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MIND over MATTER (how to play)

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

So a FULL COUNT is 7 cards. Given the things on the lists, both MIND and MATTER, and the individual(s) playing, it could take a good deal of time to get through that many sets and hands, turns and rounds. But, if you want to go big, load it up-- Full Count, seven of each deck randomly dealt, and see what happens! Yes, we’re fans of breaking rules you didn’t make, so feel free to deal as many cards as you want, but a traditional standard FULL COUNT for the game is typically 7 cards.​​​​

Diagram FULL COUNT.gif

TERMS & PHRASES: Full Count

Full Count

MIND over MATTER (how to play)

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

SETS are based on MIND (RED) Cards. However many MIND (red) cards you have is how many sets you’ll play. Sets, as in how many MIND-SETS you will have. Get it? Here we dealt 2 MIND (red) cards, and 4 MATTER (blue) cards. So we’re playing 2 SETS. Set 1= MIND Card 1 and MATTER Cards 1-4. Set 2= MIND card 2 and MATTER Cards 1-4.

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Diagram SETS.gif

TERMS & PHRASES: Sets

Sets

MIND over MATTER (how to play)

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

TERMS & PHRASES: Hands

Diagram HAND 001_edited.png
Diagram HAND 003_edited_edited.png
Diagram HAND 002_edited.png

A HAND is based on the BLUE cards. Each BLUE CARD presents the MATTER AT HAND. Get it? Each HAND puts a MIND card #1 played against MATTER card #1. The next HAND is MIND card #1 played against MATTER card #2. You play each HAND until all of the MATTER (BLUE) cards have been played. So, the FIRST HAND is MIND card #1 and MATTER #1.

​The Second HAND is MIND card #1 and MATTER card# 2.




 

 

 

 

The Third HAND is MIND #1 and MATTER #3. Fourth HAND is MIND #1 and MATTER #4. From there, you can use the same cards to play another TURN, or play the next SET of hands with MIND card #2 and MATTER #1 - #4.

Hands

MIND over MATTER (how to play)

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

TERMS & PHRASES: Turns

A TURN is based on the positions of HOST and PLAYER. You each take TURNS being PLAYER and HOST. The First TURN has PERSON 1 as the HOST and PERSON 2 as the PLAYER. They play each set, one hand at a time, and when everything is done, and all of the cards are played, that is the end of their TURN being HOST and PLAYER. Then they can switch. PERSON 2 becomes the HOST of this new TURN, and PERSON 1 is now the PLAYER. You can use the same cards as the first TURN, or deal new ones if you want.

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Turns

MIND over MATTER (how to play)

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

TERMS & PHRASES: Rounds

A ROUND is when everyone plays all assigned cards and positions. EVERYTHING HAS COME FULL CIRCLE. You can call that the end of the game, or keep playing. So, PERSON 1 has been HOST, and presents both SETS one HAND at a time, and then at the end of that TURN, they switch. Then PERSON 1 becomes the PLAYER, and PERSON 2 is the HOST. So now PERSON 1 (now the PLAYER) answers both SETS, one HAND at a time until the end of that turn. Then the ROUND is over.

Rounds
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MIND over MATTER (how to play)

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

How Decks Work

So, there are 2 decks. In every card game, there's the cards you draw from, the card you're playing with, and the ones you just got done with (the dead cards). This game has a name for all three, but honestly, after you draw the cards, or deal them out, you don't really need to keep them around. So these piles of unused cards can remain wherever you want to put them. You can keep them off of the table (out of the area) so you have more room. The cards I'm talking about, in this game, are the VOID (Matter/Blue) deck, and the ABUNDANCE (Mind/Red) deck. The only thing you'll really do with them is draw or deal out the cards you'll play with... depending on the type of game you're playing. So, in the diagrams, after you deal the cards, you can get rid of that first stack, since you'll mainly be focused on the cards you can see and are playing (in the middle). The "dead" cards can come into play, just as well as the initial VOID and ABUNDANCE decks, but again, it depends on what the cards say, and what type of game you're playing.

How Decks Work: The VOID

MATTER Blue DEDK FLOW Red.jpg

When it comes to MATTER (blue) cards, there are 3 things happening. Here’s a quick Diagram of the flow of MATTER: The VOID --> Your WORLD --> The GRAVE.

There’s the deck that you draw from, which is called the VOID or SOURCE. So from Source (or the VOID) you draw 4 blue cards to play. You place them in your WORLD. Because these are the matters that have come from the VOID, into your world, for you to play with. AFTER you play a blue card, you can place it face down. The DEAD MATTER pile is called The GRAVE. Because it’s just a heap of dead matter. So, Draw from the well, or womb, or divine feminine (Mother), or the blue, or source, the spirit, the void… And when you’ve played your hand with that matter, place it in the grave. See what happened there? I know, you love this game. Just wait ‘till you actually play it!

How Decks Work: ABUNDANCE

MIND Red DEDK FLOW 02 BLUE.jpg

When it comes to the MIND (red) cards… there are three things happening. Here’s a quick Diagram of the flow of MIND: The ABUNDANCE --> The ALTAR --> The PAST.

So, you draw 2 MIND cards (2 MIND sets) from the ABUNDANCE, or big stack of RED cards. Then you place the first MIND set on the ALTAR (in your hand, or on the forefront of your mind) and illuminate it-- you think it into existence, you make the word flesh or manifest by applying your self to expressing it. When you are done, you place it in the PAST. You can recall it in memories if you like, or if the cards you’re dealt allow you to. I know… I know… It’s really not that deep though. You do all of this without thinking.

