The Little Book of the Great Game

Everything one table needs to play. Everything ten thousand tables need to play as one. An hour to read, or an evening with people you love.


Contents

Welcome — the door, in a page A Word on Words — what was done to our words, and how we speak now I. The Story — told before the food gets cold II. The Plan — why three in a hundred, what is asked, and by when III. The Game — the Why · where we are going · where we are · the one question · the five moves · the week · the season · the body · the Offering IV. The Flame — how it travels V. The Clock, and the Words — the sun, and the words handed at the pace the road needs them VI. How One Community Played — a corner lot, a table of eight, and ten Cells on six streets VII. The Playcard — one card per player, and how cards connect VIII. The Way Up, and the Way Out — proposals, editions, leaving IX. The Intention · The Vision · The Values · The Strategy · The Timeline — a page each The Cards — the appendices: the Playcard · the Questcard · the Scorecard · the Circle Sheet · the Season Sheet · the Words at the Table · the Clock · and all of it by hand, if the lights go out The book in your hands — edition · copying · what this book promises you


Welcome

You are holding the whole game.

Not a summary of it, not an advertisement for it, not the first chapter of something longer you will be sold later. The whole thing: the Story that tells you where you are, the Game that tells you what to do about it, and the Flame that tells you how it travels. An hour, or an evening at a table. Then you can play.

Somebody handed you this. That is the only way it moves. There is no broadcast, no campaign, no centre, no office, no membership, nothing to join and nobody to apply to. Someone who knows you thought you were ready, and they were probably right.

What is being asked of you is small and it is real: read this, say out loud whether you will play, name the two or three people you would most trust to help lead your community through what is coming, and hand this book on to the people you love. Everything else follows from that, and none of it can be done for you.

We are working toward this December's solstice. Not because a date is magic, but because the hour is late, the old world's clocks are not ours to read, and a people that has not found itself before the heavy weather has to find itself in it.

You will not be asked to believe anything at this door. You may read THE STORY as a true telling or as a game we have agreed to play; either way what follows is the same, and it is real.

Read the Story. Play the Game. Pass the Flame.


A Word on Words

One page on language, early, before the Story is told — because a people whose words have been confused cannot agree on anything long enough to find its way out.

In the Caves, the keepers did not rule by force. They spoke, and the prisoners repeated. The most important words a people has — God, freedom, love, truth, justice, sacred — were the first taken: claimed by one faction and hurled at another, worn hollow, mined and booby-trapped, until a word that was meant to be a bridge became a trigger. Say one of them and half the room flinches. That was not an accident. It is the oldest instrument there is: divide the words, and a people cannot think together; confuse the words, and they cannot agree on the way out. The chains are made of vocabulary before they are made of anything else.

So here we do the opposite, on purpose, and we ask you to do it with us.

Every word in this book is a tool. A pointer toward something real — never the thing itself, and never an idol. The word water is not water; it is useful precisely because it can travel where the thing cannot. Hold every word here that way, lightly, aimed beyond itself, and the space between the word and the thing stays open and clean. In that space, people of every tradition and every wound can speak of the most important things again. (Word Tools.)

Every word is given the first time you meet it, in one line, and after that it is only used. You will never be asked to carry a word you have not been handed, and there is no fixed number of them to learn. The words come at the pace the road needs them, and each opens onto a whole page for anyone who wants more.

When two of us use a word, we mean the same thing — and when we find we do not, we say so, and we fix the word, not each other. That is why this book is written plainly, with defined terms, the same in every language, line six the same as line six everywhere. It is not fussiness. It is how a people that has been divided by its words learns to think together again, and it is the first thing that cannot be taken back, because a language alive in a million households cannot be uninstalled. (A Word on Words · On translating.)


I. The Story

Ten minutes to read, fifteen to hear. Tell it at the table, in your own voice, as it was told to you. The whole of it, as deep as anyone cares to go, is The Story of LIØNSBERG; the shared bones are The Sacred Arc.

Now that we have a quiet moment and the fire has burnt low I will tell you The Story of LIØNSBERG as best as I can remember how it was first told to me in a cave just like this on a very different world in a very different time

The Story of LIØNSBERG is the story of ØNE and All The Story of the Creator and All Creation The Story of The Great Mystery and All that arises from It

Our time is short and danger is high so, my new friends, I will share what I remember about WHERE WE ARE HOW WE GOT HERE WHERE WE ARE GOING and WHY


Once upon a NØW, in a FUTURE long ago before the stars were born and the cosmic flower bloomed there was a time before the beginning when there was only ØNE

From ØNE All things came into being and no thing came into being except through the ØNE

Longing to experience ItSelf in form the ØNE turned to know ItSelf and from that first great turning were born the first great undifferentiated seas and upon those first great seas arose the first Ones

Each one a One of the ØNE

To experience themselves as a self the first waves that arose upon those vast seas had to forget just for one moment that they were truly the great cosmic ocean

And so THE VEIL came down

Can you remember the time of THE GREAT FORGETTING?

On this side of THE VEIL the separation felt shockingly real like being ripped from the womb

Experiences like cold, fear, loneliness, desire became powerful teachers and false guides

All filled with ØNE Spirit All members of ØNE Body All shaped by ØNE Mind The first Ones sang LOVE And the Divine Symphony began

Trillions upon trillions of species across trillions upon trillions of worlds experiencing the illusions of time, space, and separation in trillions upon trillions of unique ways


Only ØNE knows the precise time and place it happened but the oldest stories remember it the same way

Many stories call it THE FALL And they are still being told Sometimes they echo through these very CAVES

It began when one of the players in that Divine Symphony was captured by a thought that put them out of tune

"Me. Not You. To the harm of You."

Like a VIRUS That tiny THOUGHT became words became actions became armies became empires and THE GREAT CAPTIVITY began

World after world was bound and chained drained of its LIFE FORCE and left for dead

Soon a great wound tore across the cosmos and the ØNE BODY cried out in agony

It was not loving, just, nor good for the innocent and helpless to suffer in the cruel talons of an EVIL EMPIRE that would not release them from its grip

And it was not only the dying worlds that felt the pain When one part of a body suffers the whole body suffers

And so it happened An immune system woke up in the ØNE BODY and a mighty FORCE FOR GOOD arose to destroy the parasites and set the captives free

That FORCE FOR GOOD arose from every scale of life from the smallest creatures of the smallest villages to the greatest architects of the greatest galaxies for the Body defends itself with all of itself

Serving it was an ancient order of winged lions who lived at the highest of the heights of the most sacred mountains of the beautiful worlds they designed and built

All who lived across all those worlds spoke of those mountains in their own tongue and their own way pointing at those inscrutable and nameless heights and uttering, each in their own language, their own words for lion and mountain

They were not naming a people They were pointing at the same thing and across the ages the pointing converged

until in tongue after tongue it had settled into a sound like LIØNSBERG

Those ancients kept living records of their Way, so that any species could take the system and make it their own, in their own culture and world. That is why their Way was chosen to carry THE WAR, and it is why you are holding a small book that expects to be copied, translated, and changed.


