Choose your coping strategy. Sabotage your friends. Try not to have a breakdown before bedtime. 2–5 players. 30 minutes. Zero chill.
Join the waitlist · Coming to Kickstarter 2026
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You're in. Your day just got 2% more survivable.
MENTAL is a competitive card game where each player is a character with a mental health condition — OCD, depression, PTSD, bipolar, or schizophrenia — racing through a single day to reach their bed. Pick coping cards from a shared Market. Manage your Anxiety Meter. Sabotage everyone else's day. First one to crawl under the covers without spiraling out wins.
Riley
Mo
Jax
Sable
Kai
140 cards. Zero punches pulled. Here are some favorites.
"Day four of brushing consistently. At this rate you'll floss by December. Maybe."
"Just one more video. Just one more. Just one—"
"You wrote 'I'm grateful for...' and stared at the blank space for eleven minutes. Then wrote 'cheese.'"
"You meant to send it to one person. You sent it to 247."
"Science says petting a dog lowers cortisol. Science is correct. Science should prescribe more dogs."
"You're not here. You're on a beach. No, you're a rock. You are the concept of a rock."
"Two hundred bucks an hour to hear 'And how does that make you feel?' Broke and emotionally seen, that's how."
"Your brain has prepared a slideshow of your worst moments. Enjoy."
Each character plays differently. Each one hits too close to home. Which one are you?
"If you touch my stuff, I will end you."
"Busy questioning every choice I've ever made."
"I'm fine. I said I'm FINE. What was that noise?"
"Learned Portuguese. €400 on crystals. Why is everyone worried?"
"Have you considered that the toaster might be lying?"
Four steps between you and a good night's sleep. None of them are easy.
5 face-up cards. Your options today. Choose wisely. Or don't.
Advance through your day. Some choices spike your anxiety. Calm choices take longer. Every card is a tradeoff.
Wreck someone else's progress. Or shield yours. Sabotage is limited. Defense is always available.
First to 11 PM with anxiety under control wins. Sounds easy. It is not.
Real quotes from real playtests. (Names changed because they're embarrassed.)
"I laughed so hard at 'Pay-Per-Cry' that I had to pause the game to text my therapist a screenshot. She approved."
"My friend group has now adopted 'breathe dammit' as a verbal tic. We say it to each other in the grocery store. We are unwell."
"I've never felt so seen by a card game. Also I lost in 12 minutes because someone played 'Doorbell of Doom' on me. 10/10."
If your question isn't here, email [email protected]. I read every one.
No. MENTAL was made out of my own lived experience with mental health conditions, with input from the community — both mental health professionals and fellow patients. The humor comes from recognition, not ridicule. It's the relief of seeing your weirdest day named out loud, played back as a card you can laugh at because somebody else gets it too. If a card hits close to home, that's the point. If it hits wrong for you, that's completely valid — this game isn't for everyone, and it's not trying to be.
The Kickstarter campaign launches in 2026. If we hit our funding target, fulfillment to backers begins in 2027. Subscribers to this waitlist get early bird Kickstarter pricing and an exclusive promo card you can't get anywhere else.
Final pricing is set at Kickstarter launch, but expect the base game to land around €25–30. Early bird Kickstarter pricing for waitlist subscribers will be a few euros below that. Stretch goals and add-ons (extra cards, expansions, deluxe components) will be optional. Roughly the same cost as one therapy session, but you can replay it forever and your friends are technically free.
Direct from mental.cards after the campaign closes, plus selected tabletop retailers. I have a genuine soft spot for independent game stores — those slightly chaotic, beautifully cluttered places where someone behind the counter actually wants to know what you're playing. If you want MENTAL on a local shelf, please ask. Independent retailers genuinely listen to customer requests, and those requests help us decide who to work with.
Launching in English. A Dutch translation is highly likely (I'm Dutch, and translating my own game into my own language seems like a reasonable use of an evening). Other languages depend on Kickstarter demand — if there's a community asking for German, French, Spanish, or Portuguese, we'll make it happen. Kai's first language ("Toaster") will not be supported. I'm not fluent.
The 16+ rating reflects mature themes (mental health, mild language, dark humor) rather than graphic content. There's nothing explicit, no slurs, no shock value for its own sake — just adult-honest humor about adult-honest experiences. Younger players who handle dark comedy elsewhere will probably be fine, you know your group best. And honestly: I'd rather younger people be talking about mental health, in any form, than not. The age rating is about the game's tone, not the topic.
Yes, and I'm already excited about a few directions. New characters representing more conditions, themed expansions, mechanics that don't quite fit in the base game. I have ideas everywhere. But my focus right now is getting this base version developed, shipped, and into your hands. Expansions only matter if the foundation is solid. So: yes, definitely, but in their own time.
Maybe one day. Maybe very, very far down the road. Right now, designing this game gives me positive energy I've been missing for years, and the magic of tabletop — sitting around a table with friends, watching someone read "Reply All Catastrophe" out loud while staring you dead in the eye — is genuinely my favorite thing about it. A digital version isn't a no, exactly. Life has surprised me plenty. But I'm not chasing it.
Sign up and I'll send you Out of Office — an exclusive Coping card delivered to your inbox right away. Stress Bake ships in your Kickstarter pledge when you become a backer. Plus early bird pricing for everyone on the list.
You're in. We'll see you on launch day.
I've been a tabletop gamer since I could sit at a table. Now I'm finally making the leap from hobbyist to actual game developer.
I live with mental health conditions of my own — and the therapists, aid workers, and fellow patients I've met along the way have shaped how I see this game. MENTAL is for them. And for everyone who's ever had to laugh at the dark just to keep walking through it.
"MENTAL was designed with input from the mental health community. The humor comes from recognition, not ridicule. If a card hits close to home — good. That means it's working." — Michiel