Yes, And…Dice
Building confidence and connection one adventure at a time.
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Please complete our 2-minute survey so we can design sessions around what our community needs most.
FAQs
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Small group sessions (4-6 players) that meet 2 hours a week for 8 weeks to play a tabletop roleplaying game (TTRPG).
Think of a TTRPG as group storytelling - like a mix between a “choose-your-own-adventure” book and improv theater.
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The Game Master (GM): Tells the story, sets up challenges, and guides the group.
The Players: Create and control their own hero in the story.
The Dice & Rules: Decide if player choices succeed or fail, keeping the adventure full of fun surprises.
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Managing big feelings and building self-awareness
Making friends and working as a team
Solving problems and planning ahead
Understanding other perspectives
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Teens: Ages 14-17
Adults: Ages 18+
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Each group has 4-6 players, led by 1 certified therapeutic Game Master and 1 group assistant for extra support.
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$600 total for the 8-week program ($75 per each 2-hour session).
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Wyldwolf Games, 635 SE 9th Street, Minneapolis, MN 55414
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Designed for Neurodivergent Players: We use Critical Core, a game system created by autistic adults, therapists, and educators to help players practice social skills naturally.
Expert Facilitation: Groups are led by Riley Graygrove, a trained game master and drama therapy specialist.
Play with a Purpose (Yes, And...): Regular game groups play purely for fun - which is great! We do that too (That’s the YES), but we also intentionally guide players to build real-world life skills (that’s the AND).
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No, this is not medical therapy. Instead, it is a fun, low-stress social group to practice real-world skills.
Personalized for Players: Players complete a quick interest form before starting so our Game Master can tailor the game to their personal goals.
Insurance Note: Because this is a social skill-building group and not medical therapy, it is not covered by health insurance.
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We encourage attending every week so the story stays connected, but we know life happens. Just let us know ahead of time. Your Game Master will catch you up before the next meeting so your character can jump right back into the adventure.
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The Avatar Effect: Playing a character makes it easier to practice hard skills - like standing up for yourself or asking for help - without fear of making mistakes as yourself.
Explicit Social Rules: Real-world social cues can be confusing and stressful. Yes, And...Dice makes the social rules clear - players take turns, have distinct roles, and follow shared guidelines for how to interact.
Session Zero: Before the story begins, the group meets to set expectations, agree on group rules, and build their characters together.
The X card: An in-game safety tool to help manage sensitive topics. A card displaying a large "X" is placed in the center of the table. Anyone can tap the X-card if a scene becomes uncomfortable or overwhelming. The game pauses immediately to change or skip the scene - no questions asked.
Lines & Veils: Players set boundaries before playing. Lines are topics that will never appear in the game. Veils are sensitive topics that happen “off-screen” without detailed description.