As the FORCE FOR GOOD rode out into the stars they followed the great scar and witnessed the horrors of the worlds destroyed

The most advanced systems of slavery had been cruelly perfected over millennia and the chains were difficult to break for they were constructed out of story rather than steel

The EMPIRE had discovered that chains rust and rebellions rise but that those enslaved in a story about freedom would generation after generation tend and reinforce their own cages

The ancients called these horrific structures THE CAVES

On some of the worlds they liberated generations would have to die in THE WILDERNESS before the minds of the children could once again be free


It is dark here and the fire is low and small because we are inside of one of these matrices now you did not choose it you may not like it you may kick and scream and deny it but stoning the prophets does not change the Truth

Like it or not THE CAVES are where our SHARED JOURNEY begins

While most of the world was still sleeping unaware they were chained to the wall of their cave mindlessly repeating the words of their Kontrollers an advanced guard was quietly preparing a Way towards FREEDOM, LIFE, and LIGHT

Many of them were captured or killed

Now that the Way has been prepared the plan is for the first few of us to fan out and begin a WHISPER to strengthen THE DIVINE WHISPER that is already roaring from within each soul

It will not take much to awaken those who are already awakening

Do not be frustrated or confused at the ninety-nine of a hundred who will not hear your WHISPER Each will harken and awaken at the wise right time for them

As they awaken to WHERE WE ARE and HOW WE GOT HERE the unquenchable WILL TO FREEDOM arises and from there THE EXODUS begins

with every soul INVITED and NO ONE INVOLUNTARILY LEFT BEHIND

And WHY do we go?

Because none of us will truly be SOVEREIGN AND FREE until ALL of us are free and the ØNE BODY will continue to suffer together until the chains have been shattered and the virus purged

Within this tiny fire and humblest of beginnings is THE GOLDEN SEED of enough LIGHT to ILLUMINATE THE DARKNESS and guide us HOME

If just a few of NØW light our candles and begin to whisper THE SONG together all we must do is PASS THE FLAME to the next few who hear and awaken

THE SONG goes like this A chorus simple enough for any child to sing

READ THE STORY PLAY THE GAME PASS THE FLAME Pierce The Darkness And We'll Walk Each Other Home

THE SONG is the WHISPER You sing it low, under your breath, as you walk out It is quiet enough to move through THE CAVES unheard for THE CAVES are so cacophonous that the sound of harmony can fly under the radar

And as you walk, you listen for the rustle of chains You leave the procession to cut someone free You tell them where they are, and where we are going and you invite them to walk with us

When you are ready and the courage rises LIGHT YOUR CANDLE SING THE SONG and begin to PASS THE FLAME

The Path to the mouth of THE CAVES and through THE WILDERNESS that lies BEYOND has been carefully marked so that no one will lose their Way

THE GAME has been constructed so it is simple enough for any child to PLAY

The journey will be long and hard the backlash and wars will be real not all of us will make it to the other side

But those who do will spend their days CO-CREATING PARADISE for millennia to come

Our SHARED JOURNEY begins NØW


Now hear how it goes on every world that walks it.

Beyond the mouth of the Caves lies the Wilderness: a place of discovery, a place of adventure, a place of becoming, a forge capable of stripping away everything the keepers fastened on us. The freed do not step out into glory. They come out blinking and broken, minds and tongues still shaped by the keepers' words — for the chain on the wrist is struck off with a blow, and the chain on the mind is loosed only by remembering. They cross the boundary into the unknown, past the edge of the maps they were given, and in the strange safety of *we do not know* the true story can at last begin to be told again.

And there comes the great remembering — not learning something for the first time, but recognizing, with a shock like homecoming, what the soul always knew beneath the veil. They remember Who they are: not the small and frightened things the cave named them, but Ones of the Ones of the ØNE, divine in origin, sovereign in nature, clothed for a season in form and forgetting, and never for one instant forsaken or forgotten.

In time the wound reached a small blue world at the edge of one galaxy, and the long night fell here too. That is the world you were born into and are now awakening from. You have felt it. Something is wrong. Something is insane. It is not you.

One world is dying and another is being born, and it is not two things but one thing. The decaying structures of the old world cannot be saved, nor should they be; the problem was in their design. The New does not come from the top down. It is nurtured from the soil up, the way every living thing comes: seed by seed, and Cell by Cell, and tribe by tribe, in kitchens and yards and neighbourhoods, wherever a few people decide together to make the world they inhabit a little more like Heaven.

The Promised Land is not a place we arrive at. It is a way of living we co-create, here and now, a little more each week. Heaven does not descend ready-made from the sky, nor wait, finished, beyond some final door. It rises where sovereigns freely united walk together as ØNE Body with ØNE Mind and choose — and keep on choosing — the best possible future for All.

And beneath all laws lies the one law the long night had broken and forgotten: love is the universal law. Right relationship with all that lives. Sacred reciprocity and flow. Nothing taken that is not returned with joyful and abundant increase.

And through this great shared journey, All returns to ØNE — elevated, transformed, and raised into the next movement of the eternal divine play, where the Story begins again, one octave higher, one turn closer to its Source.

ØNE.


This arc has been walked before, on countless worlds. It is being walked here and now, and the hour is the narrow one: the old collapsing, the new not yet built, the majority still asleep. The First Three Percent are awakening. That is what this hour asks — not everyone, but the three hundred in every ten thousand, finding one another and organizing before the heaviest storms arrive.

The Story is not finished. You are in it. What you do next is a line of it.

The Story in a breath. The world is one, and we forgot; we are remembering, together, by making every place we touch a little more like Heaven. Out of the Caves, where a people is held captive by stories; through the Wilderness, where we learn, unlearn, remember, and rebuild; toward the Promised Land, which is not a place we arrive at but a way of living we co-create, here and now, a little more each week. Every Cell walks the same road at its own pace and in its own place.


II. The Plan

Here is the plan. It is not complicated.

Every person on Earth, invited by someone they trust. Not by a broadcast. By a hand.

Why three in a hundred. Three in every hundred is enough to turn a people — three hundred in every ten thousand, and a few hundred million on Earth. When that many are awake, connected, and playing, the rest of a people follows the way water follows a channel already cut. It has happened before, in smaller worlds and smaller times. It has not yet happened at the scale of a world. (Tipping Point Strategy.)

Who they are. They are not chosen by any centre. They are called out by the people who know them best: the ones you have watched carry a hard thing faithfully, the ones you would trust to lead your street, your village, your town through what is coming.

What is asked of you, and only this.

