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In a brightly lit room, a group of state officers sit around a table. Between chatting and moments of reflection, they take turns picking up a card and reading a question out loud. They have to put themselves in the shoes of someone who has experienced trauma and figure out the best way to respond. At another table, a team of police officers takes deep breaths as they follow a game prompt: they focus on their bodies, notice how they feel in that moment, and then respond to a hypothetical situation.
This is Neurocit, a board game created by the International Justice Mission team in Colombia to help officers and justice system workers connect with their emotions, understand trauma better, and strengthen their ability to respond to violence against women and children.
“The goal of the game is to reduce the stress and emotional toll that comes from being exposed to other people’s trauma. But beyond that, it’s about encouraging officers to slow down, stay aware of their bodies, drink water, breathe, and take moments of calm throughout the day. When they manage their emotions better, they make better decisions,” explains L. Sandoval, Trauma Informed Care Specialist and one of the game’s creators.
How it works Neurocit is based on the principles of trauma-informed care (TIC), a method that helps institutions provide better support to people affected by violence. The game includes four categories of cards:
Breathe! (blue): Activities that help players focus on their breathing and reduce stress.
Get Excited! (green): Tips for managing emotions.
Get Connected! (orange): Exercises that strengthen empathy through practical situations.
Emoti-kit! (purple): Exercises to connect with the body and all the senses.
Each activity helps players understand how the brain reacts to trauma, while it also helps develop skills to offer more compassionate and effective support.
The impact on the community
Since its launch, Neurocit has made its way into different institutions and communities. At a municipal hospital, a social worker uses it in sessions with staff to promote self-care. A psychologist at the medical center has also introduced it into her work with patients, adapting it to fit each person’s needs.
“We have seen how flexible the game can be. Even though it was designed for adults, some professionals have successfully used it with kids by leaving out the more intense questions,” says Sandoval.
When the Police first tried it, some officers were skeptical. “At first, they sat in their chairs, stiff and serious. But little by little, they got into it. By the end, they were sitting on the floor in small groups, reflecting and sharing. When they saw that the scenarios in the game were based on real cases they deal with, they realized how important it is for every institution to know how to respond,” Sandoval recalls.
Beyond being a teaching tool, Neurocit has helped strengthen connections between different organizations involved in victim support. “Police officers often feel like they’re on their own because of the law enforcement dynamics in their area. But the game has helped them see that other safe spaces exist, like hospitals, where victims can get the care they need,” Sandoval explains.
How Neurocit was created
Neurocit came to life in 2024 as part of a trauma-informed care training program for institutions like the Police, Prosecutor’s Office, Family Police Station, and hospitals. As the Colombian IJM team led these trainings, they realized that participants needed practical tools to apply what they were learning in their daily work.
“We saw that we needed to strengthen safe spaces—not just for victims, but also for the professionals working with them. People handling cases of violence against women and children are under a lot of stress. If they’re not okay, they can’t provide good care,” says Sandoval.
That’s when the idea for a board game came up. It became part of a self-care toolbox that also included a kit with small but meaningful items: a handkerchief, massage oil, a stress ball, and a video with instructions on how to use these tools. Some organizations even received water filters, recognizing that staying hydrated helps manage stress, anxiety, and exhaustion.
When designing the game, the team pulled insights from previous trainings, focusing on how the brain processes trauma and the role of safety, empowerment, and connection in healing.
Beyond the Game: Building a Culture of Self-Care
Neurocit has not just trained professionals—it’s sparked a self-care movement within institutions.
“The game is just an excuse to bring staff together, encourage reflection, and create learning moments. But it also helps them in their personal lives,” Sandoval shares.
Organizations that have received the game are finding new ways to incorporate it into their daily routines, looking for tools to work with communities to provide trauma-informed care to women and children who are victims of sexual violence. This creates safer and more compassionate spaces for both victims and those who support them.