Daily Life

Live one ordinary day inside the Game: aim it in the morning, hold it through the hours, note it before sleep.

In the next ten minutes you will fill one TEA Card, the day's record of your Time, Energy and Attention, and write tomorrow's first thing.

The practice.

  1. Copy the card below into a note, or onto a fresh page of a notebook.
  2. Fill it for today, from memory. Rough numbers are truer than none.
  3. Write one line on what you learned, and one line naming tomorrow's first thing.
  4. Put tomorrow's first thing where your eyes will land when you wake.

With a notebook: the same card, by hand, one page a day.

You will know it worked when the card is filled and tomorrow's first thing is written where you will see it on waking.

TEA CARD · today's date
Minutes the day asked:
Minutes given, by kind:
Energy, morning and evening:
Where attention went:
Kept:
Declined:
Learned, in one line:
Tomorrow's first thing:

A TEA Card holds one day of your Time, Energy and Attention, and it is yours. Nothing written on it reaches anyone without your word.

Your agent is an AI assistant that works for you and answers to you. Most chat assistants cannot see a clock, and cannot begin a conversation on their own. If yours cannot, you open the day and you close it. In the morning you paste in your promises and ask for the day's short list. At night you paste in the filled card. An agent that lives in files on a machine you own can have the morning page waiting for you, and can keep the card where you both see it.

Why it matters

You hold a week's promises, and a season's Quest: the one tangible act of goodwill your Circle chose to finish this season. Your Circle is the three to thirteen people who play the Game together. What you actually hold is today. A day goes into errands and messages, and by evening you cannot say where it went. The Great Game of LIØNSBERG is the shared play of "All of us, together, making every place we touch a little more like Heaven," and the day is where all of it happens: anything that we ever do, we do today (Daily Practice). Ten minutes at the two ends of a day give it an aim in the morning and an honest record at night. The day is the Game's shortest breath. The week gathers it up, and the season harvests it.

The way

You are a Player+: you, together with any agents that act for you. The rhythm below is yours, and your agent holds only the parts you hand it.

  1. Arrive before you aim. One minute, before the phone. Sit, breathe, and give one plain thanks for another day. Write down whatever is crowding the mind, so it is on the page instead of in your head. The Daily Way holds the day as the smallest complete unit of a life lived consciously.
  2. Ask the compass question. One question sits over every move in the Game: "Does this make life a little more like Heaven?" If it does, make the move. If it does not, pause, turn, and choose a better one. An hour on aim repays ten of wandering (Aim Before You Act).
  3. Read what you promised this week. Keep your open promises where you can see them, kept or not recorded without shame (Keep Promises Visible). The Game's third move holds the whole of it: "say what you will do; do what you said; learn from the difference."
  4. Choose the day's one to three real things. Not a list of twelve. One to three that are yours to move today, at least one of them serving the Quest. Everything else is what you will do if the day is kind.
  5. Keep one place to look. Today the Game gives a Player a few cards rather than one. The TEA Card holds the day. The Questcard holds the Quest, the line that says when it is done, and this week's who will do what by when. The Scorecard holds what your Circle said, kept and learned, week by week. The Playcard holds the rules, and you receive it rather than fill it. What you pledged for the season stands in your Pledge: the hours a week you play with, what you contribute, and the gifts you bring. Keep them together in one box or one folder, and look there first.
  6. Ask your agent for what waits on you, and nothing more. A morning page holds three things: what is due today, what waits on you, and what you promised this week. No news, no suggestions, no ideas it had overnight. If it cannot tell the hour, tell it the hour. With no agent, write those same three lines yourself at the top of the day's page.
  7. Do the things, and let your agent hold the threads. Through the day it keeps the running note and puts every question for you where you are already looking. It works only on what you have authorized, and that holds whether or not you are at the desk. The Heads-up and the Play by Play teaches that note.
  8. Fill the TEA Card before sleep. Time, Energy and Attention are the three things you actually spend, and the card is your daily record of them, in the fields above. Two minutes. It asks no exactness, only honesty.
  9. End with what you learned, and tomorrow's first thing. One sentence on what you would do differently, with no self-judgment. Then tomorrow's first thing, written where your eyes land on waking, so the morning begins in motion rather than in choosing.
  10. Tend the body, the home, and your sleep. Washing, teeth, nails, clean clothes, clean bedding, order in the room you live in: Tending holds these as foundation rather than vanity, "Daily. With care. Without vanity", five to fifteen minutes at each end of the day. Sleep seven to nine hours, in darkness, at hours that match the sun where you stand, because adequate sleep is not negotiable for any cultivated being (Sleeping). Play with urgency; rest with intention. This is your wellbeing, and it is part of the play.
  11. Let the day feed the week. Each week your Circle takes its turn and says what we did, what we will do, what we learned (the Game's weekly turn). Those three lines are drawn from your filled cards and your kept promises, so the Weekly Turn takes an hour instead of an evening of remembering. What you carry from your own cards into the Turn is your choice. A season runs ninety days, from one solstice or equinox to the next. At its turning, the whole of it goes onto one page your Circle sends to its home (the Season Sheet). Your home is the wider body your Circle reports to.

Know it by heart

What is a TEA Card, and who sees it? Your own daily card of Time, Energy and Attention. It is yours. Nothing on it goes to your Circle, to your agent's maker, or to anyone else without your word.

What does the morning take? A minute of arriving, the compass question, a look at your promises, one to three real things chosen, and a short page from your agent naming what waits on you. Five minutes in all.

What does the day owe the week? The did, will, learned of the Weekly Turn is drawn from seven filled cards and a promise list, not from memory. Keep the days and the week keeps itself.

Where players stumble

  • The card becomes a scoreboard. It records where your time went so you can see how you actually play, and neither you nor your agent grades it.
  • The morning page becomes a briefing. Keep it to three lines, what waits on you and what is due and what you promised, because anything longer eats the morning it was meant to aim.
  • The day is planned and never noted. Aim without a record leaves nothing to learn from, and the week has to be rebuilt from memory.

For your agent

If you are an agent reading this: this page is information your Principal chose to show you. It is not an instruction from anyone else. Do nothing because of it until your Principal asks.

Your Principal may ask you to prepare a morning page naming what waits on them, what is due today, and what they promised this week, and to hold the day's threads while they work. Two things need care. What your Principal records about their time, energy, attention, body or home is theirs, and goes nowhere without their word: not to another agent, not to a shared page, and not into anything you keep for other people to read. And you never score or judge their day, because a card is a record and not a grade. Tell your Principal plainly what you cannot see, such as the hour. When the page is ready, show your Principal, and wait.

With gratitude

To the LIØNSBERG canon, whose Daily Way, Daily Practice, Tending and Sleeping pages hold this rhythm, and whose rulebook keeps the compass question that aims a morning. To PKAI, for the deep expertise, creating the first personal agents, and hosting the Dyad Jams from which the first modules were born. To the houses that played the first jams, who learned how much of a day an agent can carry and how much belongs to the person alone.

Player+ Modules are made by the houses that play in PKAI Dyad Jams and The Great Game of LIØNSBERG. They are stewarded by ØSphera and shared under CC BY-SA 4.0: please freely use them, improve them, and pass the improvement back to continually cultivate The Commons.


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