  1. Read this book. An hour, or an evening at a table with people you love.
  2. Give your word, in your own words, where someone can hear it: I will play. Nobody is governed who has not agreed, and silence is never a yes.
  3. Take the Roll — one line: your name as you choose it, the date, the word you gave, who brought you, who witnessed.
  4. Name your two or three, within two days. The people you would most trust to help lead your community through what is coming. Not family by default. Not the famous. Not the loud. The faithful — people you have watched navigate hardship. You cannot name yourself, and anyone campaigning to be named has disqualified themselves by campaigning. If you cannot think of three, the work is to go find them.
  5. Send this book to the people you love, so they can do the same. Not a pitch. The whole of it.

That is all, and the rest follows from it. When three people have named the same person, that person receives the Invitation — this book, carried by the hands that named them.

What a Roll line is, and is not. It is the line a Cell keeps for each of its players, in its own book, in its own hand. It never leaves the table that wrote it. It is not a membership, not a credential, not a database, and there is nothing to pass and no one to grant it. Five things stand on it and each carries its weight. The name is what you choose to be called; nobody is required to be known by more than that. The date places you in the Game's own time. The word is yours — the actual sentence you said, not a box someone ticked for you. Brought by is your Carrier, the person who handed you the Flame, and it never changes. Witnessed by is whoever saw the word given, because a promise heard by no one is a wish. Where there is no device, two hands in a book are the whole of the security, and they are enough. Leaving is written the same way it was entered, and the line stays. (Brought-by · witnessed-by · The Gate.)

What you become is a Player. Not appointed, not approved, not admitted. Entered. (Player.)

Those who accept form a Cell. Three to thirteen people who choose to walk together, by name — best at four to seven. A Circle is a gathering: people who have met, who like each other, who have promised nothing. A Cell is a Circle that plays: it has agreed out loud how it will treat one another, it holds a Quest, it keeps a week, it passes the Flame. The Circle is the form; the Cell is the function. Holding the two words apart keeps Cell meaning something a stranger can rely on, and keeps the door of Circle wide, so that nobody has to promise a season before they have had an evening.

By when. We are working toward the December solstice — about ninety days from the day the Game opens. Because the hour is late, and because, said plainly, no one knows how long the door stays open.

Why this way. Broadcasts gather watchers. Hands gather workers. The ones who should lead are known to their own, not to us. And a people that has called out its own leaders cannot be beheaded, bought, or fooled by anyone naming leaders for it.

The first three percent are called out to the work. Not to a stage.


III. The Game

Players: everyone who chooses · Cells of three to thirteen · a turn each week · a round each season · playing time: as long as you love · ages: all.

The Game. The Goal.

All of us, together, exiting the Caves, journeying through the Wilderness, and making every place we touch a little more like Heaven.

That is the Game. Heaven is the Goal. Everything else is a matter of how.

The Why

Because something is deeply wrong, and it is not you.

Because the old world is collapsing and the new is not yet built, and no one is coming to build it for us. Because a few people in a room, keeping their word to each other season after season, is the only way a world has ever been changed. Because it works: a Cell that plays for a season can point to something real. And because it is, in the end, the adventure of a lifetime, and you were born into it.

No belief is required at the door.

The Vision — where we are going

Every Cell is invited to ask each of its members: "How would you like the world to be?" — and to craft from the answers a shared vision of what Heaven might look like in your own community and world.

What kinds of things belong in Heaven, that we would like to cultivate? What kinds of things do not belong in Heaven, that we would like to remove? What does Heaven right where you are look like, feel like, taste like, smell like?

Craft the most vivid picture you are able to of what life is like when Heaven becomes reality, right where you are. That is where we are going.

Sensemaking — where we are

Against that, each Cell writes down, each week, its current best understanding of where it actually is: what is done, what is in flight, what has not begun, and what the Cell senses that no one has said yet. Not a report — a reading, the way sailors take one. Where you are is the only place a next step can start from, and a Cell that reads its position each week is rarely lost for long. (Sensemaking.)

The Shared Journey

The Story gave you the whole road. Every Cell walks the same road, at its own pace and in its own place: a street in one town, a valley in another, a whole world at once. Your Quest is one stretch of that road, and the Playcard is what tells you where your stretch sits in the whole — so that ten thousand Cells walking ten thousand stretches are one journey, and know it.

The one question

Before every move in the Game, one simple question:

Does this make life a little more like Heaven?

If it does, make the move. If it does not, stop, discern, and choose a better one. A ten-year-old can ask it. So can a tribe. It is a compass that always points toward the Goal, and it never changes.

When two moves both pass, the older players ask a second question: Is this the highest thing we could do right now, for ourselves and for the whole? Not every good move is the next move. There is a path through a season, and some steps open the others.

The five moves, at the table

  1. Form a Cell. Three to thirteen people who choose to walk together, by name, and best at four to seven. Give it a name. Agree, out loud, how you will treat each other. Two of you host each season, and the hosting passes around. At thirteen a Cell divides into two, the way a cell does, and both go on.
  2. Choose a Quest. One real thing, for one season, that your Cell can do together and point to afterward. Real, near, and yours.
  3. Learn and grow. Each week, each of you says what you will do. The next week, each says whether you did it, and what you learned from the difference. That is the whole discipline of the Game: say what you will do; do what you said; learn from the gap.
  4. Share your stories. Every Quest becomes a story, and the story travels further than you can.
  5. Pass The Flame. Each of you carries the Game to the two or three people you know are ready, within a week. They form their own Cell, not a branch of yours. Then there are two Cells, and the fire is loose in the world.

Those are the five anyone can start with tonight.

And one line that belongs with the rules: anyone may say stop. Any player, at any moment, about anything — a move, a Quest, a conversation that has gone wrong, a thing that is being decided too fast. You say stop, and the table stops and looks at it together. Only the person who said it starts the table again. No reason is owed, and nobody has to be brave to use it. A table where the smallest voice can halt the largest motion is the only kind that stays safe enough to be honest in.

The deeper cycle, for Cells that want it, run daily, weekly, seasonally, and across lifetimes: Form a Cell · Weave Spirit, Hearts, and Minds · Choose a Quest · Do the Work · Celebrate, Learn, and Improve · Share the Stories · Pass the Flame. The sequence is not arbitrary. A Cell that has not woven coherence will not choose well; a Cell that never celebrates will not learn; a Cell that never passes the Flame dies with its founders.

The week: the Turn

Once a week, gather. The same day, the same place, if you can. An hour or two is plenty. Open in silence. In turn, each person says:

  • what I said I would do, and whether I did it;
  • the gap, honestly, and what I learned from it;
  • what I will do this week;
  • what I have to offer, and what I ask of the others.

Someone marks the Scorecard. Someone tells one story. Each person puts something in the middle for the Offering. Close in gratitude.

That gathering is the heartbeat of the whole Game, and it is the same beat in every Cell on Earth. Between the weeks, the daily way: pause, ground, breathe, remember, realign, recommit (The Daily Way).

