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  1. Truth, Love, or Energy is a variation of the game Truth or Dare that utilizes the overleaf cards. The game is for 2 or more players. Note that trust and consent are required for this game; players may not use this game to coerce or manipulate others into compromising or illicit situations. Setup Players sit in a circle and a dealer shuffles the cards. The cards are placed face-down in the middle of the players. The player to the left of the dealer begins the game. Simple Version On their turn, the player draws a card from the pile. Cards are either Truth (Expression axis), Love (Inspiration axis), or Energy (Action axis). Assimilation axis and Wild cards allow the player to choose either Truth, Love, or Energy. If the player draws a Truth card, they must truthfully answer a question. If the player draws a Love card, they must say/do something positive about/for another player (with consent from that player). If the player draws an Energy card, they must successfully act out or perform a dare. The player hands the card to the person on their right, who determines the specific question, task, or dare. This person hands the card back to the player after they have attempted or declined the turn. If the player succeeds, they keep their card, which is scored as a point. If they decline or are unsuccessful, they must return the card to the pile. Play then continues to the left. The game ends either when the stack has run out of cards or when the players decide to end the game. The winner is the player with the most cards (i.e. successful turns). The game may also be played without the use of scoring. Advanced Version In the advanced version, the player draws a card as normal. Along with the card’s axis, however, the overleaf of the card determines a specific category of task. If the player draws a wild card, they still decide Truth, Love, or Energy, but the person to their right decides the overleaf. The person to the right still determines the specific question, task, or dare, but must adhere to the categories as outlined below. Soul Age – a question, task, or dare relating to memory or knowledge. Role – a question, task, or dare relating to an activity, service, or job. Goal – a question, task, or dare relating to a challenge, goal, or taste. Mode – a question, task, or dare relating to relationships, affection, or touch. Attitude – a question, task, or dare relating to opinion, philosophy, or sight. Centering – a question, task, or dare relating to repetition, habit, rotation, or sound. Body Type – a question, task, or dare relating to physical appearance, talent, or balance. Chief Feature – a question, task, or dare relating to fear or smell. For example, if a player draws a Soul Age card, the person to their right might ask them about a childhood memory (Truth), recall a fond memory of another player (Love), or be asked to recite the alphabet backwards without error (Energy). Tasks may also reference the overleaf directly. In the example above, the person to the right may also ask the player how they experience their Soul Age and Level (Truth), to guess the Soul Age and Level of another player (Love), or to act out a Soul Age stereotype (Energy). Three-Deck Version If all three design styles of the Overleaf Playing Cards are available, players may opt to combine these and play the three-deck version. In this version, the three decks are shuffled together into a single pile and placed in the middle of the players. When the player draws a card, however, the card’s style determines if it is Truth, Love, or Energy rather than the card’s axis. Classic-style cards act as Truth cards, Soul Spectrum (rainbow)-style cards act as Love cards, and Midnight (black)-style cards act as Energy cards. Wild cards and overleaf categories (as applicable) remain the same.
