Nag-Free Zone!

Nag-Free Zone!

This game has stopped the nagging!  I was SO sick of telling the kids to get off the electronic games and try a different sort of fun. Anything!

After a few rounds of YIYO JUNIOR, the kids have started to get it, to see it for themselves. They are putting a lot more thought into what they eat, and our new favourite destination is the park to ride bikes and scooters and play with other kids. And there is no junk in our pantry. Such a relief!


OMG! I had no idea!

OMG! I had no idea!

My husband played the YiYO JUNIOR game with our son a few times and got him thinking about how we can bring the principles of the game into our daily lives.

I have learned a whole lot of stuff about the energy in our favourite foods and activities. Yikes! It explains why we couldn’t seem to budge the bulge. We’ve changed the way we live and both of us have lost weight.

Our son is very chuffed that he got to choose the best cereal with the least amount of sugar! And I didn’t have to say a word.


Clever and easy to play

Clever and easy to play

I was really worried about my brothers and sisters. They all eat too much and are packing on the weight. And so are their kids!  They are just too busy to take care of themselves and my hints don’t work.

I brought the YiYO game out one night when everyone was around at our place for dinner. They had a go and I could see them all having ‘Ah Hah’ moments. YiYO is doing the rounds of our family now.  I’m so thrilled!



YiYO games are relevant, easy to play and life changing Order Now!
  • Why do we need YiYO?
  • How does it work?
  • How To Play

Despite an abundance of positive health advice, the global obesity and lifestyle-related illness crisis is gaining momentum. It’s time to put all our cards on the table!

Our children are going to inherit this legacy so we need to set them up early with healthy lifestyle principles so they can navigate our challenging food landscape and resist the sedentary life.  Only through consistent prevention education will we be able to reduce, or even reverse, negative trends.

The YiYO games are education tools that parents, teachers and health professionals can use to teach children, teenagers and each other about the fundamentals of energy management and nutrition and the essential role of physical activity to maintain health and wellbeing.

Who would have thought a game about lifestyle could be so engaging!

The game mechanics are very simple but, as the YiYO ‘day’ unfolds, players find themselves getting highly competitive – doing sit ups or jumping jacks to avoid taking in excess energy, or hanging out for that last fruit or veggie serve so they can ‘Close the Store’ and beat their opponents to the win.

The YiYO games are easy to play and appropriate for all ages. YiYO JUNIOR is suitable for children 5 – 15 years, while YiYO can be played from as young as 8 years old (assisted) up to any age. It’s a great way to get the family around the dining table to learn and have fun together!

The energy ‘load’ of many common foods and physical activities will surprise you.

The food cards have been developed by a team of credentialed Dietitians and Diabetes Educators and represent the best clinical data available. The physical activities have been researched and compiled by an accredited Personal Trainer.

YiYO can be played in either kilojoules or calories while YiYO JUNIOR is only available in kilojoules which is the international metric standard.

Players learn how much energy they are actually recommended to consume each day (EER), based on their age and gender, and find out how their body uses that energy.

The YiYO games highlight the importance of balancing energy input and output, and players pick up practical strategies on how to manage their food and exercise choices to maximize their chance of winning the ‘game of life’.

It is difficult to offer a generic approach to lifestyle management when everyone’s experience and habits around food and physical activity are so vastly different.

The challenge was to create a way for people of all ages and backgrounds to apply healthy lifestyle principles to a variety of situations and see how they played out.

Infinite emergent gameplay outcomes are achieved by varying the level of control players have over food and activity choices, introducing random temptation and through interactions with other players.

The YiYO card game creates dynamic scenarios in which players must make spontaneous lifestyle decisions that will impact their ability to achieve a winning outcome – just as they do in real life.

The game experientially demonstrates the role of energy within the overall nutrition story and highlights the importance of balancing energy flow in and out of the body.

YiYO brings people together, around the dinner table, to engage, educate and enjoy!

The YiYO JUNIOR game spawned from YiYO.  It was created to extend the opportunity to young children to learn about the concept of human energy management, and to help them comprehend their energy intake ‘load’ by matching it with an equivalent physical activity output.  YiYO JUNIOR is available as either a card or online game that can be played across the table or across the world.

The YiYO games are embedded in the Metabolic Symphony Program – a health science education program for schools and community/corporate health initiatives, which empowers children, teenagers and adults to avoid lifestyle-related illness. For more information check out

Joanna Giles is the principal creator of the YiYO games and the Metabolic Symphony Program.


Before play begins, players use the ENERGY CHART to fill out a PLAYER PROFILE with their individual values including:

– Weight Range

– Estimated Energy Requirement (EER)

– Basal Metabolic Rate (BMR)

– Activity Goal (EER minus BMR


1.   Put the WATER cards on the table with question-side down. This deck is called the ‘WELL’.

NOTE: The WELL represents our need to drink enough water for optimum body function. It is recommended that we try to drink eight (8) glasses of water each day. However, with a healthy diet, six (6) glasses is enough because we can get up to two (2) glasses of water from our food (eg fruits and vegetables) and from non- diuretic drinks.