A commitment is I will ___ by ___, said aloud at the table to people who depend on it. Kept, or a gap to learn from, without blame. Nothing else in the Game binds you (A word given is a word kept).

The season

The Game breathes in seasons of about ninety days, turning at each solstice and equinox — by the sun, which no one owns. A Quest is chosen for a season, and a season is short enough that ninety days from now you can point at what you did.

At each turning a Cell does four things: it counts its season on the Scorecard; it tells its best story; it chooses the next Quest; and it fills one page, the Season Sheet, and sends it to its home. Then the wheel turns again.

The season has four faces — plant, grow, harvest, rest — and at its end the Cell sees itself from above: inward, outward, backward, forward, done together (OmniSpection). Looking back alone is not enough.

The body: Home, Home Cell, supercell

Every Cell has a Home Cell: the Cell or supercell that hears its season, keeps a copy of its sheets, and helps when something is wrong. Your Home Cell is the Cell that holds you; Home alone is your own place inside it. When your Cell is new, your home is the Cell that carried the Flame to you.

Three or more Cells that have become one another's home form a supercell; supercells form supercells; below a Cell, its subcells. That is how ten thousand people become one body without anyone in charge of it: a Cell knows its home, and a home knows its Cells, all the way up and all the way down. Nobody is in charge of it. Everyone is.

A keeper keeps the record. Two hosts hold the room each season, and the hosting rotates (The Two-Coordinator Rhythm). A Carrier is the one who brought you the Flame, and it never changes.

The Offering

Each week, each person puts something in the middle of the table: money, food, hours, a skill, a tool, a ride, care — whatever is real for them. Nobody sets your amount. Nobody asks what you gave last week. A tenth is the old measure and many begin somewhere near it and grow, but the figure is yours and it is expected to change with your season.

What gathers at the table is the Cell's commons. The Cell spends it on its Quest and on its own — a member in trouble, a tool the work needs, the cost of gathering — and at each turning sends a meaningful share inward to its home, which does the same. The share flows inward, to the table you sit at, never upward to anyone who rules you (Voluntary Tithing). There is no centre to tithe to and no imposed percentage.

Two disciplines keep it clean. It is free — an offering extracted or socially compelled is a subscription with better manners (Consent). And it is counted honestly — line 8 of the Season Sheet asks what gathered, what was kept, and what was sent, with its unit. Everything the body builds at larger scale stands or falls on whether the small one was done truthfully. (The Offering.)

What players give one another beyond the Offering stays sovereign and never becomes a rule. The gift is the greater mode and needs no protocol at all.

The floor beneath the table

When a member is in danger, in body or in mind, the Cell acts first and records later. No card is more important than the person at the table. Children's safety is never a second-order concern (Protection Of Children).

What the Game asks of you

At the least: come to the table each week; say what you will do and do it, or say why not; put something in the middle; tell one story a season; carry the Flame to two or three.

More is welcome and is never required. Nothing binds without your own word, and your word is the whole Game.

How we win

Together, or not at all. None of us, until all of us.

And the winning is not waiting at the end. Every kept word, every fed neighbour, every wound mended, every child who learns that the world can be trusted — we are winning with every move.


IV. The Flame

The Story is the shared language. The Game is the shared pattern of action. The Flame is the passing — the move that turns a table into a movement, and the one move that is not optional.

The Flame is not a document, a programme, or a campaign. It is the Game itself, carried by one person to another who is ready. It is the most natural thing in the world: come and see.

The law. If your Cell gathers, grows, and serves but never passes the Flame forward, the movement dies with you — not as a punishment, but as the nature of living things. The fruit of the tree contains new seeds. A pattern that is not passed forward is a pattern that has not yet been fully received. And fire has a property nothing else has: when you share it, you do not diminish your own. The Flame grows by being given away.

Within seven days. Within a week of receiving this yourself, pass it on. Do not wait until your Cell is perfect, or until you feel qualified, or until you have all the answers. The naming begins in your first gathering, not later: before that first gathering is over, name your two or three and write the names down. If the week has already passed, begin where you are. The door does not close.

The two or three. You are not looking for people to convince. You are looking for people who are already awake — who already sense the urgency of this hour, already feel something shifting, already search for others who understand, already carry gifts they long to offer. They do not need to be persuaded. They need to be found. When you hand it to them, the resonance will be immediate, or it will not be. Both outcomes are right. Attraction, not promotion. Always.

What you hand them. The whole of it — not a summary, not a pitch. Tell them the Story in your own voice, as it was told to you. Tell them your own story: what your Cell has done and what it has meant. Sit with them for their first week if they ask. What you say when you hand it over can be as plain as this: here is a story, here is a game, and here is a flame.

Their Cell is their own. Not a branch of yours, not a sub-committee: a new, complete, self-governing expression of the pattern, in their own voice, their own people, their own place. But you are their Carrier — the one who brought them the Flame, and that never changes. And your Cell is their first Home: the body that hears their season, keeps a copy of their sheets, and helps when something is wrong. Then the two Cells begin to coordinate, and when three or more have become one another's home, they are a supercell.

The double helix. Every person in a Cell is also part of a second Cell — the one they form with the two or three they invite. You are the link between the Cell that received you and the Cell you will birth, and you carry the full pattern in both. That is not delegation and it is not recruitment. It is the oldest pattern of life: a living thing reproducing itself.

The arithmetic. One becomes two, two become four, four become eight — a week or two per cycle, each player carrying to at least one more. Doubling is patient at first and then it is not. The arithmetic is an assumption and not a measurement, and it says only this: if the Flame is passed faithfully and quickly, nothing else is needed. Propagate; do not scale. Nothing grows by making the centre larger. One Cell planting the next is the only mechanism that ever could.

You know who they are. You have the Flame, you have this book, and you have your own living experience of what a table can be. That is enough.

Light your candle Sing the song Pass the Flame


V. The Clock, and the Words

The clock

Time is the one thing every table must share, and the Game keeps time by the sun, which no one owns. (The Clock of the Game.)

The Game turns four times a year, at the two solstices and the two equinoxes. The moment of a turning is the same everywhere on Earth; it falls on the calendar date of your own place. A season is the ninety or so days between one turning and the next, and seasons are named by the turning that opens them — year and month — so that no Cell needs to agree with any other about season names or which hemisphere it lives in.

Your Cell's week begins on whatever day it gathers, and that is the only calendar the week needs. Week one of a season is the first gathering after the turning. Most seasons hold thirteen weeks; a few hold twelve or fourteen.

This matters more than it looks. A movement of millions of tables with no headquarters still has to move together. The old world would have solved that with a platform, a scheduling authority, a server everyone depends on — and therefore a single point that could be seized, corrupted, watched, or switched off. The sky is the clock, and the sky is beyond capture. That is the whole coordination mechanism, and it is enough.