  2. Old Soul / Wild Card is a version of the card game Old Maid for the Overleaf Cards. The game is for 2 or more players. Setup is slightly different between the two variations, but gameplay is the same for both. Setup (Old Soul) Remove all Soul Age cards except for the Mature and Old Soul cards. (Wild cards may be kept or removed as desired) Shuffle the cards. Deal all of the cards out to each player until there are no more cards (some players may have more than others, but this is acceptable). Setup (Wild Card) Keep one of the Wild Cards in the deck and remove the other. Shuffle the cards. Deal all of the cards out to each player until there are no more cards (some players may have more than others, but this is acceptable). Gameplay After all cards have been dealt, players look at their cards and discard any Hands Across pairs that they have face up (any two Assimilation/green cards count as a pair, as do the two wild cards if applicable). The dealer then offers his/her hand face-down to the player to the left. That player takes one card from the dealer without looking and adds it to their hand. The player then sees of the new card forms a pair with any of their original cards. If so, the pair is discarded. That player then offers his/her hand to the player to their left and so on. Players are allowed to shuffle their hand before presenting it to the next player. Play continues in this way until all pairs have been discarded. Losing Once all pairs have been discarded, the player left with the unmatchable card loses. In Old Soul, it is the player holding the Old Soul card. With Wild Card, it is the player left with the singular Wild card. Other Rule Variants Players discard their pairs only after a round of gameplay has occurred (i.e. after the dealer has had the chance to draw a card). Players may enforce a "punishment" system. After the game has ended and the loser determined, the loser then shuffles the cards and draws a card at random. The card determines the player's punishment. An example might be: Soul Age - The loser must truthfully answer a question posed by another player. Role - The loser must perform a task decided by another player. Goal - The loser must play the next game with their dominant hand behind their back. Mode - The loser must play the next game in silence and communicate only by miming. Attitude - The loser must play the next game with one eye closed/blindfolded. Centering - The loser must play the next game standing on one foot. Body Type - The loser must play the next game on another player's lap or with another player on their lap. Chief Feature - The loser must play the next game from under a sheet or blanket. Wild Card - The loser escapes punishment.
  3. Go Tao is a Go Fish style game for the Overleaf Cards. Go Tao is for 2 or more players. Setup The entire deck is shuffled; wild cards may be left in or taken out as desired. Each player is dealt 5 cards. The rest of the cards are placed in the center between the players. Gameplay The game starts with the player to the dealer's left. On their turn, the player asks any other player for his/her cards of a particular axis/value. For example, Janet may ask Bobby, "Bobby, do you have any Ordinal Inspiration cards?" Players may also ask for cards by their axis value or color (for example, "Bobby, do you have any reds?" or "Bobby do you have any ones?"). Janet must already have at least one of that axis already in her hand. Bobby must then give all of his cards of that axis to Janet. If he has none, Bobby tells Janet to "Go Tao" and Janet must draw a card from the central pile. Play then proceeds to the left. If at any time a player obtains four cards of the same axis (for example, four Ordinal Inspiration cards) it forms a book and the player must place those four cards face up in front of them. Two books can be formed from each axis for a total of 14 possible books. If wild cards are included, then having the two wild cards form another book. Winning The game ends when all possible books have been played. The winner of the game is the player with the most books. Hands Across Fishing In the Hands Across Fishing variation, players form books from Hands Across Pairs rather than from four of the same axis. Assimilation axis cards pair with each other. Players still ask for a specific axis, but must have at least one card from Hands Across axis (for example, a player may ask for Cardinal Inspiration cards if they already have Ordinal Inspiration cards in their hand). Other Variations Players ask for a specific overleaf rather than an axis (for example, "Bobby, do you have the Warrior card?"). The player must already have either a card of the same axis or the Hands Across match of the asked for card, depending on variation. Players ask for an overleaf type rather than an axis (for example, "Bobby, do you have any goals?"). Players must not have any cards from the overleaf they are asking for. Players give only one card when asked rather than all of them. The first person to run out of cards wins.
  4. Axis Solitaire is a modified form of clock solitaire, and is a single player game. Setup Remove Wild cards from the deck and shuffle the deck. Deal out seven stacks of eight cards each in a circle, with six stacks around the circle and one stack in the center: The stacks now represent the axes: the three top stacks are the cardinal axes, the three bottom stacks are ordinal axes, and the middle stack is the assimilation axis. The specific arrangement of the axes can vary, but two good arrangements are the Wild Card and reverse Wild Card. The first arrangement has the stacks corresponding to the axes as shown on the deck's colored Wild Card (you can use the wild card for reference). The second is simply a mirrored version of the Wild Card arrangement. You may also use the following images for reference: Wild Card Arrangement: Reverse Wild Card Arrangement: Gameplay Flip the top card from the assimilation stack (the one in the center) face up to start. Place the face up card, still face up, under the stack associated with its axis (for example, a red card would go under the red/ordinal inspiration stack, a blue card would go under the blue/cardinal expression stack, etc). Now turn the top card of that axis pile face up. Again, place the card still face up under the stack the card corresponds to. Continue in this way until there are no more possible moves. If a face-up card belongs to the same pile it was drawn from, place it face up under that pile, then draw the next card from the opposite axis (for example, if the card is from the Ordinal Expression axis, draw the next card from the Cardinal Expression axis). If the original pile is the assimilation axis, draw from that pile again. Winning The player wins when all the cards in the stacks are face up. However, the player loses if all the Assimilation axis cards in the center are revealed while there are still face down cards elsewhere OR if the player can no longer move (i.e. both the current stack and its opposite stack are all face up).
