“What Would You Do?” - The game sparking conversations amongst adolescents from Kenya to classrooms worldwide
- 4 hours ago
- 5 min read

“A girl in your class stands up to answer a question and you see blood on the back of her dress…what would you do?” Esther, a leader at Haven of Dreams, a grassroots organisation in Nakuru, Kenya, posed the question to a circle of girls ages 12 - 14.
At first, the room was quiet. The girls looked down at the cards in their hands - the “answers” and started laying out possible responses.
“Make jokes about it.”
“Avoid interacting with others unless necessary.”
“Ask your teacher for extra work as a way to study.”
“Ask your friend if everything is okay.”
Giggles erupted.
The girls knew that making jokes was wrong. They knew that asking for extra homework made no sense. And while “Is everything okay?” missed the point - after all, menstruation is normal - they recognised the instinct behind it: talk to your friend, be kind, don't leave her alone.
The girls were used to carrying difficult questions quietly…about relationships, pressure, teenage pregnancy, early marriage, and violence. Conversations about these hard topics rarely happened at home or in classrooms. Even in safe spaces, many girls stayed quiet - afraid of breaking taboos or saying something embarrassing.
But something shifted when Esther introduced What Would You Do? A card game designed for girls to safely explore sexual and reproductive health and rights, healthy relationships, peer pressure, and personal boundaries through conversation, play, and mentorship.
The game was created in response to a challenge that community-based organisations across Africa, Asia, and Latin America kept raising. Mentors knew girls needed honest conversations about relationships, consent, bodily autonomy, and reproductive health. But many felt unequipped to start those conversations themselves. These topics were often considered taboo within families and communities, and both girls and adults arrived carrying fear, discomfort, and silence.
So instead of creating another training manual or workshop, we turned it into something children know best: play.
The idea was simple. If girls could explore difficult situations through a game, the heaviness would disappear. Conversations that felt impossible would become easier. Girls could talk about their bodies, relationships, and rights in ways that felt safe rather than intimidating.
The game itself was built with girls from the beginning. One of the earliest contributors was Esther, then a 19-year-old volunteer who helped shape and test the first questions with girls.
Alongside members of the Girls Advisory Council from different countries, she helped ensure the scenarios reflected the realities girls were actually navigating.
The result was a deck filled with situations that girls recognised immediately:
Your boyfriend says that if you really love him, you'll have sex with him.
You see a teacher touching a student in a way that makes you uncomfortable.
Someone keeps asking questions about your body that make you uneasy.
Your friend is being pressured into marriage during the school holidays.
Because the situations came directly from girls' lived experiences, girls who played the game often shared a powerful response: "I feel seen."
Many realised for the first time that the challenges they faced were not unique to them. Other girls were experiencing similar pressures, fears, and questions.
Importantly, the game is never played without a mentor. While girls often instinctively know what feels right or wrong, they need trusted adults who can help guide conversations, challenge harmful ideas, and create spaces where girls feel believed. For many girls, one of the greatest fears is that adults won't trust their experiences. The mentor's role is to ensure girls are heard, supported, and never left to navigate difficult situations alone.
Available in English and Spanish, and currently being translated into Kiswahili and Hindi, the game uses relatable real-life scenarios to make difficult conversations feel easier, safer, and more natural.
Since launching in 2022, the game has reached over 69,350 girls through 156 community organisations across Africa, Latin America, and South Asia. The What Would You Do? game has grown to be a valued resource for our network of community-based organisations in the Girls First Institute, and we are just beginning to integrate the game across our RISE programme in India. Here’s a glimpse of girls across the world already playing, laughing, debating, and finding their voices together.












For those of you wanting to play this game with girls in your schools and neighbourhoods, fill out this form, and we’d be happy to send it across!




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