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Eric

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 – relating to memory or knowledge.
Role – relating to an activity, service, or job/activity.
Goal – relating to a challenge, goal, or taste.
Mode – relating to relationships, affection, or touch.
Attitude – relating to opinion, philosophy, or sight.
Centering – relating to repetition, habit, rotation, or sound.
Body Type – relating to physical appearance, state, talent, or balance.
Chief Feature – 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.

Edited by Eric
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