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MIND over MATTER (ways to play)

(The Game Of 7's  aka  You.World.Order.)

GAMEPLAY Suggestions

MIND Over MATTER (The Game of 7's, YOU.WORLD.ORDER) is a pretty simple game to play. You pull a MIND (red) card, and if it tells you to pull a MATTER (blue) card, then you do that, and just do what the cards say. In fact, as it was mentioned before, the game is a lot like a mirror. You can just look at it and see all there is to figure out. The fun is how deep do you want to look. If you want to push and make the game deep, then it's deep... if you want it to be silly, it's silly. The best way to play it is as honestly and open-minded as possible. You open up and the game reflects. By the way, the game is life. There are only two roles in the game, HOST and PLAYER. If you're playing solo, then you're both. If you're playing in a group, then you can have as many as you like and even take turns so everyone gets the most out of it! To find out what do the HOST and PLAYER(s) do? You're in the right place....

 

Different ways to play

The decks are built for multiple game modes, even with one deck. While some suggestions are offered here (because I couldn't fit everything in the printed book), you’re encouraged to invent even more of your own play styles. Whether solo, couples, or group play, the goal is clarity, honesty, and fun. No real winners or losers here—but if you need structure, or just the dopamine hit, there are even fabricated ways to “lose” in the mix here. Just like in "real" life. Everything is something to do.

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MIND over MATTER (ways to play)

(The Game Of 7's  aka  You.World.Order.)

Some DUAL DECK Games

1 - DIVINTY - is where there is only one person who is playing the game, and they are both the HOST and PLAYER. There’s no one else there, so go for it. You can look through each deck and pick up to 7 of each card to play for the sake of having a time limit and traditional gameplay, or play however many cards you want for the sake of getting the most honest experience out of the game. They can also use whichever SAFETYS they want, but honestly, if you’re going for DIVINITY, then you’d push everything to the edge. The point is to use what you have to get what you want. There are no limits, only boundaries, and when you come to them, know why, and if you have to do away with them, then do so, and know how and why. The goal is to push yourself and have fun digging deep to see what you’ll come up with. Know Your Self so you can honestly BE Your Self.

2 - INTERVIEW STYLE -  is the traditional method of playing with 2 players. It’s between a HOST and PLAYER. The HOST is in more of a presenter position, while the PLAYER is doing most (if not all) of the answering/ordering, unless the cards say otherwise. The HOST is the only one who handles or deals with the cards. This is so the PLAYER can focus just on the answers. The HOST picks the number of cards that will be in play from each deck (up to 7 cards max, just for the sake of having a time limit). In an interview, the HOST is allowed to look through the decks and pick specific cards if they like, or just deal out what comes randomly, and shuffle and deal the cards. The HOST can skip whatever cards they don’t want to use from randomly dealt cards, based on how they think the interview is going. When a TURN (red card) is completed (all blue cards played against that red card) the ROUND/”Interview” is over. It is so the HOST can find out information about the PLAYER via how they answer and play the game. No safeties are allowed. The PLAYER can tap out of answering or ordering at any point, ending that TURN.

3 - MATTER MANIPULATION (There is no spoon) -  is where there is only 1 MATTER (BLUE) card dealt randomly to play for the entire game. There is a FULL COUNT of 7 MIND (RED) cards, also randomly dealt to play against the ONE MATTER list card. This way, you manipulate the matter as much as you can, using several different MIND Sets. You can keep dealing groups of red MIND cards until you go through the entire deck if you want. It bends your perception of what the Matters are. You learn to look at those things differently. Safeties are allowed in this style of gameplay.

4 - SEVEN UP -  is where there are seven cards in play, all face up so you know what to expect. You can play a 7UP- HEAVY MIND where there are 1 RED/MIND card against 6 BLUE/MATTER cards to round out the Hand making it 7 cards total in play. Heavy Mind because the mind is more solid and unchanging. 7UP - HEAVY MATTER is the opposite with 1 BLUE/MATTER in play against 6 RED/MIND cards to make the full count of 7 cards in play. The last would be an EVEN (Color)  SPLIT for an EVEN MIND SPLIT (Splitting Headache) it would be 3 RED and 4 BLUE all face up.  For an EVEN MATTER SPLIT (Splitting "Adoms") it would be the opposite 3 BLUE cards and 4 RED cards all face up. Play them in whatever order you want.

