Enjoy a Telepathic Conversation with LOVE Today by Marc Demeria - HTML preview

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Sangreal Way Of Play Rules:

Players choose a small cup each and the 7 same color pawn playing pieces and select a starting position on one of the seven points of the playing board. Then some of the Great Thoughts, The Rest, The Quest, Science Notes and Kid's Corner cards are placed face down on the table.

The player who throws the highest score with the two dice begins the game. Players remain on the outer pathway until they collect the full set of "Hallows" cards. Players may move in any direction on the outer pathway. When a player lands on a Hallows (H) square all players focus their attention on the moment for A Gathering has been called. The player who is on the Hallows square picks out a single card from off the top of any of the piles of cards except for The Quest category. The player on the Hallows (H) space reads this card out loudly to all the players present.

The purpose of the game is to allow opportunities for all players to express themselves. Speaking in any way they would like to express themselves. Regardless of age (Kids Corner and Science Notes cards), life experience, or standing in eyes of anyone other than their own eyes the player on the Hallows (H) square must speak out aloud their comment first before the other players get their chance to make a comment of their own. As simple as A.B.C. And this is all there is to this game and more-so what follows is the magic the game creates.

During play any player who laughs in an obvious mocking or who gets angry at another player's comments for any reason during the entire game play. Must leave the table completely and try to remain as silent as possible, for any length of time as decided prior to play commencing. Or using an ordinary 3-minute kitchen egg timer. Of course once the time out is over. The player concerned takes up a turn when the die comes around to them again.

Of course this rule can be ignored if you as players decide you want more of a university debate where the conversations can be more of a free for all more promoting a more complete freedom of speech.

It makes conversations happen in a very good way on a wide variety of subjects. Instantly it gets people talking. It is like a truth serum. Being really cupids arrows and bow to play romance or friendship between older players and the young for fun. Either a discussion of note ensues or the voting commences as follows.

Time for the "Reckoning" to begin players! If you decide on as little as a whim our player on the (H) Hallowed Ground is far from Dim then drop a sphere into the Sangreal Cup. However if you decide our player’s notion is shallow Small- Talk or back-pedalling Tall-talk. There’s no need to pout or shout. Simply, do not place your sphere in the cup! Sangreal does not need any rhetoric to hurt its players. Forcing turtles back into shells.

So relax Jack and Jill and allow King Arthur, Queen Guinevere and Company an opportunity to show their way, their Round Table Way. And those who sit around it honor the art of Chivalry, courage and courtesy. If you are standing on "Hallowed Ground" and the Sangreal (Holy Grail) Cup sounds out its Reckoning Tone by the majority vote you may select a Hallows card.

If on the H and you do not hear

Merlin's tone drop in like a cherry pip stone on its own. Be still with your throat. You can only collect a "Hallows" card when the majority of players place a sphere in the Sangreal cup or when the cup runneth over through jubilation of discussion. Being simply the Hallows card given as this player’s comment has set the game, every brain alight . . . on fire. Being the hearts desire.

Once a player has collected the four Hallows cards he or she throws the die on their next turn. Beginning their journey to claim the seven Virtues.

It’s the timeless fascination of the Virtues you must now unravel as you travel the inner pathways.

The seven Pillar of Virtue (V) spaces are joined by a maze of pathways. Each player seeking to express their true self’s ability as best they can. Proceeds to the Pillar of Virtue of their choosing and so on to each in the order they deem best. Exact number does not need to be thrown to achieve position on a Pillar of Virtue. These positions are marked with a V.

Once a player arrives on a pillar of Virtue (V) space they may choose to pick a Quest card off the top of the pile and answer its question with a yes or a no. A player other than the player attempting to answer the Quest card question reads the card out aloud and gives the answer on the card's back. When the card is no longer required it is returned to the bottom of the cards for selection.