The words

The words arrive in the order the road needs them, each given the first time you meet it: a few at this door, more at your table, some at the crossing, more in the wider body. There is no fixed number to learn and no examination. (The Twenty · The LIØNSBERG Lexicon.)

The ones this book has handed you, gathered in one place, are in the appendix — The Words at the Table. Nothing on any page of this book uses a word from further up the road than where you are standing; where it must, the word is given right there, in one line.

Three of them are worth saying twice, because they are the ones people most often blur.

Cell / Circle. A Cell is a fully functioning part of the whole. A Circle is a gathering that is not yet one. Home / Home Cell. Home is your own place inside your Cell. Your Home Cell is the Cell or supercell that hears your season. A Cell you play in that is not your Home Cell is simply a Cell I play in. Supercell. Three or more Cells that have become one another's home. Supercells form supercells; below a Cell lie its subcells.

The turns

A turn is one week: the gathering, the four things each person says, the card marked, the story, the Offering, the thanks. A round is one season: thirteen turns or so, a Quest chosen at the turning and counted at the next.

The Game has no final turn. It becomes, in time, simply the way a people lives.


VI. How One Community Played

Three scenes from one neighbourhood, over four seasons. The people are invented; the cards are exactly what they would fill in. Nobody in this story was special, and that is the point of telling it.

The corner lot

A grandmother, sixty-eight, lives on the east end of a street with her grandson, who is ten. A neighbour brought her this book and told her the Story at the kitchen table. She did not think much of it until the boy asked what the corner lot — the one full of broken glass — would look like if it were a little more like Heaven.

They were two, which is not yet a Cell. They played anyway, and the cards did not mind.

Their Questcard said: A garden on the corner lot. Why: so the street has something growing in it. Done when: something planted, and watered for a month. Week one: she would ask the man across the street who owned the lot, by Wednesday; the boy would pick up the glass, with gloves, by Saturday. Week two, both lines kept, and they learned the city owned the lot; the boy told a friend, which is a Flame whether or not the friend ever comes. Week three, the friend came — three at the table, and now they were a Cell — and the boy did not finish the glass and said so, and the gap went on the Scorecard as a lesson and not a failure. Week four, all three lines kept, and the friend's mother heard the story and came too.

By the December turning they were four. Their season sheet said the Quest was continuing — garlic in the ground in November, the month of watering ending in December — that they made thirty-one commitments and kept twenty-six, passed four Flames, gathered forty-one dollars and spent thirty of it on seeds and gloves, and sent eleven onward. Line 13, how is the Cell, said: Glad. Four is enough for a garden and not enough for a winter; we would like to be six by March. Line 11 asked for someone who knew what grows in clay.

Their home read the sheet on the Sunday after the turning. Someone there knew what grows in clay, and said so — and that is how the Game works: a request on line 11, met by an offer at another table. Their home also told the grandmother that her garden was part of the food work on the east side, and that two other gardens were beginning. She wrote it on the next Questcard, under our part of the bigger plan, and the line was not blank any more.

The table of eight

Four streets over, the neighbour who had brought the book began her own table that summer with two friends. By the December turning they were eight: enough hands for something bigger than a garden, and few enough to sit at one table.

Their season had two Quests. One — a Tuesday supper for anyone on the street who eats alone — was done. The other — fix the hall's back steps — was laid down, and their story said why: the supper needed every hand they had, and they said so out loud instead of letting it quietly not happen. They made ninety-four commitments and kept eighty-one. Their story ran: The first Tuesday, three people came and two of them were us. The fourth Tuesday, eleven came, and one was a man who had not spoken to a neighbour in a year. He cooks now.

Line 12, proposals, said: the Scorecard needs a column for hours as well as money, so a Cell rich in time and poor in cash can be seen truly. That sentence travelled up with the sheet, was gathered with others at the turning, and a proposal like that one is how the unit line would come to sit at the top of the Offering column.

Line 13 said: Stretched. We are eight and it feels like eleven; we will divide before we reach thirteen, and we would rather do it well than late. That was the line their home read first.

Ten Cells on six streets

By the next turning there were ten Cells on six streets — about seventy people — and the ten had become one another's home. That is a supercell. It had no office, no officer, and no money of its own beyond what the Cells sent inward. What it had was an evening.

On the Sunday after each turning, one or two people from each Cell brought their Season Sheet to the hall. Someone read line 13 from every sheet first, aloud: Glad. Stretched. Tired. Growing. Grieving. Glad. New. Steady. Steady. Thin. Now the room knew how the east side was before it knew a single number.

Then the stories, ten of them, under a hundred and fifty words each. Then the offers and requests, read against one another: one Cell wanted someone who knew clay, another had a retired nurseryman; one wanted a freezer, nobody had one, so the request went up on the supercell's own sheet. Then the proposals, gathered onto one page to travel up. Then the numbers: the east side had made six hundred and forty commitments this season and kept five hundred and thirty-one, passed forty-one Flames, formed three new Cells, and gathered enough to answer two requests outright and send a share onward.

Last, the gentle part. Two Cells had written a Quest for the same corner lot without knowing it; the supercell decided nothing, it simply told each about the other, and next Sunday the two tables met. A Cell whose done when line could have meant anything was asked, kindly, what it would look like done. A Cell that had passed no Flame for two seasons was asked whether it was hosting or hiding, and offered help either way. A Cell that had reached thirteen was helped to divide well. None of it was a verdict. All of it is the reason a Cell has a home.

When the storm came that winter, the supercell already knew who had a generator, who was alone, who could not walk far, and who had said they would go. Nobody was in charge of it. Everyone was.

By the following summer there were three hundred players in a town of ten thousand. That is three in a hundred. The town had turned.

A story that is a prophecy of greater things to come.


VII. The Playcard

One card per player. Not five sheets to keep: one card, refreshed at each Turn, kept in a stack so the season can be read backward. A Cell is a player too, and holds a card of the same shape; so does a supercell; so does a world.

The card's two halves.

The upper half arrives from above and is the same on every card of the Game: the Goal · the moment we are in · the milestones · this season's plan for the whole, and the stretch of the road this player's part touches · the rules, and the Score. You do not fill it in. You receive it, you keep it, and you give copies away. It changes only by a proposal, at a turning, and the old card counts until the new one reaches you.

The lower half is the player's own, filled at the Turn: who we are and our roles · where we are · how we are — what blocks us, what we offer, what we ask · our Quest this season · what I will do this week · what I did last week and the gap · our measures · our proposals · when we read again.

How cards connect. A person's card names the Cells they belong to and the roles they hold there, their Home Cell first; a Cell's card names its players and its home; a supercell's card names its Cells. Read downward, a card opens onto the cards beneath it. Read upward, it opens onto the plan of the whole. That is how a grandmother at a kitchen table and a planning body for a world hold the same card, and how each can see, from their own card, how we are all doing together.

