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MIND over MATTER (how to play)

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

Roles & Duties

MIND Over MATTER (The Game of 7's, YOU.WORLD.ODER) is a pretty simple game to play. There aren't a lot of parts. Honestly, there's just the cards and you, playing the hand you're dealt, making what you want of it, just like real life. The best way to play it is as honestly and open-minded as possible.

 

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 players, and even hosts as you like. You can even take turns and rotate, or have ne designated host and teams of players. The game is made to be very versatile so that everyone gets the most out of it, every way possible. But what do the HOST and PLAYER(s) do? You're in the right place....

 

The HOST

The HOST - The HOST runs the game. They decide if there are any safeties, and how many, and also how many cards will be in the round. This is the only one who touches, shuffles and deals the cards.  This is who draws and reads the cards in play, and then waits for answers from the Player. The HOST does not have to do anything other than HOST the game unless the cards say otherwise.

TIP: Be a gracious HOST. Give as much as you get. Whenever possible, match the efforts of the PLAYER if the cards say you have to play along. For your self. Or not. Everything is something to do.

The PLAYER

The PLAYER(s) - The PLAYER is who the game is about. If the HOST asks, the PLAYER gives the numbers of safeties and cards to be in play. After that, all the PLAYER does is relax and be as honest and open as possible, doing what the MIND (red) cards say. So, the PLAYER's main role is to gives the answers and have pretty much all of the fun, unless the cards say otherwise.

TIP: If you are playing SOLO (1 PERSON) then you're in the role of HOST and PLAYER. Have as much fun with that as you want.

 

If there are 2 PEOPLE (1 PLAYER and 1 HOST), just look at it as a "Getting To Know Your Self" exercise. Bend the rules as much as the HOST and cards allow.

If there are More Than 2 PEOPLE (1 HOST and MORE THAN ONE PLAYER), The PLAYERS can collaborate to come up with team/group answers, or each member of the group/team can answer as individual PLAYERS (which is more fun). If it's a really large group, your team or group can each give their answers and put it to a vote, or designate a group representative to communicate the final answers for the group/team. If you are playing in a team-building exercise or corporate setting, the group/team answers or representative may be a better option, but let's be honest, this game is about freely speaking your own free mind and being your honest self. BUT, play the game however you think, feel, or know you should. In more therapeutic or intimate/personal instances,  just for fun, or if you’re looking for deeper, more honest insight answers, then individual answers may be best.

 

Also, with MORE THAN ONE PLAYER you can deal separate hands and have the HOST host two hands (two games) at the same time, OR both PLAYERS can play the same sets of cards, giving their own answers for those cards to see how similar or different they might be. All ways of playing have their pros and cons. C’est la vie, la guerre, et le jeu.

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MOM RolesDuties
MOM HostRole
MOM PlayerRole
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MIND over MATTER (how to play)

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

Pieces

2 Decks - MIND (red) and MATTER (blue). Those are the only pieces in the game. Both decks are numbered (1-49). This is so as you get familiar with the game, you can remember which cards you liked and play them in different styles of gameplay. Also, some cards may call for you to use the number in different ways. The WILD CARDS are not numbered, and have a logo image instead, where the number usually is. Usually if a card asks you to do something with a card number, you can just make up a number for the WILD cards. The EXPANSION PACKS pick up from (#50  - #???) where the original starter deck leaves off (#1 - #49).

 

TIP: You might want a notepad or something to write your answers on if you want to compare them later, but you can play just looking at the cards.

Also, there are a few Different SETS of DECKS to purchase. You can see those, and even play some free sample games by clicking here.

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The ELEMENTS:  Water,  Earth,  Air,  Fire,  Aether     |    A Bit on Saturn

MIND over MATTER (how to play)

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

MIND cards

​1 Mind (Red) deck of 49+ cards. The MIND cards are the ways to think. They tell you what to do to the MATTER cards. Sometimes, in this manual/guidebook, you might see them called CRITERION cards because when I first made the game, that's what they were called. I couldn’t find all the places where I wrote “Criteria” to change it, so you might see that here and there. MIND cards have a thought, suggestion, or criterion. If you want to know what the image means, you can click this line here.

MATTER cards

​Also there’s 1 Matter (Blue) deck of 49+ cards. The MATTER cards are the lists of MATTER, or the things you'll manipulate or bring order to according to what the MIND card says. They're sometimes called LIST cards …because they’re lists.  MATTER cards have a list of 7 things you’ll apply the thought or suggestion (MIND) to.

​TIP: Use the MIND (RED) Cards more. When it comes to the MATTER (BLUE) cards, see what you can come up with on your own for more honest and serious gameplay. Use the MATTER cards here for fun, or to get you started. True, they cover a LOT, but once you get the hang of the game, if you’re playing to dig deep and KNOW beyond thinking, make up your own lists. Make the game personal. The BLUE cards present the world, and you’re bigger than that world. Dig within. There are your answers. The MIND just helps you to express and be the answers you know, but might not be thinking for whatever reason. If you want to know what the image means, you can click this line here.

WILD cards

         So there was a note that "This game may contain emotionally intense, philosophical, and spiritual content." ...I know. "FINALLY! Something REAL in a game!" Some of those really "DEEP" and engaging cards are the WILD cards. They're not that deep, it's just that a lot of other games youve gotten used to playing are  kind of shallow. Other MIND and MATTER cards may push you (like the assault, and life cards) but these ones really dig deep.

 

         There are only 7 of them in the original starter decks-- 3 MIND and 4 MATTER WILD cards. The WILD MIND cards have the BEING symbol on them, instead of being numbered (because the card number comes up sometimes). The WILD MATTER cards have the Samurai Ruach logo instead of numbers. Also the colors of the corner designs may be different, and they may have highlights in the center. The card backs are the same, as well as the orientation of the text. If a number is required, you just make one up. Other than that, the WILD cards are pretty open, and very... hmm... let's say impacting?. They may make you do a double take.

         *There are also EXPANSION PACKS, which are MORE (add-on) cards, sold in smaller packs, that continue after the original set of 49. They're either a small number of MIND cards only, or a small number of MATTER cards only (not mixed), and their numbers pick up where the starter decks end. Some of them are geared towards specific themes (Horror, Sci-fi, Movies, Music, etc.) and there may even be some wild cards mixed in. Since the game lets you take another look at the world, and YOUR world, in a different way, these cards are more specific, so you can pick which ones make the game more personal for you.

MOM Mind Cards
MOM Matter Cards
MOM Wild Cards
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