  5. Sliding Greens is a Crazy Eights / Uno-style game for the Overleaf cards. Sliding Greens is for 2 - 7 players (A second deck can be added for larger groups). Setup Wild cards are removed from the deck (optional) and the deck is shuffled. A designated dealer deals out five cards to each player (or seven cards in a two player game). The remaining deck is placed face-down in the center as the draw pile. The top card of the deck is flipped face-up and placed beside the draw pile. This is the discard pile. Gameplay Started with the player to the dealer's left, each player must place one card face-up on the discard pile. The card they play (other than Assimilation cards, or "Greens") must match either the overleaf (symbol) or the axis (color/number) of the card showing on the discard pile. For example, if the top card of the discard pile is the Ordinal Inspiration Goal (a "red bulls-eye"), then the player must play a card that is either Ordinal Inspiration (red) or a Goal (a bulls-eye). Assimilation cards (or "Greens") can be played on any card. If a player plays a Green, they then slide to (declare) a new axis (color/number). The next player then must match the overleaf of the Green and the new axis. For example, a player can play an Assimilation Attitude (a "green eye") and then "slide to" Cardinal Inspiration (or "indigo" or "six"). The next player must then play either an Attitude (an eye) or a Cardinal Inspiration (an indigo/six). If a player cannot play, they must draw a card from the draw pile. If that card can be played, the player may do so. If not, the turn passes to the next player. If there are no more cards in the draw pile, the top card is removed from the discard pile and placed face up to start a new discard pile. The rest of the old discard pile is then shuffled and placed face-down, forming a new draw pile. Winning The first player to empty their hand of cards wins the game. The start of a game. The player here can play either the middle card (same overleaf/symbol), the next card to the right (a Green), or the card farthest to the right (same axis/color/number). --------------------------------------------- Variations Like with Crazy Eights, Sliding Greens is easy to make variations on. For the purpose of these instructions, three kinds of variations are given: Wild cards, trick cards, and Pole Sliding. Wild Cards Wild Cards can be left in the deck as a variation. Like Greens, Wild cards can be played at any time. If the colored axis wild card is played, the player nominates a new axis (color/number) and the next player must play any overleaf on that axis (any symbol of that color/number). If the gray overleaf wild card is played, the player nominates a new overleaf (symbol) and the next player must play any axis of that overleaf (any color/number of that symbol). Trick Cards Certain cards can be made to perform special functions when they are played. Examples include: Soul Age cards - A Soul Age card forces the next player to draw as many cards as the face value of the soul age card. Center cards - A Center card reverses the direction of play. Chief Feature cards - A Chief Feature card skips the next player. Pole Sliding Similar to uno, the Pole Sliding variation requires that, when a player is down to one card in their hand, they must call out the negative pole of that card. If they are able to play that card as their last card, they must then call out the positive pole as they play it. If a player fails to do either and is discovered, they must draw a card from the draw pile.