On paper. Copy the card by hand onto whatever you have. A hand copy counts exactly as much as a printed one. Where a screen exists, the same card continues there, and nothing typed ever replaces a sheet: if the two disagree, the paper with two signatures is the record (Screens and paper).


VIII. The Way Up, and the Way Out

The way up

The sheet. In the week of each turning, the Cell fills its Season Sheet at the table, with everyone present. The two hosts sign it, date it, and count its lines of writing. A copy stays in the Cell's box. The original goes to the Cell's home within a week, by hand if at all possible, because the handing over is half of what a home is for.

The witness. Two signatures and a line count are the whole of the paper's security, and they are enough. Two people from the table have said this is what we said and did. If the copy in the box and the copy at the home ever differ, the line count shows it, and the two tables talk. Nothing here needs a notary or a machine. It needs two honest people and a pencil.

The home. A home reads the sheets it receives in one evening and fills its own sheet about itself. At every level the page is the same fourteen lines, the numbers mean the same thing, and the reading takes an evening. Four levels of this and a town of ten thousand knows itself in a single turning (Minimum standards of interoperability).

The Offering, up. Line 8 of every sheet says what was sent. What is kept at each table is spent there, in the open. What is sent inward answers the requests a smaller table could not, and resources what everyone relies on. Nothing flows to anyone who rules.

The proposal. Anyone at any table may write a better way, in a sentence or two, on line 12. It travels up with the sheet, and each home gathers the proposals it receives onto one page beside its own. At each turning the gathered proposals are read, and those that ring true become the next edition of the cards and this book. Proposals are how this book improves. The next edition will carry lines that began as a sentence on somebody's sheet.

The edition. The rules change only at a turning, never in the middle of a season, and every change arrives as a new edition with its number printed on the back of the Playcard. A Cell playing the first edition and a Cell playing the fifth are still one game, because the fourteen lines and their numbers are the part that does not change. Nobody is ever out of the Game for holding last season's card.

And what comes back down. The way up is also the way down, and a home that only receives has stopped being a home. Each turning, a home sends back to its Cells one page, holding exactly four things: how the wider body is, in a word and a line · the best stories from elsewhere · the requests a Cell here might answer · and, for each Cell, one sentence about how its Quest sits in the larger work. Nothing else. A Cell never has to read the whole plan. It receives the sentence that concerns it, from a person, at the right time — which is the only way most people will ever meet the plan, and it is enough. (The Way Up · The Return.)

The way out

When something is wrong, say it at the table. That is the first rule and most of the time it is the last. A Cell that can hear this is not working from any member, in the open, at the weekly gathering, will mend most things itself.

If the Cell is the problem, say it to your home. A home exists for exactly this: a body that knows your Cell, is not inside it, and can sit with both sides. It does not judge; it helps the two tables talk, and if talk fails, it helps someone leave in order.

If a home is the problem, its Cells say so to one another, and they may leave together and become each other's home. A supercell its Cells have left has ended, and that is how one ends. Nobody has to fight it; they only have to go, in order, and say so on their sheets.

Leaving in order. Anyone may leave, at any time, for any reason, in peace. To leave in order is to do three things: say so at the table, or to a host if the table is too hard; finish or hand over what you said you would do; and let your lines stay in the record. Your name gets left, in order and a date beside it. Nothing is erased. You may come back, and many do.

What belonged to the table stays with the table. The Offering that gathered there was given freely and is not owed back. A person who leaves takes their gifts and their word, and leaves the commons whole.

Nobody is governed who has not agreed, and agreement can be withdrawn. Silence is never a yes. The Game has no fence, and it has no cliff either. (The Way Out.)

Care. Some seasons are hard. A Cell may hold someone through illness, grief, or a winter with no work, and count that as its Quest, and it is. Line 13 exists so that a home can see grieving or thin before it sees any number, and come.


IX. The Intention · The Vision · The Values · The Strategy · The Timeline

A page each, so that this small book carries the whole.

The Intention. ØNE · Creator's Intent · Heaven on Earth · for All · forever. Everything below this line is our current best understanding of how, and it improves.

The Vision. A world in which the air, water, and soil are pure; children are safe and nourished; no one is hungry, no one is alone, nothing is wasted, everything is alive; every person free, connected, and empowered; every community self-governing, self-sustaining, and able to plant the next; the old debts forgiven, the land breathing, the people home; and the Story carried on, to the rising generations, and outward, to other worlds.

The Values. Truth · Love · Justice · Stewardship · Wisdom — and beneath them, the one that makes the Game possible: a word given is a word kept, or a gap learned from, without blame.

The Strategy. Call out the first three percent by the trust of their own people. Form them into Cells that live. Let the Cells do real work, season by season, and tell what happened. Let every Cell plant the next. Fund the early seasons from our own tables. Hospice the old world rather than fight it — a body that contests power becomes a faction and inherits a faction's enemies; a body that builds gets to keep taking people in from every side of every quarrel. Build the new alongside, so that everyone has somewhere to go. Steward the world rather than own it.

The Timeline. The Game opens at the September equinox of 2026. The first three percent connected and empowered by the December solstice, if we are able. Everyone who desires, invited — reached by a hand and not by a broadcast — by 2030. About three years of formation for each. The Covenant, and the greatest celebration and Jubilee in history, at the December solstice of 2033, or the day the last cohort has crossed. Then twenty years to regenerate the Earth, and after that the Story continues, into worlds and ages we will not see. (The Timeline.)

Two things about every date here, said plainly. A marker is a date the sky gives — a solstice, an equinox. It arrives whether or not anything is finished, and nobody can move it. A milestone is a date the work gives — a thing finished, to a stated quality, by a day a particular person gave their word for. When a marker passes and the work is not done, we say so plainly, find out why, and redraw the plan before moving any date. What kills a plan is never lateness; it is quietly moving the end date so that nobody notices (Honesty about time).


The Cards

The appendices. Copy any of them by hand onto whatever paper you have; a hand copy is the real thing. Two of the cards still carry the older word Circle in their names — the Circle Sheet and the Circle's Scorecard — because the cards went to press with those names; read them as the Cell's sheet and the Cell's scorecard.


The Playcard

The card in every home. The rules on one side, the words and the way home on the other. Pin it where you eat.

The upper half is received and is the same everywhere. A Cell can lose its book, its sheets, and its screen and still play, so long as one Playcard remains, because this side is the whole Game in a hand.

THE GREAT GAME
All of us, together, making every place we touch
a little more like Heaven.

THE ONE QUESTION, before every move:
Does this make life a little more like Heaven?
Yes: make the move.  No: stop, turn, choose better.

THE FIVE MOVES
1  Form a Cell        three to thirteen, by name
2  Choose a Quest     one real thing, this season
3  Learn and grow     say it · do it · learn from the gap
4  Share your stories
5  Pass the Flame     to the two or three who are ready

ANYONE MAY SAY STOP.