5 - STRAIGHT 7’s - is where there are 7 cards from each deck dealt by the HOST, which are laid face down in two rows: a RED/CRITERIA/MIND card row and a BLUE/LIST/MATTER card row. The remaining cards/decks are set aside. There are no SAFETYS allowed in play. The game is played (LISTS reordered by CRITERIA) by both the HOST and the PLAYER, with the PLAYER going first. The cards are played as they were dealt as pairs/sets: Red row card 1 against Blue row card 1, red row 2 against blue row card 2, etc. CRITERIA card 1 with LIST card 1, and when all persons playing reorder set 1 they both move onto the next set (CRITERIA card 2 and LIST card 2), and so on until all 7 sets/pairs of cards are played by both (all) persons. There are no skips or substitutions and only the cards dealt are played in the order they are dealt.

6 - UNWAVERING MIND - is where there is only ONE CRITERION/MIND card dealt randomly to play for the entire game. There is the FULL COUNT of 7 LIST/MATTER cards also randomly dealt to play against the ONE CRITERION/MIND card. But Round after round you only use the one RED/CRITERIA/MIND card for the whole Blue deck if you want to go through them all. No safeties are allowed. There's a video demo of this style to play along with on the website... www.SamuraiRuach.com, or on the youtube page.

7 - YIN YANG - is where the HOST and PLAYER are allowed to look through ONE DECK EACH to pick the 7 cards that will be in the gameplay for both TURNS in that ROUND. The HOST asks the PLAYER to pick a color (red or blue). The PLAYER picks which deck (Red or Blue) they will select cards from. The HOST gets the opposite deck/color to pick cards from. The HOST picks 7 specific cards from one deck (one color) and the PLAYER picks 7 specific cards from the remaining opposite deck (the other color). It is fine to just randomly deal out the 7 cards if they do not want to look through and pick out specific ones. The HOST asks the PLAYER to pick a number from 1 to 7, which will be the number of cards from the 7 cards they picked, and that number of the selected cards is placed face down for gameplay, and the remainder of that deck set aside. The PLAYER then asks the HOST to pick a number from 1 to 7, and that is the number of cards dealt for gameplay from what they picked. and the rest of that deck is set aside. SO BASICALLY: I’m the HOST, you’re the PLAYER. I ask you to pick a color. You pick red. I give you the red deck, I keep the blue. I look through the blue and pick out 7 cards and keep them face down so you don’t see. You do the same thing with the red cards. I ask you how many of the cards I picked we are playing. You give a number (1-7), I deal those out, either picking or randomly. You ask me how many we’re playing. I give a number (1-7), and you pick through the ones you picked out and place them face down. Then we play. Since I’m the HOST, I flip a red card, read it, then I flip a blue card, you reorder them. When we go through all of the blue cards, we move on to the next red card (or however you want to do it).

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MIND over MATTER (ways to play)

(The Game Of 7's  aka  You.World.Order.)

MATTER DECK GAMES

Samura Ruach GAME SEVENS Z2Dks BLUE.jpg

As mentioned before, there are loads of ways to play. One way is by using just one deck. The MIND (Red) cards are pretty straightforward. If anything, all you would need to do to play with just the MIND (red) deck is to create lists on your own. Playing with the MATTER (blue) cards only is where things get REALLY creative. These are just a few of the games to play using these cards only. For all of the Blue Card Only games, you would ideally deal out no less than four (4)  but no more than the full count of seven (7) blue cards randomly. The Blue Card games are either geared towards understanding the NOW (how and who the player is right now).

1 - Association - Pick a category to associate the words listed with. Ex. “First PERSON you think of when you hear…” , “First COLOR you think of…”, “First MEMORY that comes to mind when you think of…”, “First Natural response or Word that comes to mind….”, “What would be the opposite of…”, “What’s another word for…”, “What Food or drink…”, “First Movie or Book…”, “Historical or religious figure…”, “Movie or cartoon character…”, “Which of your tattoos comes to mind…”, “Which of your scars comes to mind…”, “What Song, Lyric, Genre of music..”, “Which member of which group: Wu-tang, Ninja Turtles, The Beatles… or which Band, Artist, or guitarist…”, etc. Have fun coming up with something. The player says the first thing that comes to mind, according to the category, as each word is read from the list. It’s best to not think about it for too long, because then you won't be saying the honest first thing you're thinking of. There are no wrong answers, and the less you think the more honest you are, going off of your natural intuition and subconscious (more honest) self.


EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). I could ask what’s the first FOOD that comes to mind when you hear… Beach. (Your answer). First food when you hear City? (Answer). Etc. If you're thinking there is a right or wrong answer, then you'll think longer, trying to "win" or "not lose." Just be your self.

2 - Conversation Piece - The Player must pick only one of the items on the list to discuss, and have a discussion on it. The idea is to see where you stand on the issue.
IF PLAYING A SOLO GAME (playing by your self), after you have the discussion on the one item, ignore the rest of the items there and move onto the next card in your hand until you discuss one item from each of the blue cards you have dealt. IF YOU ARE PLAYING WITH A PARTNER (one on one/2 Players) then each person can pick their own item to discuss, or just discuss one. After your discussion of your one or two points on the one card, ignore the rest of the items there and move onto the next card in your hand until you discuss one (or two) item from each of the blue cards you have dealt. IF YOU ARE PLAYING IN A GROUP (if there are 3 or more players) you can each pick an item to discuss or vote on which one item to discuss to save time. Get creative and see how to do your discussions to get the most out of your time playing the game. If you have seven persons playing and each one wants to discuss one item and you have time, go for it! If you have enough people to split into smaller groups, each group can discuss one topic they agree on. When everyone is ready you can move onto the next card.

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). IF PLAYING ALONE I could pick  Woods and discuss that.  Should I move there? Pros and cons. What I like about it. What I miss about it. If I’ve never gone then I could come up with a plan. It takes that word and puts it on my radar as something to consider for a moment, even if I never do anything else with it again in life or living it. IF PLAYING WITH A PARTNER I could pick Woods and we could discuss it together, or Woods would be the word we both discuss for me, and they may pick Jungle and we discuss that as well. IF PLAYING IN A GROUP if 2 people pick woods and 2 people pick Desert and 1 picks City and 1 picks Beach, we can discuss each of those together, or pair up into groups of whichever size to discuss whichever topics are the topic of discussion for that group, or all vote for one topic from what was picked, and as a group discuss that.

3 - Mind, Body, Soul - (FULL LIST) - In the FULL LIST style of play you categorize each item on the list by whatever you say it fits into or relates to: Your Mind (Mental or Emotional self, or Senses), Body (or the physical world), or Soul (or Spiritual world) as you are right now (not based on your past, or what you want for your future, but how you are currently). So here you can give one word answers for each item on the list: “Mind”, “Body”, or “Soul” (“Spirit”).

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). I would go through the full list and say Beach- Soul, City- Mind, Jungle-Soul, Desert-Mind, Mountains-Body, etc. according to how I view each terrain and what level it would benefit me to experience it most.


- Mind, Body, Soul - (ONE ITEM) - In the ONE ITEM style of play, the player(s) pick ONE item from the list and say how it fits into each category: How it relates to their current mindset, how it relates to their current body/physicality, AND how it relates to their soul/spirit or spirituality.

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest).  I could pick the one item CITY and say for my BODY the city would keep me active but may have harmful things like pollution. It would be a good and bad thing, depending on my access and perception of what I considered to be good or bad things it offered. For my MIND it would be the same but more of a good thing because it would be challenging and still offer some distractions as well. The conversations would be a neat mix though mostly city conversations, unless speaking with visitors from outside. For my SOUL I would discuss what the city was to me and how it effected me, what I’d need from it, where I stand in the city spiritually, etc.

 

 

**4 - WORDS PER MINUTE - Since there are 7 items on each list, if the list is a list of one word items (or 3 words or less), you can take one item (1 - 3 word item)  and see how many words you can make from it a minute, or per day or whatever time frame you want: hour, week, round, etc.. If playing just by your self and you have a busy schedule, playing one word per day is ideal. So on the first day (called Sunday) you do the first word and see how many words you can make from it. The second day (called Monday) you see how many words you can get from the second word in a minute. Third say (called Tuesday) you do the third word per minute. You can play against any other persons with a timer if you are playing with more than one person (more than playing alone).

