Sangreal Board Game (Canceled)
A player on a Hallows square reads aloud a quotation making a comment of their own and then the conversation opens up to all players.
Sangreal Board Game (Canceled)
A player on a Hallows square reads aloud a quotation making a comment of their own and then the conversation opens up to all players.
Sangreal Way of Play Rules :
During play. Any player. Who laughs. In an obvious mocking. Or who gets angry. At another players 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 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.
Sangreal rules continue.
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. A pile. Of Great Thoughts cards & The Rest & The Quest for the Sangreal cards. Are placed face down. On the table. Leaving the others. In the game box.
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 either THE GREAT THOUGHTS or THE REST cards. 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. Life experience. Or standing. In eyes of anyone. Other than their own. 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. It makes conversations happen. In a very good way. On a wide variety. Of subjects instantly. It gets people talking. It is a truth serum. Being really cupids arrows. And bow. To play romance. Or friendship. Between older players. And the young for fun. As the case may be. 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 Spirit Measure Cup. However. If you decide our player’s notion. Is. Shallow Small-Talk or back- pedalling. 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 Spirit Measure Cup sounds out its Reckoning Tone alone or by the many. You may select a Hallows card.
(Cup long neck up): 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 at least one sphere enters the cup. Or when the cup runneth over through jubilation or 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 loud. 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 your 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. And into its magic inside. 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.
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 definition. Of the word Virtue. Example given. Excellence. Worth. The practice of duty. A good quality. An accomplishment.
The characters you use may be real or imaginary. 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’s. 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 by adding 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 shorter end. Of the Grail 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.
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. Grail Cup. Or 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. Select another virtue. And before you know it. You'll be back on stage. The set lit up. And this time. Its. 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!
Introducing The Board Game Sangreal:
In which the GREAT THOUGHTS cards together bring into one place. One space. One time, the ideas. WHICH have determined the intellectual history of the world - short passages in the original words of the men and women who conceived them. The great thoughts includes. Noble prizes winners. Scientists. Poets. Physicians. Writers. Dramatists. Editors. Painters. Inventors. Mystics. Presidents. Statesman. Founders. Innovators. Judges. Composers. World leaders. Romans. Greeks. Nuns. Monks. Bishops. Teachers. Global issues. Great thinkers. Historians. Generals. Publishers. Reformers. Journalists. Sculptors. Quantum theorists. Kings. Psychologists. Freethinkers. Biologists. Theologians. Champions. Radicals. Emperors. 'THE REST' cards include. Shaman. Crystals. Ghosts. E.S.P. Dreams. Fables. Classical mythology. Knowledge. Truths. Healing without medicine. N.D.E (Near Death Experiences). Wisdom. Re-discoveries. Egypt. Symbology. Meditation. Imagination. Validation. Runes. Tarot. Superstition. Nostradamus. Mysteries. Proverbs. Occultism. Parapsychology. Astrology. Hypnotism. Brain-waves. Beyond death. Creativity. Visualization. Psychic voyages and powers. Re-incarnation. Phantom encounters. Mind over matter. Spiritual science. Oracular traditions. Visions and prophecies. Numerology. Legends (Atlantis). 'Take care creation in progress'. Ancient wisdom and secret sects. The minds eye. I Ching. Tao. Prophets. Human aura. Mind dynamics. Cosmic power. Last two million years. The Bhagavad-Gita – Gita. Religions.
Carl Jung. Abraham Lincoln. Friedrich Nietzsche. Aldous Huxley. Dr Wilder Penfield. Pablo Picasso. Pythagoras. Leo Tolstoy. Harry S Truman. Shakespeare. Frank Lloyd Wright. Albert Einstein. Confucius. Ralph Waldo Emerson. George S Patton. Charles Lindberg. Henry David Thoreau. Plato. Thomas Jefferson. Voltaire. Sigmund Freud. John F Kennedy. George Bernard Shaw. Walt Whitman. Michelangelo. Barbara Tuchman. Emanuel Swedenborg. Martin Luther King. Socrates. Rudyard Kipling. Napoleon Bonaparte. Victor Hugo. Louis Pasteur. Vincent Van Gogh. Emma Lazarus. William Penn. Albert Schweitzer. Virginia Woolf. Henry Ford. Lewis Carroll. Franklin D Roosevelt. William Wordsworth. Wilbur Wright. George Washington. Charles Dickens. Robert Burns. And Sir Isaac Newton. All have in common – The Sangreal board game . . . beautiful thinking!
OF LANCELOT. GUINEVERE AND KING A R T H U R
How Lancelot fell to his old love again. But withdrew from Guinevere to eschew slander. And how the queen commanded him to respect the way of play! So after the quest of Sangreal was fulfilled. And all knights. Left alive were come again unto the Table Round. As the rule book of the Way of Play. Of Sangreal. Maketh mention. Then was there great joy in the court. And in especial King Arthur and Queen Guinevere made great joy of the remnant. Home and passing glad was the king and the queen of Sir Lancelot and of Sir Bors. For they had been passing long in the quest of winning Sangreal. Then. As the Great Thoughts card saith. Sir Lancelot began to lament and pine for his true love but Queen Guinevere open-mouthed put her foot down and suggested it was time to allow others the opportunity to play Sangreal. How Sir Galahad. Sir Bors. Merlin. Morgan le Fay. And Sir Percival. Entered into the game. And. Of The Rest card. And of how king Pelles had been maimed for drawing it. In the meanwhile Galahad blessed him by placing a sphere in the spirit measure cup. Then next the gentlewoman Morgan Le Fay. And then Sir Bors and Sir Percival. Threw the two dice. And when they were playing. It was so marvelous fair and. Rich they marveled. At the midst. Of the game was fairness. And Galahad went thereto. And found there a crown of virtue. At the feet was a sword. Rich and fair. And it was drawn. Out. Of the sheath half a foot and more. And the sword was. Of divers fashions. And the pommel was. Of stone. And there was in him. All manner. Of colors. Being any man might find. And every charge. Of the color had divers virtues. How Sir Lancelot. Half sleeping. And half walking. Saw a sick man. Healed of dullness. By playing Sangreal. Into the wee small hours. How Merlin announced to King Arthur The `SANGREAL BOARD GAME' should be played throughout the Realm. And how King Arthur had all his knights together for to practice. Being not angry and never to laugh at anything before they departed. And how expressions. Of ability. Appeared in the knights. And in the ladies. As they sat. At supper. And how all the knights. Took upon themselves. The quest. To prove. To have patience. Where woman are concerned. Should become a virtue too.
