, Setup, Play, & FAQs
Using Rainbow Quest! With the
LGBTQ+ Inclusive Curriculum
and
Fortifying Social and Emotional Learning:
Guide and FAQs for
Teachers and GSA Advisors
If you are ready to introduce LGBTQ+ topics in your teaching, we make it easy and comfortable for you to do so. Rainbow Quest! Is not a lesson plan, but presents topics relevant to the cultural presence of LGBTQ+ individuals throughout history and across cultures, along with the many contributions these people have made which made the world a better place. In other wordes, using the Rainbow Quest! board game is an easy way to begin teaching the LGBTQ+ inclusive curriculum – right out of the box. Developed by educators and psychologists, utilizing game design theory, and constructed to be durable enough for frequent use by students, Rainbow Quest! will most likely be met with giggles, disbelief, and curiosity. For many students, it will be perceived as a welcome and edgy diversion, while others may see it as a lifeline to safely discover or affirm who they are. In the impactful discussions that the game’s prompt cards facilitate, students and staff alike are certain to develop deeper empathy and understanding around issues of sexual orientation, and gender identity and expression. It’s understandable that you may feel awkward or uncertain until you become more familiar with the game rules, but we’ve made it fairly simple to learn. The following instructions will explain how to unbox and set up Rainbow Quest! for the first time, how to use it as a lesson, and how to use it when time may be limited. Playing a game to completion can take about 40 minutes with 5 players while others observe, or you can just let any number of players just roll the dice and take a turn, without concern for who ‘wins’ the game. We recommend that you ask for volunteers rather than randomly selecting players, and of those who volunteer you may add your own criteria for selecting the players – good attendance, frequent participation, high test scores, etc. We’d never want to unintentionally select a student at random who is actually struggling with their sexual orientation or gender identity, as that could feel as if they are being ‘outed’ before they are ready to put words to their inner experience.
The game is a learning opportunity for all – if you aren’t familiar with any of the topics presented in bold at the top of each prompt card, no worries. A brief description of the prompt topic is printed on each card, and each card is marked with a code in the lower left corner which will link to an online teacher ancillary.
From questions we’ve received over the past year, we created this FAQ, and welcome you to email us for any questions we may not have addressed. (info@rainbowquest.org)
Setting up Rainbow Quest! for the first time.
For using Rainbow Quest! as an introduction to the LGBTQ+ inclusive curriculum.
The LGBTQ+ inclusive curriculum is intended to correct the assumption that all historic individuals and their relationships are heteronormative. Throughout the retelling of history, the sexual orientations and gender identities of important characters have been ‘straightened’ because there were no alternatives. How difficult it would be to teach that some of the greatest writers, artists, inventors, intellectuals, and leaders were anything other than straight, when until 1974 homosexuality was characterized as criminal behavior resulting from an underlying psychological disorder. Many characters were ‘straightened’ to avoid ‘insulting’ their names and reputations.
Others lived in their time passing as best they could for straight, and are only now being identified by researchers, biographers, and archivists who are able to read between the lines, understanding the wide range of euphemisms that had been used to suggest, but not declare, their sexual orientations or gender identities. There will continue to be the argument that we never before talked about the sexual orientations or gender identities of historic figures, of course, that isn’t true. It was as if anything other than the heteronormative experience didn’t exist – so presuming that all characters were heterosexual and in traditional heteronormative relationships wasn’t spoken, but implied. For LGBTQ+ young people, including transgender and gender nonconforming students, it can seem like homosexuality wasn’t a human condition until the Stonewall riots made headlines in 1969, and even decades later is still a topic that many conservatives feel should not be mentioned at all in schools. The parental rights movement argues that such matters are best left to parents, not teachers – but parents haven’t been prepared to have these discussions with their children, hoping that silence and ignorance will make LGBTQ+ discrimination go away.