  6. The Personality game is a game for up to 4 players (up to 8 players can play if two decks are used). Players act as Essences attempting to build personalities and gain Experience and Karma points as they pass through the Soul Ages. Setup There are three parts to setup: Setting the Soul Age Stack, Assigning Roles/Casting, and General Setup. The Soul Age stack is used to indicate the phases of the game. To set the Soul Age stack: Separate the Soul Age cards from the rest of the deck Remove the Transcendental and Infinite cards (#6 and #7) from the Soul Ages. These cards can either be removed from the game completely or can be returned to the main deck as a variation (see Transcendental and Infinite Cards for this variation). Keep the Soul Age cards face up and stack them in the following order from bottom to top: Old, Mature, Young, Baby, Infant. The Infant card should be on the top, as it is the first phase of the game. Next, each player is assigned their Role and Casting. The Role and Casting gives the players special abilities during the game (see Role/Casting Abilities). To assign Role/Casting: Separate out the seven Role cards and the two Wild cards from the deck Shuffle the nine cards face down. Each player is dealt or draws two cards from the pile. Remove any remaining, unused cards from the game. Each player then reveals their cards face up and keeps them nearby for the rest of the game. These are the player's Role and Casting and determine their special abilities for the game. They cannot be changed or traded. Role and Casting is optional. If players decide to not use Role and Casting, the Role cards are simply separated from the deck and removed from the game. Finally, the remaining setup is as follows: Shuffle the remaining deck of cards (the deck should no longer have any soul age, role, or wild cards in it). Deal six cards to each player. Place the deck face down in the center to form the draw pile. Flip the top card of the draw pile face up and place it next to the draw pile; this forms the discard pile and signals the start of the game. Play begins with the player to the dealer's left and moves clockwise. Gameplay The overall aim of the game is to create "Personalities." A Personality is a set of six cards made up of one card from each of the following overleaves: Goal, Mode, Attitude, Center, Body Type, and Chief Feature. At the start of the player's turn, the player draws one card from the draw pile and adds it to their hand. Then, if the player is able to form a whole Personality, they must play that Personality immediately. To do so, the player places all six cards of the Personality face up in front of them. The Personality is immediately scored for Experience and Karma points and then all six cards are sent to the discard pile. The player then draws six new cards from the draw pile to replenish their hand. When the player no longer has any Personalities to play, they then must discard one card from their hand, face-up, to the discard pile. This ends their turn. Turns continue as above until the end condition of the Soul Age phase is met (see Soul Age Phases). After the end of the phase, all the cards are gathered and the deck is reshuffled. The finished Soul Age card is turned face down and the next Soul Age is revealed. Hands are dealt as before and the next phase begins. If the draw pile runs out during gameplay, the discard pile is shuffled and placed face down to create a new draw pile. Scoring Personalities Each player has two scores: Experience points and Karma points. Both kinds of points are earned by completing Personalities. When a player completes a Personality, the following scoring takes place: The player automatically receives 20 Experience points, which are always added to their overall Experience score. The player then earns Karma points that are always equal to the combined face values of the cards in the Personality. For example, a Personality whose face values are 1, 7, 5, 7, 3, and 4 would earn the player 27 Karma points. Karma points are either added to or subtracted from the player's overall Karma score depending on the rules of the Soul Age phase (see Soul Age Phases) Soul Age Phases There are five phases of gameplay represented by five Soul Ages. The current phase is always indicated by the top face-up card of the Soul Age stack. At the end of each phase, the top card is turned face down and discarded, revealing the next top card and phase. The order of phases is always: Infant, Baby, Young, Mature, and Old. Each phase has its own end condition, determines how karma points are scored, and may have other bonus scoring rules. Infant Soul Phase Karma points are added to a player's Karma score. The Infant phase ends when the draw pile runs out (do not make a new draw pile this round). At the end of the phase, the total face value of the remaining cards in a player's hand is added to their Karma score. Baby Soul Phase Karma points are added to a player's Karma score. The Baby phase ends when each player has completed at least two personalities. At the end of the phase, the total