Budget game: plan your month and beat the surprises

Updated · By Edulist · 3 sources

  1. 1 Plan your month
  2. 2 Live the month
  3. 3 Your score
Play as

You're 16 with a part-time job after school. $600 a month (Take-home pay from a part-time job)

Needs

You have to pay these. The cheaper choice covers the need; anything more is partly a want.

Phone bill (your share)
Getting to school and work
Lunches and snacks
School costs

Wants

Nice to have. Pick the ones worth it to you.

Savings

Saving up for
$0
Money set aside for surprises, so they don't eat your savings.
$0

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How to use it

  1. Choose who you are

    Kid ($60 a month from allowance and chores), Teen ($600 from a part-time job) or First job ($3,000 take-home pay). Each has its own needs, wants and savings goals.

  2. Plan your month

    Pick a version of each need (a basic phone plan or the unlimited one), choose your wants, pick a savings goal, and set amounts for savings and an emergency fund. The bar shows what's left to plan.

  3. Live the month

    Each week brings a surprise: a cost you must pay, a temptation you can turn down, or extra money. Choose how to pay: unplanned money, the emergency fund, skipping a want, savings, or borrowing.

  4. Read your score

    Your score adds up savings, debt, readiness for surprises, how much went to wants, whether every dollar had a job, and whether you kept some fun. Each line explains how to do better.

How the budget game works

The game has three parts: plan, live, score.

Plan. You start with a month of money. Each need comes with choices: the teen can take a bus pass for $40 or drive the family car for $80; the new grad can split a place with roommates or rent a downtown one-bedroom. The cheapest choice covers the need, and anything above it is partly a want. Then you pick wants, choose a savings goal, and set how much goes to savings and to an emergency fund. A bar fills in as you plan, and a panel compares your plan with the 50/30/20 rule. You can't start the month until the plan fits your income.

Live. The month plays out one week at a time. Every month has two costs you must pay, one temptation you can turn down, and one bit of good news. When a cost arrives, you choose how to pay it, and the game only offers the choices you can afford: money you left unplanned, the emergency fund, skipping one of your wants this month, dipping into savings, or borrowing at a cost.

Score. At the end you get a score out of 100, with a line for each part of good money habits and a note on how to improve it.

How the score is worked out

PartPointsFull marks when
Saved on purpose30Savings reach 20% of the month's income
Stayed out of debt20You never borrowed
Ready for surprises20No surprise forced you to raid savings or borrow
Wants kept in check15Wants plus need upgrades are 30% of income or less
Every dollar had a job1010% or less of your money was left unplanned
Still had some fun5You kept at least one want

The scoring rewards a plan that would work in real life. Saving everything and enjoying nothing loses a few points, because budgets that feel like punishment don't last. Leaving lots of money unplanned also costs points: it feels flexible, but unplanned money tends to drift away.

Needs vs. wants, and why upgrades matter

Kids usually sort "needs vs. wants" easily when the examples are obvious: food is a need, a video game is a want. Real budgets are harder because most needs come in versions. Everyone needs to get to school; not everyone needs a rideshare to get there. The game makes this visible by counting the extra cost of any upgrade as a want. A teen who picks the unlimited phone plan, the family car and eating out every day will see their "wants" climb even before they choose a single treat.

This is one of the most useful conversations to have after playing: "Which of your needs did you upgrade? Was it worth it?"

Three habits the game builds

  • Pay yourself first. Savings are set aside at the start of the month, before surprises hit. Kids who leave saving for "whatever's left" usually find nothing is left.
  • Keep an emergency fund. A small cushion means a cracked phone screen doesn't wipe out a month of saving for a bike or a car. Players who skip the fund see their "Ready for surprises" score drop fast.
  • Borrowing costs more. When kids borrow in the game, they pay back more than they borrowed. It is a gentle first look at interest.

These match the habits the Consumer Financial Protection Bureau's Money as You Grow guide encourages by age: making choices about spending, saving for goals, and planning for the unexpected.

Using the budget game with kids

Play once together and talk through each surprise before choosing. Then let your child replay the same month alone and try to beat your score. For a classroom, assign the Teen level and ask students to explain one choice they'd change. For a mini project, have older kids compare their plan with what the game says about their savings goal: "At this pace, the laptop takes 7 months." Changing one want can shorten that by weeks.

If your child enjoys this, try the lemonade stand game next, which shows how a business earns money, or set up a real system with our chore chart maker. For deeper practice, Matific includes financial literacy activities, and Power Homeschool lists personal finance among its electives. Many families use scholarship or education savings account funds for programs like these; check scholarships in your state.

Sources

  1. Consumer Financial Protection Bureau: Money as You Grow
  2. MyMoney.gov (U.S. Financial Literacy and Education Commission)
  3. Council for Economic Education: Voluntary National Content Standards in Economics

Questions

What age is the budget game for?

The Kid level suits about ages 8 to 11, Teen suits middle and high school, and First job suits older teens and anyone starting out. The ideas are the same at every level; only the numbers and choices change.

What is the 50/30/20 rule?

It's a simple budgeting guideline: about 50% of take-home pay for needs, 30% for wants and 20% for savings and paying down debt. The game compares your plan to it as you go. It's a starting point, not a law; a kid with no rent can save far more than 20%.

What's the difference between a need and a want?

A need is something you have to pay for to live, go to school or get to work: food, a way to get around, a basic phone plan. A want is nice to have. Many needs come in versions, and the part above the basic version is really a want, which the game counts that way.

Why does the game charge extra for borrowing?

Borrowing costs money. In the game, borrowing adds a 20% fee to show the idea. Real credit card interest and loan costs vary, and they keep growing until the debt is paid off.

Can my child replay the same month?

Yes. Replan the same month keeps the same surprises so kids can try a different plan and compare scores. Play a new month draws a new set. The best score for each level is saved on your device.

Is the budget game free?

Yes. It's free with no sign-up, ads or downloads, and nothing you enter leaves your browser.

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