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[Excerpt from Energy Report: January 2018] MEntity: Warriors are all about taking care of themselves and their loved ones through Action. It is not enough to give lip-service, promise, or wax philosophical. Warriors have to DO something and they expect you to do something, too, at least eventually. They know better than any other Role that things do not “just happen.” You have to participate. Warriors have a Positive Pole of Persuasion and a Negative Pole of Coercion. Warriors can be relentless in their push for you to take care of yourself and your life, to understand why and how. When Warriors push for you to act without your understanding why or how, they are in Coercion. When Warriors push for you to act, but help you or allow you to understand why and how, they are in Persuasion. Coercion pushes people to act without understanding. Persuasion pushes people to act with understanding.
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.