face value of all remaining cards in all players' hands is added to every player's Karma score. Young Soul Phase Karma points are added to a player's Karma score. The Young phase ends when one player has completed seven personalities and "wins." The winner player receives a bonus of 25 Experience points. The player with the highest Karma score at the end of the phase also gets 25 Experience points. At the end of the phase, the total face value of all the remaining cards in every player's hand is added toward the winning player's karma score. Mature Soul Phase Karma points are now subtracted from a player's Karma score. Every time a player completes a Personality, that player must also give 10 Experience points to another player of their choosing. The Mature phase ends when a combined total of seven personalities have been completed among all the players. At the end of the phase, the total face value of all the remaining cards in a player's hand is subtracted from their Karma score. Old Soul Phase Karma points are now subtracted from a player's Karma score. The Old phase ends when one player has reached a Karma score of 0. This ends the game. All remaining cards in a player's hand are returned to the draw pile and do not count toward the Karma score. Winning At the end of the game, a player's resulting Karma score is subtracted from their Experience score, giving the player their final score. The player with the highest final score wins. Role/Casting Abilities Each player has two special abilities, known as their "Role/Casting" abilities. The players abilities are determined by the Role cards drawn or dealt to them at the beginning of the game. Some abilities must be played during the player's turn, while other abilities can be played at any time during a round. In either case, a player can only perform one Role/Casting action per round of turns. For example: if a player performs a Role/Casting action during or after their turn, they must wait until their next turn before they can perform another action. Role/Casting Abilities are potentially optional, and players can decide at the beginning of the game to not use Role/Casting Abilities or to assign only one ability per person. In either case, any unused Role or Wild cards must be removed from the game before starting. Server Card – At the start of their turn, the Server may draw from the top of the discard pile instead of the draw pile. Artisan Card - At the start of their turn, the Artisan may draw two cards from the draw pile instead of one. They must then choose one to keep and one to discard. Warrior Card – Once during their turn, the Warrior may discard one of the cards from their hand and draw a new card from the draw pile. Scholar Card – Once during their turn, if the Scholar creates a Personality containing one or more green (assimilation axis) cards, they may change the face value of one of those green cards to any number between 1 and 7. Sage Card – Once per round of turns, the Sage may, without looking, take one card from every player and mix them with their own hand. The Sage then decides what to keep and returns one card of their choosing back to each of the players. Priest Card – Once per round of turns, the Priest may look at another player's hand and swap one card from their hand with a card from the other player's hand. King Card – Once per round of turns, the King may request a specific overleaf from all of the other players. All other players must reveal any cards they have of that overleaf to the King. The King may then choose one of these cards and swap it with a card from their hand. Wild Card – At the start of the game, the player may choose the Role/Casting ability for their Wild Card and must announce it to the other players. Once every soul age phase, the player may change the Role/Casting for their Wild Card and must announce this to the other players. If a player has two of the same Role/Casting ability (for example, a player with a Server card and a Wild card declared to be Server), they may perform their ability twice per round (double Server and double Artisan would thus be able to draw twice at the start of their turn). Transcendental and Infinite Card Variation If the Transcendental and Infinite Soul Age cards are returned to the deck and included in the game, they can be used one of two ways: The player may add the Transcendental and/or Infinite Soul Age card to a completed Personality for 10 bonus Experience points each (though they do not contribute to Karma points). The player may instead use either the Transcendental or Infinite Soul Age card at any time to stop another player from performing their Role/Casting action. The target player cannot perform a Role/Casting action for the remainder of the round, but can resume the following round. In both cases, the Transcendental and Infinite cards must be discarded immediately after being used. The Transcendental and Infinite card can only perform one function at a time (for example, an Infinite card cannot be played as part of a Personality and cancel out another player at the same time).