2.   Combine all the FOOD, ACTIVITY and CHANCE cards and shuffle them thoroughly. Place the whole pile face down on the table. This large deck is called the ‘STORE’.

3.   At the start, and throughout the game, players receive fresh FOOD, ACTIVITY and CHANCE cards from the STORE and keep them in their ‘PANTRY’ (hand) until they are ready to ‘serve’ them onto the table.

4.   On the back of the PLAYER PROFILE is a TALLY SHEET where players keep track of their incoming and outgoing energy throughout the game.


– Consider appointing a ‘scoring buddy’ so you can keep track of each other’s scores

– Cards left in the PANTRY at the end of the game do not affect the final score

– FOOD and ACTIVITY cards cannot be withdrawn or changed once they have been served onto the table



– Can work in either kilojoules or calories. 1 Cal = 4.2 kJ

– Must get their minimum WATER, FRUIT and VEGETABLE servings to qualify to win

– May serve any FOOD they wish for any meal or snack

– Must serve breakfast first with a minimum value of 1000kJ (240 Cal)

– Must do a minimum of 30 minutes and maximum of 2 hours of ACTIVITY to qualify to win

– Must keep their total Energy IN amount within their range: EER + or – 500kJ (120 Cal)

– Must declare CHANCE cards on their next turn and follow the instructions

– Can ‘pass’ if they do not wish to eat or exercise during their turn



1.   Each player completes a PLAYER PROFILE to determine their individual EER and BMR, and calculate their ACTIVITY GOAL for the ‘day’ ahead.

2.   Players then transfer their EER, BMR and ACTIVITY GOAL values over to the TALLY SHEET and fill in their minimum and maximum Energy IN values (EER + or – 500kJ (120 Cal)) for later reference.

3.   Deal each player 7 cards from the STORE.

4.   Players review their PANTRY and prepare to serve their first, and most important, meal of the day – BREAKFAST!  Breakfast can be any kind of food but MUST have a minimum Energy IN value of 1000kJ (240 Cal).

NOTE: All subsequent meals, snacks or drinks that are served can be any value.

5.   Each player always starts their turn by picking up a fresh card from the STORE (including first deal).

6.   Next, the active player attempts to earn a WATER card towards their minimum quota of six(6) cards in the following way:

– Ask another player to draw a card from the WELL, read out the WATER fact to the group, then ask you the multiple choice question.

– If you answer correctly, you ‘drink’ the WATER card and mark it down on your PLAYER PROFILE.

– If you answer incorrectly, you don’t ‘drink’.  The correct answer is announced to the group and the WATER card goes to the bottom of the WELL.

7.   Next, the active player declares any CHANCE cards – making sure to add the Energy IN/OUT to their tally, and note any WATER, FRUIT or VEGETABLE serves.  They then continue with their turn as normal.

8.  When each player has finished their turn, they must record their WATER cards and FRUIT or VEGETABLE serves on their PLAYER PROFILE, and tally up their Energy IN and/or Energy OUT amounts on their TALLY SHEET.

TIP: It is more strategic to keep your ACTIVITY cards in your PANTRY until the very end when you know your actual Energy IN amount. This way you can serve the ACTIVITIES that will bring your total Energy OUT (including BMR) as close as possible to your total Energy IN. Remember! Players must do a minimum of 30 minutes and maximum of 2 hours of ACTIVITY to qualify to win.


9.   When any player feels confident they have fulfilled all their minimum requirements, and achieved the closest possible balance of Energy IN to Energy OUT, they can announce “Closing time at the STORE!”

10.   Once the STORE has been closed, the other players have one more turn to earn a WATER 
card, pick up a card from the STORE and serve up their final FOOD and ACTIVITIES.

11.   After the final round, players check their WATER, FRUIT and VEGETABLE quotas and calculate their total Energy IN and Energy OUT. If all the minimum requirements have been satisfied, the player with the least difference between Energy IN and Energy OUT is the WINNER!


DISCLAIMER: The distributors accept no responsibility for any injury or property damage arising from physical activities prescribed in the YiYO game.

Only 20 years ago, the idea of a child or teenager developing type 2 diabetes was unthinkable.

Now, one child in every four is overweight or obese, and the potent inherited risk factors for type 2 diabetes are manifesting the condition in overweight children as young as 3 years old.

The World Health Organisation predicts that, for the first time in history, this generation of children will have a shorter life span than their parents.

I am heartbroken at the legacy our children and grand children are inheriting from past and current generations.

I have faith that, with the right knowledge and support, our children will turn this all around.

Joanna Giles Joanna Giles