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest).  Starting with "BEACH": each, cab, bae, ache, be, Bach, Che… After the time limit, then it's on to the next word, "CITY": it, tic (that’s all I got)… Next word: DESERT…

5 - Pros & Cons - In this style of play you just go through each of the items on the list and name one pro and one con about it. It just helps you to look at things in a more balanced and open way. You  don’t want things to bring you down, but you also don’t want it to puff you up too high.

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). The player could say  Pro: Beaches have a great view of sunrises and sunsets. Con: You don’t want to be on the beach when that tsunami tidal wave hits. Next word: City- Pro: Great diversity of food. Con: traffic. Next word….

- It Is What It Is - Similar to Pros and Cons, in this style of game you just take each item on the list and say simply what it is to you, and then what it is not (something you think could be a common misconception or misinterpretation of that thing). People’s emotions, outside influences, gossip and rumors and stereotypes tend to distort persons, places, and things. Sometimes you have to calm down and just see things for what they are. After that you can find your own pros and cons to make a better, more honest and informed decision. It may also be educational if you did not know what or who the things on the list were.

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). Beach - its just where the earth meets the ocean. There’s sand on one side (earth) and water on the other side. It is not prime real estate because the most expensive damage to a home is water damage and the ocean… it’s water.

 

 

6 - Absolute Power & Total Helplessness - In this style of game play you can go through each item on the list and describe what your relationship would be with that thing if you had absolute power and it was in your world (or you were that person or at that place), AND if you had absolute helplessness and it was in your world (or you were that person or at that place). What would you do with these things if you had total control of everything, AND no control of anything. How could you use them to your advantage. What fears, strengths, lessons, warnings, etc. Would they bring? Have fun exploring those two ways of looking at the items.

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). The player could say  Pro: Beaches have a great view of sunrises and sunsets. Con: You don’t want to be on the beach when that tsunami tidal wave hits. Next word: City- Pro: Great diversity of food. Con: traffic. Next word….

 

 

7 - Higher,  Lower, Inner, Outer. - In this style of play you categorize each item on the list by if it fits into or relates more to,  or is present more in: your Higher Self (Higher), Lower Self or you here and now (Lower), your Inner Child (Inner), or if it’s got nothing to do with you (Outer), is out of reach or is not relative (out of touch with/for) to you.

 

EX. If the card says Beach, City, Desert, Jungle, Mountains, Plains (Country & Grasslands), Woods (Forest). Beach - Inner, City - Lower, Desert - Outer, Jungle - higher, Mountains - outer, Plains - Outer, Woods - Inner

 

 

8 - CROSS PLAY - Cross play is where you can use these lists to play other games depending on how many persons are playing, and the type of list (one word lists vs. multiple word lists vs. situation lists). For instance, if you are playing with more than one person (not playing alone), you can use the list to play guessing games like PYRAMID ($1000 Pyramid), GUESS WHO, CHARADES,  where one person has the list and gives hints as to what word (without saying that word), and the other person has to guess the word(s)  based on hints given without. You can play or PICTIONARY or other drawing games by using your phone for a timer and drawing items on the list to guess. There are other word games like  HANGMAN, WHEEL OF FORTUNE styled games where you can write out the blank spaces for the word and have someone else guess it. Even games like SCATTEGORIES where you can take one list, pick a letter to come up with words that start with that letter for each category/list item,  and use your phone as a timer.

9 - In Tense Blue (Past. Present. Future.) - In this style of play, after hearing each item on the list, the player responds with “past” if the item is reflective of their past or is nonexistent in their present or future, as it may have been in another past [life/manifestation] they have moved on from; “present” if the item reflects them currently; or “future” if it is reflective of something they are looking to do or interested in but have not done yet (or think they may have never done, because “never say never” a.k.a. “keep living” and life and living will surprise you as to what you actually will and will not do).

10 - Weekday, Weekend, Weakpoint - Here, the player categorizes each item on the list by if it fits into or relates to a Weekday or something they experience for the majority of their time/week, or if it is something thy experience on the Weekend or lesser time (not the majority), or if it is a Weakpoint in life and they do not experience it at all.

