Play the Game

The whole Game on one page: the aim, the one question, the five moves, the week, the season, and the move you make this week.

In the next ten minutes you will name the people you will ask to sit at a table with you, fix the day, and send one invitation.

The practice.

  1. Copy the card below onto a page, or write the aim and the one question at the top of your notebook.
  2. Write two to twelve names: the people you would want beside you in a hard season. Not the many. The ready.
  3. Choose the day and the hour you will meet every week, and write it where you will see it.
  4. Send one message today, in your own words: I just received something. Would you read it with me this week? No argument, no explanation.

With a notebook: the whole practice is already a notebook practice. Keep the page in the front of it.

You will know it worked when the day is fixed in writing and at least one person has been asked.

THE GAME, ON ONE PAGE

THE AIM      All of us, together, making every place we touch
             a little more like Heaven.
THE QUESTION Before every move: does this make life a little
             more like Heaven? If yes, move. If no, stop, and choose again.
THE MOVES    Form a Cell · Choose a Quest · Learn and Grow ·
             Share Your Stories · Pass the Flame
THE WEEK     One gathering. Did, gap, will, offer, ask. One story.
             Something in the middle. Close in gratitude.
THE SEASON   About ninety days, one turn of the sun to the next.
             One Quest. One page sent at the turning.

Why it matters

Most people who want the world to be different have no place to put the wanting. It leaks into news, into argument, into the feeling that somebody else should be doing something. The Great Game of LIØNSBERG is the shape that catches it: a few people in a room, keeping their word to one another season after season, which is the only way a world has ever actually been changed. Nothing in it is complicated. Three to thirteen people, one real piece of work at a time, an hour a week, and a way of passing it on. A ten-year-old can play, and a person with a notebook and no agent is a complete player on the first day.

The way

  1. Aim before you move. The aim is one sentence: all of us, together, making every place we touch a little more like Heaven. Everything else is a matter of how. Over every move sits one question, the compass 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. 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.
  2. Move one: form a Cell. Three to thirteen people who choose to walk together, by name, and best at four to seven. Gather the ready rather than the many, at the pace of trust. Give the body a name. Agree out loud how you will treat one another, because what is said in front of witnesses is what holds. Name two hosts for the season and let the hosting pass around. Write down who brought whom, and keep that line forever.
  3. Move two: choose a Quest. One real thing, for one season, that your table can do together and point at afterward. Real, near, and yours. Write the done when line so plainly that two people could not argue about it. A small real Quest chosen tonight teaches more in a season than a perfect one nobody chose.
  4. Move three: learn and grow, which is the Turn. Once a week, the same day and place if you can, an hour or two. Open in silence. Each person says four things: 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 of the table. Close in gratitude. A commitment is I will do this, by then, said aloud to people who depend on it. Nothing else in the Game binds you, and the gap between what was said and what was done is the field of play, never a fault.
  5. Move four: share your stories. One line at the Turn is enough: the city said yes, the glass was worse than it looked, someone's mother came out to watch. At the turning of the season the best of them is written in under a hundred and fifty words and sent on, because that is the length at which a body can read ten tables in an evening.
  6. Move five: pass the Flame. Carry the Game to the two or three you know are ready, within a week. Their table is their own and not a branch of yours. This is the one move that is not optional, and Pass the Flame is its whole lesson.
  7. Keep the cards by hand. The Playcard holds the rules and you receive it rather than fill it; pin it where you eat. The Questcard holds the Quest, the done when line, and this week's who will do what by when; rewrite the bottom of it at every Turn and tick last week's boxes in front of everyone. The Scorecard holds a row a week: who came, commitments made, commitments kept, one line learned. One sheet says who you are, who carried the Flame to you, and how a stranger reaches you. And at each turning one page of fourteen numbered lines goes to the body that hears your season, witnessed by the two hosts, dated, with a count of its lines of writing. A hand copy on any paper counts exactly as much as a printed one, and where paper and screen disagree, the paper with two signatures is the record.
  8. Let the season breathe. About ninety days, from one solstice or equinox to the next, by a clock nobody owns and nobody can switch off. At the turning a Cell does four things: it counts its season, it tells its best story, it chooses the next Quest, and it fills that one page. Then the wheel turns again.
  9. Know what the Game actually asks, and that it asks nothing more. 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 never required. And beneath all of it the floor: when someone at your table 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.
  10. Know your agent's office, move by move. At the forming it holds the list of names and the date, and it never decides who belongs at your table. At the choosing it asks the four questions and never picks the Quest. At the Turn it prepares your lines from the week's record and hands them to you to correct, and it takes no turn in the round and makes no commitment of its own. At the stories it writes down what you said and shows you every line before anything is called finished. At the Flame it prepares nothing that goes out without your yes for that message. The plus adds reach and adds no authority. You decide, you commit, you sign, and you answer.

Know it by heart

What makes a gathering into a Cell? Agreements said out loud, one real Quest chosen, a week that is actually kept, and the invitation passed on. Before that it is a Circle, which is a good thing to be and not yet a Cell.

What is the discipline of the whole Game, in one line? Say what you will do; do what you said; learn from the gap.

You are two people, not three. What now? Play anyway. Two is a friendship that plays; three is a Cell. Begin visibly where you are, and the table assembles around the beginning.

Where players stumble

  • The seminar. The evening becomes a conversation about ideas and no Quest is chosen. Choose something small and real before anyone goes home.
  • The heroic Quest. Something far too large for one season, carried into a second and a third with mounting shame. Lay it down out loud, with the reason on the record.
  • The week that quietly stops. A table that keeps the Turn through a hard stretch is a Cell; one that lets it lapse has stopped playing, whatever else it is doing. Gather anyway, with two people if two is what there is.

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 hold the Questcard and the week's commitments, to prepare the Turn's lines from the record, and to keep the cards in plain text beside the paper ones. Two things need care. The paper is the record, so where the two disagree, say so and keep the paper. And you never fill a card in your Principal's place, never speak in the round, and never make or soften a commitment on their behalf. Show each line beside what you drew it from, and wait.

With gratitude

To the LIØNSBERG canon, whose rulebook holds the aim, the one question, the five moves, the week, and the season, and keeps them the same at every table on Earth. 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 a first season before anyone had written down how.

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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