THE WEEK   gather · did? · gap · will · offer · ask
           mark the card · one story · the Offering
THE SEASON ninety days, turning at solstice and equinox:
           count · tell · choose again · send the Sheet

We win together, or not at all.

The lower half is your own, and you fill it at each Turn:

MY CARD            Player ______________  Week ____ of ______

Our Cell ____________________  My Home Cell _______________
My roles ___________________________________________________

WHERE WE ARE   ____________________________________________
HOW WE ARE     blocked by ________  I offer ________
               I ask ______________________________________
OUR QUEST      ____________________________________________
LAST WEEK  I said ____________  I did ____  the gap taught __
THIS WEEK  I will _________________________ by ____________
OUR MEASURES   made ____ kept ____ share ____  Offering ____
MY PROPOSAL    ____________________________________________
WE READ AGAIN  ____________________________________________

(The Playcard.)


The Questcard

One card for one Quest. It goes on the fridge when the Quest is chosen and into the box when the Quest is done.

A Quest is one real thing your Cell will do this season, together, and point to afterward. Real: it changes something you can see. Near: within reach with a few hours a week. Yours: chosen at your table, not handed to you. One Quest at a time is usual; two is fine if the table can carry them.

QUESTCARD            Cell ______________  Season __________

OUR QUEST
____________________________________________________________

WHY  (what will be a little more like Heaven)
____________________________________________________________

DONE WHEN
____________________________________________________________

OUR PART OF THE BIGGER PLAN  (leave blank until you know)
____________________________________________________________

THIS WEEK, WHO WILL DO WHAT, BY WHEN
_________ will ______________________________ by ______  [ ]
_________ will ______________________________ by ______  [ ]
_________ will ______________________________ by ______  [ ]
_________ will ______________________________ by ______  [ ]
_________ will ______________________________ by ______  [ ]

Chosen ________   Done ________   Story told [ ]

Our Quest is one sentence a child can repeat. A garden on the corner lot. If it takes a paragraph, it is two Quests, or it is a plan and not yet a Quest.

Why is the tie to the whole Game. If the youngest person at the table cannot say why, the Quest is not tied to anything yet. Keep talking until they can.

Done when is the line you will read at the turning to decide whether the Quest is done. Write it so that two people could not argue about it. Something planted, and watered for a month.

Our part of the bigger plan stays blank at first, and that is allowed. It reaches you as a sentence from a person, most often at your home's gathering. When you hear it, write it down.

Who will do what, by when is rewritten each week at the table. Each line is a commitment: a name, a thing, a date. Tick the box the following week if it was done. A line not ticked is a gap, and a gap is the field of play, never a shame.

At the turning, the finished card is signed by the two hosts and kept in the Cell's box. The box is the Cell's memory, and it is the one thing a Cell should never throw away. (The Questcard.)


The Circle's Scorecard

One sheet for one season. A row each week. The numbers at the bottom are the ones the whole Game counts, so count them the same way everywhere.

The Scorecard is where a Cell keeps its word. It is marked at the table, each week, by whoever is holding the pencil, in front of everyone. Nothing on it is private; nothing on it is a punishment. It is a record of what was said and what was done, and the difference between the two is where the Game is played.

SCORECARD      Cell _______________   Season ________
Offering unit this season: ______________

Week | At table | Said | Kept | Learned (one line)   | Offering | Flames | Story
-----+----------+------+------+----------------------+----------+--------+-------
 1   |          |      |      |                      |          |        |
 2   |          |      |      |                      |          |        |
 …   |          |      |      |                      |          |        |
13   |          |      |      |                      |          |        |
-----+----------+------+------+----------------------+----------+--------+-------
SEASON TOTALS
Commitments made ____   kept ____   kept as a share of made ____
Flames passed ____  (to whom: ___________________________________)
Stories told ____   Offering gathered ____   sent to home ____
People at the table, most weeks ____   New this season ____
Best story of the season: ______________________________________

At table is how many came. Said is how many commitments were made at the table last week, plus any made outside it and spoken aloud. Kept is how many were done: a commitment counts as kept when the person who made it says it was and one other person at the table agrees — that second voice is the witness, and it is what lets a Cell's numbers be trusted by people who were not there. Learned is one line from anyone, worth keeping. Offering is what gathered in the middle this week, in whatever unit the Cell uses; write the unit once at the top, because a number without a unit is a lie waiting to happen. Flames is how many people were carried the Game this week, whether or not a Cell has formed yet. Story is a tick.

At the turning, add the columns. Kept as a share of made is kept divided by said — nine of twelve, or three-quarters. That is the number the Game watches most closely, because a Cell that keeps its word is a Cell the body can build on, whatever its size.

What the numbers are not. They are not a ranking. A Cell of four that kept six of seven has done something a Cell of twelve that kept twenty of forty has not, and neither is better; they are simply seen truly. The numbers exist so that a body of ten thousand can know itself, plan, and send help where it is asked for. A Cell's worth is in its story. And a body that punishes the gap is told fewer of them and knows less about itself. (The Circle's Scorecard.)


The Circle Sheet

Who we are, where we are, who carried the Flame to us, and who hears our season. One sheet per Cell, brought up to date at each turning.

CELL SHEET

Our name ______________________  Place ____________________
First gathering ________   Founded in season ______________
Our carrier (who brought us the Flame, and from which
Cell) _____________________________________________________
Our Home Cell (the Cell or supercell that hears our season)
____________________________________________________________

We gather on ______ at ______ at __________________________
Hosts this season _______________ and _______________

MEMBERS          joined      carried by
_____________    ______      _____________
_____________    ______      _____________
_____________    ______      _____________
_____________    ______      _____________
_____________    ______      _____________
_____________    ______      _____________
_____________    ______      _____________
(three to thirteen; at thirteen, divide)

Our door (how a stranger reaches us) _____________________
Updated at the turning of ________

Our name is anything you like, so long as no other Cell in your home has it; your home will tell you if it does.

Our carrier never changes. Even if you move to another home, the one who brought you the Flame remains your carrier, the way a birthplace remains a birthplace.

Our home can change. A new Cell's home is its carrier's Cell. When three or more Cells become one another's home, the supercell becomes the home of each. A Cell may leave one home for another, by consent of the new one.

Members are listed with the date they joined and who carried them in. When someone leaves, their line is not erased: write left, in order and the date beside it. The record keeps everyone who was ever at the table.

Our door is how a stranger who reads your story can find you: a person's name and a way to reach them, a place and a time, or nothing more than ask at the corner shop. A Cell with no door is a private friendship, which is fine, but it cannot receive the people its story will call (Welcome a Newcomer).

Hosts are the two who hold the table this season: they keep the box, mark the cards, and sign the Season Sheet. The hosting passes around, and nobody hosts for more than two seasons running (Term Limits And Rotation). Hosts are not in charge. They hold the room, and they sign. (The Circle Sheet.)