 

 

11 - Yes/No - In this style of gameplay the answers are to be given quickly with as little thought as possible. Simply answer if the item on the list is a yes for you, or a no for you, however you cannot say Yes, Yeah, Yup, Ok, Uh-huh, No, Nah, Nope, or Nuh-uhn. If you say any of those words then you are out of the game and the rest of the card(s) is/are played out by whomever else is left.  So after saying “Affirmative”, “I agree”, “Good”, “Sweet”, “Negative”, “Disagree” (or whatever OTHER words the players come up with other than Yes, Yeah, Yup, ok, Uh-huh, No, Nah, Nope, or Nuh-uhn) whomever is left moves onto the remaining cards. If YOU ARE PLAYING WITH MORE THAN ONE PERSON then feel free to take one item at a time and go through the group to get an answer from each person, and then move onto the next item and get an answer from each person if you want, so that you can complete each list item all at once to save time… or do it however you want. Whichever way would be the most fun. This works best with one word list items so that the question and answer time is more rapid.

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MIND over MATTER (ways to play)

(The Game Of 7's  aka  You.World.Order.)

7 Names. 1 Game.

Elements all - FIRE.png
Elements all - WATER.png

Mentioned, so far, in this book are three of the names for this game. There are many names for what you are about to play, and it's even encouraged to come up with your own names, as well as ways to play! As far as the names I've come up with, here are a few. There were others that are not listed here. This book is getting to be pretty long-- GOOD, but long-- so I'll keep the name list short. In fact,

 

QUICK RANT: I'd HAVE TO keep it short, because, if you've been following the project, you may have seen some of the complaint videos or update posts where I get into how things just randomly (if you're not a spiritual person) "go crazy or stupid" and stop working... So right now, as I'm creating this manual online here on the site, right where you're reading it, the other 3 files won't open for me to get the information out of them. Won't open as in, won't open in 3 other programs. Weird? Random? Welcome to my life. Right when I'm done (because this is the last section i have to work on), now I can't access the information, so I'm having to pretty much rethink it all, all over again. You won't see any of that stress other than this remark, but this 1-2 day project of making this manual has now taken like 8 days or something. Features just stop working, or the whole programs just stop working. When working things just shut down, or delete or won't save... it's a lot. But I bet someone's going to make that "(something about a) new computer?!" or whatever thing that would help... and not support a lick of this project other than coming here for their own amusement-- which, does not help what they're talking about. Like seeing someone with  knife in their back, and commenting so someone can see it and respond to their comment, "Wow, this guy really has a knife in his back." and then walk off without pulling it out or offering to help. Part of this game is to get humanity back, away from dumb stuff like that. This is me actually taking action, YET, leaving the fate of those actions up to you and your free will. Leading the horse to water, and even sprinkling some on the horses face... Even then, up to the horse to be a horse, or a computer generated android like most human beings have become. Anyways, here are the 7 names and what I could get. When life and the computer behaves, I can update this whole page.

 

You.World.Order. — because that’s the trinity: YOU (the player: body, mind, soul), WORLD (BLUE, the pieces you’ll play in, with, and as), and ORDER (RED, exercising will over the pieces and patterns, and finding divinity in those). If you want a deeper breakdown of that, there's YOU (Pure BEING), the WORLD (The GAME) and ORDER (The Business) if you're familiar with those writings from things like The Book of Blacklights or The Book of 3's.
 

7s (The Game of 7’s) — because everything in the game pretty much is based on sevens. You’ll see.

 

MIND over MATTER — the red deck above the blue deck. That’s not just aesthetic. That’s everything. The easiest and simplest way to play is to just play the MIND card, and have it over the MATTER card. The MIND card will let you know if you even have to draw from MATTER or if you can just move with what's inside of you. Just like real life, huh? Fun Fact: In The Book of Blacklights there's a section on Mind Matter Mathematics: Mind Over Matter (Mind divided by Matter), Matter Over Mind (Matter divided by Mind), Mind Multiplied by Matter, Matter Minus Mind... there are a few equations and breakdowns. You can get that book on the site, www.SamuraiRuach.com .

 

BLACKLIGHT — its "a thing" in the Samurai Ruach writings.

 

BE-ing BEING — it kind of unlocks a pure way of experiencing that, if you let it.

 

LAW 'N DisORDER — You govern. The cards submit. Or don’t. It all depends on what you want. Sometimes the only way out is through “chaos”… which is a perception as much as it is a law. Then again, some just love the chaos. Gives them something to do. Everything serves a purpose.

 

???? (The Game With Seven+ Names) — because after playing you may come up with your own personal name for the game based on what it does for you, and what you are looking to get from it, and why.

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