“Gay Pride events,” as they are called, are meant to offer an opportunity for those in the queer community to gather with people like themselves, and their allies, to offset the shame that most in the queer community experience until they come to accept their authentic selves. Once-a-year celebrations proclaiming ‘Pride’ are not sufficient to offset the remainder of the year when sex and gender are off-limits topics considered taboo for school, perpetuating the idea that they don’t and shouldn’t expect to enjoy a career, loving relationships, and a place at the table in the world they were born into. It’s difficult to be ‘proud’ when religious and political leaders continue to portray LGBTQ+ individuals as perverse and immoral who have no place in a decent society. The LGBTQ+ inclusive curriculum, and Rainbow Quest!, introduce little-known facts about queer culture and history. When LGBTQ+ students are taught about the individuals who made the world a better place – and happened to be queer, it presents them with role models to emulate and to be proud of. That’s Gay Pride, and access to authentic pride is the most effective way to combat the disproportionately high rate of attempted suicide for queer people in all age segments.
With the understanding that there is no unified ‘LGBTQ+ inclusive curriculum,’ Rainbow Quest! Is an excellent way to introduce the broad concept. Game content is designed to be appropriate for ages 11 and up, but any prompt cards considered too ‘mature’ for your class can simply be set aside. The material in Rainbow Quest! is presented in random order, affording the exploration of multi-cultural queer content from ancient times to contemporary pop culture. Some of the content is factual and objective, while other content aligned with Social and Emotional Learning is designed to elicit personal anecdotes and revelations, always with the caveat that no player needs to disclose more than they care to.
NOTE: Rainbow Quest! may also be used without the context of the board game, selecting prompt cards and selecting students to respond without keeping score or using the physical game board setup.
For exposing students to factual information about LGBTQ+ culture and history, you can simply go to the prompt card box and ask questions from the Did You Know That section, which contains multiple-choice style questions.
If Social and Emotional Learning is the desired outcome, you can choose cards from the Just Between Us section and call on students to offer their responses.
The preferred activity experience would be to actually play the game! Like any group activity, it will be met with the sound of rolling eyes and some reluctance, but students get drawn into the dynamic of the game quickly and easily.
If time permits let at least one player win the game by reaching the end of the rainbow pathway – “a better world for everyone”, but feel free to stop the game at any point where you may want to elaborate on a place, event, person, or concept.
6. The first player will roll the dice. For beginners, a safer experience is enjoyed by having three options for advancing – either of the numbers showing on the dice, or the sum of both. When advancing from the bleak world towards the ‘better world for everyone’ each color along the way represents a different kind of ‘challenge’ utilizing different styles of communication and learning. Players can use a competitive strategy such that they choose to advance as far as possible despite the nature of the challenge they land on, while other players will choose to avoid challenges they think would embarrass them, or move fewer spaces in order to try a challenge they think they’ll enjoy and succeed at.
For cards that contain objective factual information, the ‘topic’ to be drawn or acted out will appear in bold print at the top of the card. That is what the other players have to guess. Underneath the bold print is the category (person, song title, book title, movie title, event, place, etc). A very brief explanation of how the topic is relevant to LGBTQ+ culture follows. The small code in the lower left corner of each card corresponds to additional curated topic information when linked to our website ancillary. The difficulty levels for these challenges are noted in the explanation of each below:
After 90 seconds, or sooner if everyone is ready, have players announce their guesses, and then the player reveals their answer. If 50% or more match the answer, the player has succeeded at the challenge, and all who guessed correctly get to move ahead one space. If the majority of participants don’t match the answer of the player, the player’s meeple is placed on its side as a reminder that they’ll need to try another quote on their next turn. If before their next turn, they are entitled to move ahead one space for guessing another player’s charade or drawing or other answer, they place their meeple upright and move forward one space.
These trivia questions introduce historic, factual information about queer people, places, and things. Because this information has not usually been included in school lessons, many players may simply have to guess the correct choice. Some of the information is quite obscure but is included to demonstrate that issues related to the LGBTQ+ experience have been around for a long time, but in social and political contexts that made it even more difficult than now to have such discussions.