 

 

Some philosophy: Why is the BLUE called the VOID? It’s behind the veil. It’s in “darkness,” or even more honestly, it’s kept in a place that is void of illumination (light). It’s the same abundance, and all things, but you’re ignorant to them, by choice. You keep them in the dark, but they come to you “out of the blue.” Because they’re unseen, or non-illuminated, they’re the same as the abundance, but the shadow version. The mirror. The abundance is only that because you are aware of it. For the sake of this game, you can call awareness “individual knowing.” If you are mindful, or thinking of what you are aware of, then you are conscious of it. So awareness is the knowing, and consciousness is the activated knowing, or the thinking of what you know. Abundance and Void are both awareness, knowing, of all things. Void, knowing but in the dark- ignorance. Abundance, knowing by seeing in the light, illuminating consciousness. Are you going to play now, or keep reading this? You’ve got enough to go on. Yeah? No? Maybe?

DecksVoid
DecksAbundance
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MIND over MATTER (how to play)

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

Dealing  &  Safeties

The HOST shuffles, deals, and runs the game, while the PLAYER relaxes and responds. The HOST shuffles the decks. Then, they can either deal out however many (1-7) MIND (red) and MATTER (blue) cards they want, OR they can ask the PLAYER for one to three numbers between 1-7, for the amount of MIND cards, MATTER cards, SAFETIES... whatever they want. If the HOST only wants a number of MATTER cards, that's up to them. If they don't want to have ANY SAFETIES, that's up to them. If they want to be direct and ask, "How many MIND cards do you want?" it's up to them. If they want to determine everything in their head and not say a word, it's up to them.

Dealing

MIND over MATTER (how to play)

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

Safeties

SAFETIES are optional “get out of the moment” cards—offering a reset when something feels too heavy to face. The HOST decides which safeties are allowed according to and can play openly or mysteriously. If you’re playing solo, you’re both roles—play as you want..

List of Safeties

- ALL PLAY - is where the PLAYER AND the HOST have to play the one HAND (cards dealt and in play) with the PLAYER going first. During this HAND, both persons (PLAYER and HOST) are in the role of PLAYER until that HAND is over. If anyone refuses, they loses. (I said what i said. What's done is done).

- PRAYER (or INVOCATION) - is where the PLAYER and HOST trade positions for that one HAND. The PLAYER gets to decline reordering the items on the LISTS card for that one HAND, and passes all of the privileges and duties of the PLAYER to the HOST for that one HAND. After the HOST is done playing that HAND, they switch back, resuming normally according to the style/type of game, for the next HAND.

 - CHANGE OF MIND (or REPENTANCE) - allows the PLAYER to pick the next MIND card from those dealt, to play with the MATTER list currently in play. This can be called and put into play both once a MIND is first revealed or after the MATTER LIST is revealed.

 - MEMORY RECALL - allows the PLAYER to pick the previously played MIND card to play with the list currently in play. This can be called and put into play AFTER both the MIND and the MATTER LIST are revealed.

 - CURRENCY/CURRENT-SEE EXCHANGE - allows the PLAYER to pick the next MATTER LIST from those dealt to play, instead of playing the current MATTER card they were dealt, but keep the current MIND card that is in play.

- REFRESH (or REINCARNATION) - gives the PLAYER the chance to have BOTH A NEW MIND AND A NEW LIST OF MATTER drawn from the unused/unselected decks (VOID & ABUNDANCE), to replace the current MIND and MATTER cards they were to play. The cards being replaced get shuffled back into the VOID and ABUNDANCE.

- PLAYER'S CHOICE - gives the PLAYER the chance to look through the unused unselected deck cards (VOID or ABUNDANCE) of ONE DECK, and pick ONE replacement card to replace either the current MIND or MATTER card they were to play, after both have been revealed. The card being replaced gets shuffled back into the VOID or ABUNDANCE.

**Of course these are just the names I've given them. When playing, you might not remember these names, and reading a book while playing might be [whatever], so just know what the SAFETIES do, how they work, and call it that. For example, instead of "PLAYER'S CHOICE," you can just say "No, switching one card. Trading one of those..." or something like that. Even if you want to allow usage of "The 5th Amendment" it's all up to you. I actually kind of like that. I should have put that in here... hmm....

Safeties

MIND over MATTER (how to play)

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

How to LOSE

Honestly, the game about winning or losing—it’s about WHY you play and WHO YOU BECOME through it. Hey, that's like "reality" huh? But for those who NEEEED something more than being their self to feel like a winner, here are ways to “lose” a round...

 

1. Touching the Cards - Only the HOST may touch the cards unless a specific game style or a card says otherwise. If a PLAYER touches any card without permission, their turn ends immediately, and THEY LOOOOSE (loosey looser!) that TURN. Those cards are now “dead.” If you choose to keeeep playing, then ok, or the loser can go hide in shame. SHAAAAME!!!

 

2. Ignoring the Mind - If the PLAYER... doesn't do... what the MIND CARD SAYS??!!? (smh) LOSER. The PLAYER must respond. Refusing to play kind of defeats the whole "playing a game" thing, but I get it, because some of those cards are WOW, and you're like "NOPE," which is why SAFETIES, but if you're all out of those... it results in a loss for that TURN. Unless you have a really cool HOST and they're like, "Yeah, you get a pass on that." OH, if the HOST is asked to respond by the MIND card, or style of gameplay, and the HOST doesn’t, THEY LOSE. There. How do you like that?

 

I know, that's dumb, but some people need things like that, so there it is. I lose just for doing it. Feel free to completely ignore the losing "stuff." Just play, yeah?.

HowToLose
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