  7. Pyramid Solitaire is a single player game. The object of Pyramid Solitaire is to remove pairs of cards from a pyramid arrangement into a discard pile until there are no more cards left in the pyramid. With the overleaf cards, there are three kinds of pairs that can be used: Axis Pyramid – In axis pyramid, two cards of the same axis and aspect (color and number) are removed as a pair. Overleaf Pyramid – In overleaf pyramid, two cards of the same overleaf (symbol) are removed as a pair. Hands Across Pyramid – In hands across pyramid, two cards on the same axis but opposite aspect (for example, Ordinal Expression with Cardinal Expression) are removed as a pair, regardless of the overleaves involved. Setup To build the pyramid, one card is dealt face up at the top. Then two cards are dealt below and partially covering the first. Then three are dealt below that, and so on ending with a row of seven cards for a total of 28 cards in the pyramid. The rest of the cards are put to the side as the draw pile. Gameplay Draw the first card from the draw pile. Match any pairs of exposed cards and move these cards to the discard pile. "Exposed" cards include the card drawn from the draw pile, the top card of the discard pile, and any card in the pyramid that is not overlapped/covered by one or two cards below it. At the start of the game, only the cards at the bottom of the pyramid are considered exposed and available for play. If the card drawn from the draw pile cannot be matched, it is moved to the discard. Repeat 1 - 3. Once the draw pile runs out and/or no more pairs can be made, the game ends. There are two variations on winning: Relaxed pyramid - In this variation, the player wins if they clear all the cards from the pyramid to the discard pile, even if there are still unpaired cards in the draw pile. Strict pyramid - In this variation, all cards including those in the draw pile, must be paired and in the discard pile to win. If the game ends and there are cards still in the draw pile, the player loses.
  8. Incarnation Persuasion is a game for 3-8 players. Setup Remove the Wild cards, the Transcendental, and the Infinite cards from the deck. Separate and make stacks out of the seven overleaf suits (i.e. a Soul Age stack, a Role stack, a Mode stack, etc). Keep the Soul Age stack in order from Infant to Old. Shuffle the other stacks and place them in the center between the players. Gameplay - Variation 1: Soul Ages In Variation 1, one of the players is selected to play the role of an incarnating essence, while the rest of the players are acting as 'salesmen' attempting to convince the incarnating player to use their suggested overleaves. To start gameplay: The Incarnating player takes the Soul Age cards and draws the first Soul Age (Infant), indicating that s/he is creating an Infant Soul lifetime. The Incarnating player then thinks up a brief scenario and Life Task or desired outcome for the lifetime (for example: “I will be a gatherer born into a jungle tribe and have a Life Task of Communing with Nature," or "I will likely be making karma as a thief," etc), and tells this to the group. The Incarnating player then chooses an overleaf stack and deals the cards to the other players (extra cards may be discarded or the players may receive more than one if possible and desired). The other players now look at their given overleaf(s) and take turns attempting to make a sales pitch to the incarnating player about why their overleaf would be best for that lifetime. Once each of the players has had the chance to make a pitch for their overleaf(s), the incarnating player selects a winner and gives the winner the Soul Age card. The winner keeps this card, representing a score point. The players recombine the dealt overleaves into a stack and the incarnating player takes the next Soul Age card and starts another lifetime. Lifetimes continue until the incarnating player has gone through all five Soul Ages (Infant, Baby, Young, Mature, Old). After the last lifetime, each 'salesman' player tallies the number and face value of the Soul Age cards they have collected as their score. The Soul Age cards are then regathered and the player to the left of the previous incarnating essence becomes the new incarnating essence. Play repeats until all players have been the incarnating essence (or until the players decide to quit). Gameplay - Variation 2: Round Robin The setup for Variation 2 is the same as Variation 1, except that the Soul Age cards are set aside and not used. One player is designated as the incarnating essence and creates the scenario and task/outcome for a single liftetime. The incarnating player then chooses an overleaf stack and deals the cards to the other players, same as Variation 1. The players take turns to pitch their overleaf(s) to the incarnating player, same as Variation 1. The incarnating player chooses a winner. The winner gets a single point and records the face value of their winning overleaf card (in case of a tie). The overleaves are recombined into a stack and the player to the left of the incarnating player becomes the new incarnating player. Rounds continue until all players have been the incarnating player at least once. Scoring In both variations, the player with the most points at the end of the game (either the most Soul Age cards earned or the most winning overleaf cards) is the winner. In the event of a tie, the player with the highest total face value of their Soul Age / winning overleaf cards is the winner.