FAQs
1. Q: Some of the cards seem too ‘adult’ for my students. What should I do?
A: Remove them!
2. Q: We don’t have time to complete the game.
A: Designate the winner as the player closest to the Better World for Everyone, which is the end of the Rainbow pathway..
3. Q: Players shout out answers that are very close to but don’t exactly match what is printed on the You’ve Got Talent and Freehand challenges.
A: Use your judgment. If the answer is ‘close enough,’ consider it a correct answer. For example, there are two prompts in Freehand that call for players to draw ‘combat boot’ and ‘cowboy boot.’ Both were ‘fashion choices’ used by gay people as signifiers of traditional masculinity. Where we like to think there is an important difference between the two, you may choose to consider ‘boot’ to be close enough. ‘Shoes’ should not be considered correct.
4. Q: Do players who roll doubles get to take a second turn?
A: Not by our rules. To keep the game moving along we recommend that ‘doubles’ do not count for more than their numerical sum. If, however, you want to avoid a debate about it, and if you don’t mind setting the precedent, do what seems best at the moment!
5. Q: Players seem to be struggling to pronounce some of the names printed on the cards.
A: If you detect issues with reading and pronunciation, you may ask the player if they’d like help from you with it. If the name is difficult for you as well, consider it a ‘teachable moment’ and you can look up the correct pronunciation online and share in the opportunity for learning.
6. Q: Players are having trouble reading the cards aloud.
A: When you detect this issue, you may gently suggest that the player team up with another student who is more comfortable reading aloud and then select a student whom you know to be capable of jumping into the game.
7. Q: There are some cards with nothing printed on them, and they aren’t divider cards. Is this a mistake?
A: This is not a mistake. These cards are included so that you may feel free to create your own personalized prompt cards.
8. Q: Will there be updates to the game in the future?
A: Yes, we continue to solicit crowd-sourced information about topics, people, places, and events to include in expansion packs. Our website has a new content submission link where you may enter suggestions that include newly discovered historic and cultural insights which were previously not verified, new examples of contemporary milestones in current events, pop culture important to the queer community, and emerging identities based on sexual orientation, gender identity, and geopolitical regions.
9. Q: Are there any additional Rainbow Quest! tools for teachers?
A: Yes. In the lower-left corner of each prompt card is a code that corresponds to an entry in an online teacher ancillary, where additional curated information about each topic may be accessed without the risk of entering any sexually explicit content. This remains in development and will be updated on our website.
10. Q: We are almost out of the notepads, can we purchase more?
A: Currently we do not offer replacement packs of notepads, as any other writing/drawing surfaces will suffice at considerably less cost.
11. Q: We have more people that want to play than we have meeples for.
A: The ideal number of players is 5-7. More players make the game more interesting, but each round takes considerably longer. We’d suggest getting two games in play at opposite ends of the room. If that is not an option, simply use any small token (coin, trinket, eraser) as a substitute meeple for the additional players.
12. Q: The game just takes too long for the limited time we have.
A: Game times will vary by many factors, including how much the players want or need to share their own input. If your players are more talkative, use the timer for each turn. (Usually, the timer is used for only the You’ve Got Talent and Freehand challenges, but can be used with each challenge category to ensure that the game continues to move along.)
13. Q: You notice that a player appears uncomfortable. What should you do?
A: Without drawing attention to that participant, ask if anyone may want to give someone else a chance to play.
14. Q: Players complain that many of the events, people, or cultural references are representative of earlier generations, and will argue ‘how are we supposed to know this?’
A: Rainbow Quest! was developed specifically to illuminate events, people, and cultural moments that are NOT considered general knowledge and have not been ‘taught’ until now in public schools. The purpose of the game is to introduce this information to convey the fact that LGBTQ+ people have been part of society since recorded history, but have had their personal lives hidden because of severe punishment and social stigma. There is also a great deal of contemporary content, because of the increased visibility of the community in parts of the world where there are laws that decriminalize homosexual identity and offer equal protections from discrimination.