could discuss which influences are created by friends, which come from marketing and which come from nicotine itself.

Safety Note

Keep discussion factual and avoid asking young people to disclose personal or family experiences.

Some young people may already smoke, vape or use nicotine. Keep the activity non-judgemental and focus on influences, choices and support.

Do not suggest that smoking and vaping carry the same level of harm. Smoking is far more harmful. Nicotine vaping is less harmful than smoking, but it is not risk free and is not for children or young people.

If a young person raises concerns about their own nicotine use, follow your organisation’s usual safeguarding and support procedures.

Ready to Run The Acitvity

Download the activity PDF or go back to the resource hub to find another activity.

Help us improve Nicofiends

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