A game for one child and one parent. You need an album, pocket money in packs, a sheet on the fridge and a small box for duplicates.
What you need
- The album (football works best: everyone at school has it).
- Pocket money paid in packs: three packs every Saturday, about 3 €. That is the whole income.
- The ledger: one sheet on the fridge with four columns: week, packs bought, new stickers, duplicates.
- A duplicates box, sorted by number.
- One envelope, marked "the order".
The rules
- The income is three packs a week. The parent never adds a pack, an advance or a "just this once". The game only works if the money is finite.
- The child decides when to open the packs: all on Saturday, one a day, or none this week.
- Every pack is written on the ledger by the child, not the parent. Ten seconds.
- Duplicates are never thrown away. They are the child's own money for swaps.
- Swap day is once a week, at school or with cousins. One for one, or two common for one rare. The parent does not negotiate for the child.
- From week eight, the parent asks one question every Saturday: "What did a new sticker cost you this week?" The child works it out from the ledger: 3 € divided by the new stickers.
- When a new sticker costs more than 1 €, the child has earned the right to open the last envelope: the order.
The rounds
Weeks 1 to 4, the easy money. Almost every sticker is new. A new one costs about 0,20 €. The child feels rich.
Weeks 5 to 8, the market. Duplicates pile up, swaps begin. The child learns that a sticker is worth what someone else needs it for.
Weeks 9 to 12, the packs get worse. Six new per week, then three, then two. A new sticker now costs 0,50 €, then 1,50 €. The child sees it in their own handwriting.
The final round, the decision. About 40 stickers missing. Two ways to finish: keep buying packs (about 60 € and a lot of luck) or order the missing ones from the publisher (around 12 €; the current price is on the album's site). The child chooses. Almost all choose the order.
The saving weeks. Four Saturdays without packs, the 3 € going into the envelope until the order is paid. The hardest part, and the one they remember.
Scoring
There are no points. The album is the score. The child wins when the album is full and the ledger shows how: about 36 € in packs, 12 € in the order, four months of decisions. The parent wins when the child says "the packs are not worth it any more" before the parent does.
What the game teaches without anyone saying it
Income is fixed. Luck is expensive. Duplicates have value to someone else. The last mile costs the most. A plan beats a wish.
The parents' budget is the same game with bigger numbers: a fixed income, a few habits that get worse the more you feed them, and a goal that gets closer when you stop buying packs. Cifrova Personal is the ledger on the fridge for the adults, filled in by the bank instead of by hand.
FAQ
From what age does the sticker album game work? About six, when the child can count and write the numbers. The final decision lands best between eight and eleven.
How much pocket money for stickers is reasonable? Two or three packs a week. Less and there is nothing to decide; more and the packs never get worse, which is the lesson.
What if the child gives up halfway? Let them. Stopping a habit that stopped paying is also the lesson. The album and the ledger stay on the fridge; most come back when the swaps at school pick up.