When a player successfully answers a Quest card question. They collect the Virtue card of their choosing and leave their color pawn like marker playing piece on this Pillar of Virtue (V) before you go, to let you know you have been to this destination on your travels. As the playing boards magic ride drives you deeper into its magic inner spaces. Later letting you know you have been to this V space and are on Track to empower yourself with the entire seven Virtue cards.

If unsuccessful at answering a Quest question. Try again to get your Virtue card on your next turn of the die. These Quest cards are simply small stories of things; of adventures in Mallory’s book titled King Arthur and the Knights of the Round Table. And each answer is either a yes or a no. No harder then this.

A player on the Virtue pace may choose not to use The Quest cards and can choose instead to use any of Great Thoughts, The Rest or Science Notes cards and simply make an original statement.

Or ask a Kids Corner question as the case maybe to start a conversation and set voting or the jubilance rule for the conversation in motion in their attempt to gain their Virtue card.

More than one player may be positioned on a Pillar of Virtue at any one time. A player who has collected all seven Virtue cards immediately heads for Camelot and the Round Table. Being your original starting outer playing board corner position. Players must on their turn of arriving back home tell a story based on one of the virtues displayed on the Virtue Cards or on one of the dictionary definitions of the word Virtue. Examples given: Excellence, worth, the practice of duty, a good quality and an accomplishment.

The characters you use may be real or imaginary, an Animal, mammal, insect or cartoon. The player may mime, dance, act out a part, impersonate a hero, and draw from legend, fable, or poem. The sky is the limit. Be creative, explore! And you can use your time outside the game to think up your Virtue story ending.

You do not have to tell your story right away, you may wait until the turn of your own making best suiting you being ready.

Improvisation can be the key, just pick a word, another player commenting on a quotation or something perhaps of the adventures of Sir Lancelot or of the Lady Dinrane. As your friend. Or as Morpheus put it to Neo, "you think it's air you are breathing". Say anything even absolutely outrageous and stop them in their tracks.

At the end of some absolutely outrageous story of complete and utter unbelievableness. Add at the finish . . . oh and one last thing. You can’t believe a thing I say. How cool is Sangreal?

Your five to fifteen minutes of fame awaits. Audience! One sphere in the cup will show our storyteller or actor your appreciation.

You win the Sangreal prize by majority rule, example given, if there are five players then at least three spheres must enter the Sangreal Cup.

Also players prior to starting the game. May designate the winner to be the first player to collect seven "Virtue" cards, reach Camelot their home starting corner and dramatize a Virtue with at least some degree of earnestness.

Player's can discuss the way the game shall end and the winner found before play begins and vote on the decision with the voting spheres until a majority is reached.

Finally, another twist is to use the board for a first player round the seven Pillars and home again wins the game. Leaving your pawn play pieces as you go, plotting the course you reason to be the shortest route home. (This version does not use the games cards, Sangreal Cup or voting spheres).

When a player completes their story without victory there’s no time to bleat; to get back on your feet its focus you need to bring together a new act, line, mime, Rhyme, story, or chorus line. So change tack and select another virtue and before you know it you'll be back on stage.

The set lit up and this time it’s Ground Hog Day. By now you will have worked it out. It's communication, open minded, trusting, honest, to goodness, communication being the key to the Sangreal Round Table Harmony.

And to the winner take

a bow it’s

customary somehow!

Sangreal . . . beautiful

thinking!

BEGIN TODAY TO EXPERIENCE THE EXTREME EXCITEMENT AND EXHILARATION OF SANGREAL BOARD GAME YOU WILL EXPERIENCE ONGOING BENEFITS LONG AFTER GAME PLAY HAS ENDED

Are you frustrated? With having too. Little topics. Of conversation. Of concern. And curiosity? Springing from absence. Of effort. Or influence. Of memory.

Causing an unbroken inability. To bring. Into. Your life. The transcending merits. Of excellent communication. With one another?

