
$8.97
When your 10-year-old says “everyone hates me” or “I’ll fail for sure” — give them a way to catch it and swap it.
Trap & Swap is a printable CBT card game for tweens (ages 9-12) that turns cognitive restructuring into something they actually *play*. Most thinking-traps printables just *name* the traps. This deck runs the whole loop: SPOT the thinking trap in a thought → MATCH it → play a SWAP card and say a fairer, more balanced thought out loud (with an optional rebuild card to say or write it out).
What’s inside — one 8-page PDF (A4 + US Letter): four card sheets holding all 24 cards, plus four guide sheets: – 8 Trap cards — the core kid thinking traps: mind-reading, fortune-telling, blowing-it-up, all-or-nothing, only-the-bad, labeling, should-&-must, and my-fault (each with a real tween example + how to spot it). – 5 Swap cards — the reframe engine: Check the Evidence · Talk to a Friend · How Likely, Really? · Fact or Feeling? · Another Way to See It. – 9 Catch-It cards — real 9-12 moments (group chats, tests, tryouts, being left out) to practice on. – 2 helper cards — How to Play + a Rebuild-a-Thought template (with a filled example to copy).
Great for: anxious or self-critical tweens, calm-corner and calm-down kits, school counselors and SEL lessons, small-group and classroom play, and home practice between sessions. Tween-cool — no babyish monsters.
Why it’s different: a repeatable play loop that rehearses using the skill in the moment, grounded in cognitive restructuring. Includes a full facilitator trap-key + Coach & Parent guide (together on the final sheet), plus a clear How-to-Print sheet with a test-scale square so your cards come out the right size the first time.
PhD Made. Built on published CBT research. This is an educational tool to build coping skills — it is not a substitute for therapy or medical care.
Age: 9-12 (tweens) Pages: 8