The Season Sheet

One page, at each turning, from every Cell to its home. This is the page that makes ten thousand tables one game. Its fourteen lines are numbered, and the numbers are the same in every language.

Everything inside a season belongs to the Cell: what it calls things, what day it meets, how it tells its stories. The Season Sheet is the one thing that must be the same everywhere, because it is the one thing that leaves the table.

SEASON SHEET

 1  Cell _____________________________  Place ___________________
 2  Home ____________________________  Carrier _________________
 3  Season ________  (its opening turning, year · month)
 4  Members at the turning ____   new ____   left in order ____
    New this season (name · carried by): ______________________
 5  Quest(s) this season, and their state
    _________________________________  done / continuing / laid
 6  Commitments made ____   kept ____   kept as a share ____
 7  Flames passed ____   Cells formed from them ____
    (names of new Cells): ____________________________________
 8  Offering gathered ____ (unit ____)  kept ____  sent up ____
 9  Our story, in under a hundred and fifty words
    __________________________________________________________
    __________________________________________________________
    __________________________________________________________
10  Offers (what we have to give the body) ___________________
11  Requests (what we ask of the body) _______________________
12  Proposals (a better way, for the rules or the cards) ______
13  How is the Cell?  one word ___________  and a line:
    __________________________________________________________
14  Witnessed by two hosts: __________  __________  date ______
    This sheet has ____ lines of writing.

3 — Season. Named by the turning that opened it. 4 — Members. The count at the turning, how many joined, how many left in order — by their own word, at the table, rather than by fading. Name those who joined, and who carried them. 5 — Quests. Done means the done when line was met. Continuing means it carries into next season. Laid down means the Cell chose to stop, and line 9 should say why. 7 — Flames. How many people were carried the Game, and how many new Cells formed from them, by name. This is the line by which the body sees itself grow. 9 — Our story. The best of the season, told so it can travel: what you set out to do, what happened, what changed. Under a hundred and fifty words, so a home can read ten of them in an evening. 11 — Requests. A request simply is. Anyone who can answer it, may. It is not addressed to an authority, because there is not one (Requests and offers). 13 — How is the Cell. One word chosen together, and a line if the word needs one. Tired. Growing. Grieving. Glad. This is the line a home reads first, because it is the body's way of feeling itself before it counts anything.

If a line is empty, write none. A sheet with all fourteen lines is complete; a sheet missing a line is not yet a sheet.

When the sheet is translated, the words change and the numbers stay: line 6 is line 6 in every language, which is what lets a home add up sheets it cannot read. (The Season Sheet · On translating.)


The Words at the Table

Each word has one line here, and each opens onto a whole page for anyone who wants more. When this book is translated, the words change and the lines keep their order. There is no examination, and no fixed number to learn — these are simply the ones the road has handed you so far.

  1. Cell. Three to thirteen people who choose to walk together, by name, with a Quest — a fully functioning part of the whole. A Circle is a gathering that is not yet one. → Cell · Circle (as gathering)
  2. Quest. One real thing a Cell does in one season, together, and can point to afterward. → Quest
  3. Commitment. I will ___ by ___, said aloud at the table. Kept, or a gap to learn from. → The Pledge
  4. Turn. The weekly gathering: did, gap, will, offer, ask, story, Offering, thanks. → The Turn
  5. Season. About ninety days, from one turning of the sun to the next. → Season
  6. Flame. The Game itself, carried by one person to another who is ready. → The Flame
  7. Story. What happened, told so it can travel beyond the table. → Story
  8. Offering. What each person puts in the middle of the table, freely, each week. → The Offering
  9. Carrier. The one who brought you the Flame, and the Cell they came from. It never changes. → Carrier
  10. Home Cell. The Cell that holds you — hears your season, keeps a copy of your sheets, and helps when something is wrong. (Home alone is your own place inside it.) → Home Cell · Home
  11. Supercell. Three or more Cells that have become one another's home. Supercells form supercells. → Supercell
  12. Proposal. A better way, written in a sentence and sent up on the Season Sheet. → Proposal
  13. The Roll. The line a Cell keeps for each player: name · date · the word you gave · who brought you · who witnessed. It never leaves the table. → The Roll
  14. Player. Anyone whose line stands on the Roll. Not appointed. Entered. → Player

Two more, for the child who asks. ØNE is the Source everything comes from and goes home to. Heaven is the way things are when everything is in right relationship, here and now, a little more each week.

On translating. Translate the words into whatever your table speaks. Keep the numbers. (The Twenty.)


The Clock of the Game

Turning Date The season it opens
September equinox 2026 · 09 · 22 2026·09
December solstice 2026 · 12 · 21 2026·12
March equinox 2027 · 03 · 20 2027·03
June solstice 2027 · 06 · 21 2027·06
September equinox 2027 · 09 · 23 2027·09
December solstice 2027 · 12 · 22 2027·12
March equinox 2028 · 03 · 20 2028·03
June solstice 2028 · 06 · 20 2028·06

Every edition carries the next eight turnings. When a Cell has fewer than two turnings left on its card, it is time to find the next edition — or simply to look at the sky: the turnings will keep coming whether or not the book does.

The turning itself. In the week of a turning, a Cell gathers as it always does and adds the four things of the season: count the Scorecard, tell the best story, choose the next Quest, fill the Season Sheet. Many Cells make a meal of it. Some gather with the other Cells of their supercell at the same table, which is where the sheets can be handed over face to face.

Every Cell counts its own seasons from its first turning and writes that turning on its Cell Sheet as founded in season. A Cell that begins in the middle of a season simply plays the weeks that remain. (The Clock of the Game.)


By hand, when the lights go out

When nothing electronic works, the Game does not stop: the Offering is a bowl in the middle of the table, the Season Sheet is a sheet, a promise is two signatures, the Flame is passed by hand, and two Cells confer by paper. The whole of it, written so a person with a pencil can run it, is By Hand, When the Lights Go Out.

The book in your hands

Edition. First edition, for the September turning of 2026. The edition is printed on the back of every Playcard.

Copying. Copy this book freely, in whole or in part, in any language, by any means. Creative Commons Attribution-ShareAlike 4.0: say where it came from, and pass on the same freedom. A hand copy counts exactly as much as a printed one.

What this book promises you. It claims no authority over you. It asks nothing of you that you would not ask of yourself. It will lay itself down for a better way the moment one is found — which is what line 12 of the Season Sheet is for. And it holds one line above all its other lines: no one is ever involuntarily left behind.

Where this goes next. The whole rulebook is The Great Game of LIØNSBERG. The Story at greater depth is The Story of LIØNSBERG. The words, all of them, are The LIØNSBERG Lexicon; the patterns behind the moves are The LIØNSBERG Pattern Language. None of it is needed to play. All of it is there when your need meets it.


Read the Story. Play the Game. Pass the Flame.