This paper explores how board games can authentically represent mental illnesses, particularly the often overlooked theme of relapse. By analysing the mechanics, aesthetics, and metaphors used in games and also addressing negative stereotypes and stigma surrounding current mental health portrayals within gaming, the study aims to present an alternative perspective on the representation of particular aspects of mental health issues. The work describes a practice-based approach used to create a prototype of a game, involving playtesting and analysis of the effectiveness of particular techniques intended to illustrate the complexities of mental health in a meaningful way.