  9. Overleaf Solitaire is a modified form of klondike solitaire/patience. It is a game for one player. Setup Remove the wild cards and shuffle the deck. Deal out five stacks of cards face-down from left to right, which each stack having two more than the stack to its left. You should thus end up with a stack of 2, 4, 6, 8, and 10 cards respectively. Flip the top card of each stack face up. Place the rest of the deck to the left above the stacks; this forms your draw pile. Leave space to the right above the stacks to form eight foundation piles (one for each overleaf symbol). Draw the first card from the draw pile to begin. Objective The objective of Overleaf Solitaire is to build a pile for each overleaf from 1 (red) to 7 (violet) on individual foundations. This is done by drawing, moving, and building on stacks of cards. Gameplay As with regular solitaire, Overleaf Solitaire begins by flipping the first card of the draw pile face up. The player may then place the draw card or move the face up cards on the five stacks: Face-up cards must be ordered from 7 to 1 top down (for example, 6 can go on top of 7, 5 can go on top of 6, etc). The only cards that can be placed in an open stack space are the 7s. Face-up stacks can be any arrangement of overleaves. A face up card that is under other face up cards can be moved if all of the cards, including the desired card, are in the top-down order. Cards must be placed on their foundations in order from 1 to 7. After the player has moved all they can, the draw card is left face up in a discard pile (if unused) and a new card is drawn from the deck. If the draw pile runs out, the discard pile can be shuffled and turned face-down to create a new draw pile. Play continues in this way until all the overleaf foundations are filled 1 through 7, or until the player has no more legitimate moves. Variations There are two ways to increase the challenge of the game: by increasing the number of cards drawn at once, or by limiting the number of times the player can pass use up the draw pile. Drawing Number - Instead of drawing one card at a time, the player may opt to draw three cards at a time. However, the top card must be used before the player can use the cards underneath. Stock Limit - Rather than reshuffle the discard pile and make a new draw pile indefinitely, the player may opt to limit the number of times they can go through the deck. For example, they may end the game when the draw pile runs out and they have no legitimate moves. Or they may opt to end after the second time the deck runs out. One can attempt to use the standard Klondike configuration with the overleaf cards (seven stacks instead of five, each one card more than the one to the left, etc). However, this makes the game incredibly easy to win, and is thus almost a longer way of organizing one's cards (though may be useful in that regard).
  10. Hands Across Memory is a memory matching game for one or more players. The goal is to match all the hands across pairs in an arrangement. A Hands Across pair is a pair of two cards of the same overleaf that is on the same axis, but opposite aspects (for example, an ordinal inspiration goal and a cardinal inspiration goal). Overleaves on the Assimilation axis have no opposites, and so instead pair with Assimilation axis cards from any other overleaf. Note: The Overleaf Playing Card deck comes with a special card that shows all the hands across pairs for easy reference. Setup Select two overleaves (for example, Goal and Mode) and separate all cards of those overleaves (14 cards total) from the rest of the deck. Set the deck aside and shuffle the 14 cards. Lay the cards out to form a column of three cards, two columns of four cards, and another column of three cards. Gameplay Begin the game by turning over one of the cards and then turning over a second card. If the cards form a hands-across pair, leave them face up. If not, flip both cards back over. Continue in this way until all cards are matched. Modifications For a greater challenge, the player may use four, six, or all eight overleaves, forming arrangements of 28, 42, and 56 cards respectively. For a multiplayer game, pairs are removed when found (rather than left face up) and placed next to the player to keep score. The player with the most pairs at the end wins. Hands Across Memory.m4v
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