Porthole and Periscope on The Game
Sangreal play brings about a supernormal believing in yourself. And your abilities. And what you can achieve.
Sangreal play brings about. A supernormal taking control for yourself. And. Of yourself. In every aspect. Of your life.
Sangreal play brings about coolness. Without being cocky. And a strong- willed. Feisty. Friendly. And fun sensuality.
Sangreal play brings about. A supernormal realization. Of your personality inside. Of you. And. Of loving the new you.
Sangreal play brings about. A supernormal leaning into synchronicity. Towards someone you are interested in. To show. You are being engaged. By what they are saying.
Sangreal play brings about a supernormal sense. You are a great slow. And controlled talker.
Sangreal play brings about a supernormal. Watching. To see. Whether others. Are copying. Your Sangreal style. If they do it’s a good sign. They like you. And see you. As being a great player.
Sangreal play brings about a supernormal. Power smiling. And a body language. Showing. You are at ease. With yourself.
What Sangreal Play is NOT About!
Sangreal play is not about. A world. Of quips. Claims. To false fames. And tongue-tying talk.
Sangreal play is not about. Being arrogant. And intolerant. To the personally. Notable comments. Of others.
Sangreal play is not about. Being intimidating. And humiliating others.
Sangreal play is not about. Being pushy. And shouting. To get your point across. Sangreal play is not about. Demanding change. In other’s. Without considering. Change. In you.
Sangreal play is not about. Being bossy—just the boss. Of your world.
Sangreal play is not about. Being defensive. And blocking other’s comments. Cutting them short. During their delivery.
Sangreal play is not about. Speaking loudly. Or small talk. Or talk-talk.
BENEFITS BEYOND GAME PLAY
The Sangreal play supernormal optimistic attitude. Enables players. To see clearly. What she. Or he wants. And deals swiftly and effectively. With any boundaries and limitations. In life.
A Sangreal player is in tune. With their inner personal expression. And understands. Ultimate power. Comes from. The ability. Of play. To express genuine self-confidence.
The Sangreal player. Understands he or she. Must be humble. As well. As awesome. Human in the knowledge. Not being superior. To others. Has an empowering effect. Bringing them. An air. Of grace. And. Of dignity. Alluring. To others.
The Sangreal player experiences supernormal synchronicity. In generous abundance. Play allows the subconscious right-brain. To engineer. Subtly. A path towards. And into. Your desires.
A Sangreal player is defined. By their supernormal sense. Of self. And comfort. In their own identity. As witnessed. By other’s. In their ability. To express themselves. In. And outside. The game.
The Sangreal player approaches the games quotes. And situations outside the game. With supernormal extrasensory decisiveness. Through right- brain universe guided insightful choice.
Sangreal players ultimate power. Of persuasion. Comes from their supernormal. Reflex ability. To express themselves. In the open freeness. Of the game.
The Sangreal player. Knows the value. Of respect. Through giving. And receiving it. Inside. And. Outside the game.
Risks and challenges
Dear backer waiting in the wings of my games debut stage entrance. My name is Marc Stewart I am the inventor of the Sangreal board game. It is suitable for between two and seven players. Players can be anywhere between 13 and 113 years of age. The game is already to go to the USA based Texas printer. The playing board is going to be a photograph of the wooden playing board shown in my video. The playing pieces will be the same little cups and little pawn pieces and the voting spheres. Only instead of being made of wood they will be made of plastic and shipped to the printer to place inside each box prior to the lid going on. I have had a working cardboard mock-up of the game box made complete with the 980 game cards and 77 Hallows and Virtue cards. All of the cards for the game have had their design work completed and scanned ready for printing. For final proof work I intend to be at the factory in Texas hands on each day. The 980 game card Great Thought quotations and the other many ESP subjects are already typed out into electronic PDF form ready for the printer. To patent protect a board game you protect the rules of the game or make the rules public.
My biography gives a bit more of a description of how I personally brought Sangreal into being. Please feel free to have a read of this inventors journey. Some wise people will say to you when it is meant to be it is easy. The Sangreal has always been this way for me except I always knew it was ahead of its time. Being conceived in late 1989. After funding is successful I will be hearing my good friend Geoff's advice. Finish one project at a time. Follow it through until it is complete. And then you will always be able to say I achieved that. When funding is successful. The greatest challenge will be deciding on who to get to create the artwork for the outer box design. And also hand picking the best 980 cards to use out of the over 4,000 cards written for the game already. The key to success of this project will come down to taking time to do things properly. And for this I will be using Apple products as my role model. As they are now the most vaiuable company in the world and therefore they must have done things right by their backers.Learn about accountability on Kickstarter
- (30 days)