App
Matific
$78.99/yr(0)
Updated · By Edulist · 3 sources
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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.
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.
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.
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.
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.
| Part | Points | Full marks when |
|---|---|---|
| Saved on purpose | 30 | Savings reach 20% of the month's income |
| Stayed out of debt | 20 | You never borrowed |
| Ready for surprises | 20 | No surprise forced you to raid savings or borrow |
| Wants kept in check | 15 | Wants plus need upgrades are 30% of income or less |
| Every dollar had a job | 10 | 10% or less of your money was left unplanned |
| Still had some fun | 5 | You 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.
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?"
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.
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.
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.
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%.
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.
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.
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.
Yes. It's free with no sign-up, ads or downloads, and nothing you enter leaves your browser.
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