Are you angry? About regularly. Being unable. To take up. The care necessary. To lead the way. And urge. We prepare. The way. To quench. Our gusto. For what. We are. As a whole. Unable. To achieve. Without free. For all conversation. Built on. Which everything. Turns and relies on. Freedom. Of speech. For all?

Would you like to get your hands on? A user-friendly board game. Designed. To help. Communicate. One. To one conversations. On a great variety. Of matters. Of interest. On. A wide selection. Of subjects. Boundlessly giving you.

The means. To bring into action. Full privilege.

To utilize. The complete power. And potential. Of your. Personality? And by now. To be satisfied. As. To the truth. And certainty. Of this awesome. Opportunity. To develop. Your staggering perception. All you need. Is. To make available. To yourself. The potential. Within this game. To unite. In a free. For all. manner. The devices given. To help realize. The power. And potential. Of your personality. To increase. Your chances. Of forever more. Developing. Enduring life long friendships. And continuing. Positive mental attitude.

If you are searching. For a well- balanced. State. Of mind. And feelings. Promoting. A tranquil demeanor. And self-possession. Favoring. Not one opinion. Or belief. More.

Than another. Then listen. Very carefully. Because. We are going. To share. With you. The mystery. Of Sangreal. We would like. To present. To you. The benefits. Of Sangreal .

It promotes happiness. Which. Is expressed. By. An inner contentment. Well-being. Pleasure. And a feeling. Things. Are good. And now. To the second benefit. Collaboration. Working together. On the same task. For the same purpose.

To be attentive. To minor details. Of action. And behavior. To work out. In detail. Endeavoring. To influence. Persuade. And advocate. Solutions.

To the difficulties. Confronting us today.

And now. To. The third benefit. Openness. The Sangreal's way. Of play. Promotes. The revealing. Of one’s true nature. And feelings. Encouraging cleverness. And talent. High mental ability. Straightforwardness. Genuineness. Freedom. From pretending. And a favorable disposition. Good nature. And kindness.

Here is what one. Of the players. Who took part. In the pre launch trials. Of the game said. In a recent letter. To us. Loved the game. It’s good. To see. Friends. And family. Enjoying themselves. With the benefits. The game provides. An opportunity. To engage. In good honest. To goodness. Conversation. On meaningful. Topics.

And this. From a CEO. Of a large. Private investment. Corporation. Who writes. Our employees. Who played. The game. All felt. The same impetus. To empty themselves. Of their need. To express. Openly. Their desire. To communicate. Their points. Of view. On matters. Important. To. The future growth. Of the company.

You too. Can begin. Today. To reap. The benefits. Of the exciting opportunities. This game presents. Such. As. Its. Ability. To stimulate. A continuous flow. Of original. Ideas. Of. A Unique. Nature. Drawn. From. Within. The minds. Of all. Its players.

Go ahead. If you want. To eliminate. The problem. Of endlessly. Boring dinner parties. And corporate affairs. Seldom. Going. Beyond. The mundane monkey-like chatter. Of everyday speech. We all have. To endure. On such a regular basis. Without any recourse. To enjoy. The benefits. Of collaboration. Openness. And happiness. Not to mention. The. Wealth. Of opportunities available. To us all. Through the ongoing. Dialogue created. When players. Leave the realm. Of play. And venture forth. Into the wide-open. Expanses. Of life. Continuing. To express themselves. In the open manner . Afforded them. By the games. Ability. To stimulate. And hold. Their interest captive. Well beyond. The boundaries. Of play.

By now. You will realize. The benefits. Of ownership. Of your. Very own. Boxed set. Of the board game Sangreal. Enabling you. To gather your friends. Family. And colleagues. Together. For play awakens. Your dreams. The family board game Sangreal . . . beautiful thinking! Go ahead and visit

Timeslipping.org where you can buy the games. And you will be able to see the beautiful hand crafted wooden set. And hand made cards.

And Grail Cup. And the tiny wooden spheres and playing pieces. All made. So we could play the game.

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