Reach: The Law of Attraction Game
Reach - The Law of Attraction Game
Items Needed
-pre-printed Vibrational Escrow Account cards, one for each player
-spinner with at least a 1, 2, and 3 on it (raid your kids' board games)
-preprinted ATC Cards for each player's Joy Puller deck
-pre-printed Resistance cards
-pre-printed Reach cards
-pre-printed Emotional Scale
-game token for each player (I like magnets to stay with the theme of attraction, but anything will do)
-Heart's Desires tokens, three for each player (beads, buttons, anything will do)
-crayons, markers, colored pencils, magazines, etc. for Joy Pullers deck
-feeling domain game board sections (see below for PDFs)
Before Play
Players fill out Joy Pullers on ATC cards, if they do not already have an active deck. Joy Pullers are defined as people, places and things that inspire feelings in the upper registers of the Emotional Scale. The Joy Puller deck is meant to be a work in progress, added to as new ones come to mind, and kept in a place where the player will see them outside of game play as well.
You can simply write words to describe your heart's desires, or use magazine pictures to affix to the back of the cards, or draw your own renditions, or whatever you can come up with that represents them adequately.
When a Joy Puller deck for each player is complete (ideally, 20 is a good number, but 5 will do to start), each player places their deck face-down in the appropriate rectangle on a Vibrational Escrow Account card.
In addition, each player must write three Heart's Desires in the section of the card, in any order of importance. A Heart's Desire is any circumstance or event that a player would like to have happen in real life. A Heart's Desire should inspire more than a bit of enthusiasm, which will contribute to the experience of the game for all players.
To Begin
Players place their game tokens in the center of the Despair feeling domain (see PDF list below). Any spin allows each player to enter and begin moving clockwise in the Ring of Resistance.
When a player lands on a Resistance oval, they are to read one of the Resistance cards. These quotes are meant to provide a gauge as to where a player is on the Emotional Scale in their reaction to the quote they pick.
For example - a card might contain the following quote: "Habits are at first cobwebs, then cables ~ Spanish Proverb." After reading this out loud, the player would explain where their heart resonates with this statement. This explanation might inspire discussion among players about insights or stories or personal reflection, or it might not.
The purpose of reading these quotes is to flex your resonating muscles and practice the skills you want to acquire in harnessing the Law of Attraction in your corner of the universe. This will require that you change certain beliefs that you hold. Identifying the ones that limit you and hold you in certain sections of the Emotional Scale is an important part of taking the reins of your life.
When a player lands on an Impulse oval, they are to choose one of their Joy Puller cards, and engaging their imagination fully, describe to the group an Impulse one could receive as it pertains to that particular Joy Puller.
For example:
I read to the group from one of my Joy Pullers, "I love fresh basil."
"An impulse from the universe to put this thing I love into my life more often might be finding a bag of it stuffed in next to the loaf of bread I take off the shelf, and it lands in my shopping cart." The other players are then encouraged to offer their renditions of an impulse they think could arrive to facilitate that particular Joy Puller. This can be a brainstorming session that borders on the absurd, but since reality tends to be stranger than fiction, let your imaginations run wild.
Another player might add, "And then you read the label, and the company who produces it is in your home town!"
And another one could contribute, "And the name of the company is Momma Debra's!" When a consensus has been reached as to the "best" rendition of Impulse (the player who owns that particular Joy Puller has final say), that Joy Puller is placed face up in that player's Vibrational Escrow Account card, and it is the next player's turn.
Reach Ovals
When a player lands on a Reach oval, they are to take the top card of the Reach card pile and read it out loud to the group. Each card contains a description of a challenging situation, for which the player must compose a thoughtful response that would result in a better feeling as high up in the upper registers of the Emotional Scale as possible. For example: You draw a Reach card that says,"You have a coworker that tends to look on the negative side of life more often than the positive side. Rather than continue to complain and allow this person to control how you feel, demonstrate your ability to reach for better feeling thoughts until you are as high as you can travel in the upper registers of the Emotional Scale."
All players may offer other statements to the player and the player may amend his/her statement using any of those suggestions. When the "best" better feeling statement has been articulated (the player with that particular Reach card has final say), the player may take another turn.
There is one Reach card that require the player to slide back to the symbol of the previous feeling domain. For example, if you were in the Hopeful domain and pulled the Reach card that required you to move back, you would move to the Boredom domain symbol.
3)There is one Reach card that requires the player to slide all the way back to the Despair domain and work their way back up the Emotional Scale.
Synchronicity Oval
When a player lands on a Synchronicity oval, they are to say out loud to the group one of the three Heart's Desires they filled out before the game started. Then they must describe their Heart's Desire in as much sensory detail as possible, focusing on how they will feel when this desire manifests into their life.
This sensory detail must NOT include ever mentioning either how the desire might be obtained, or the perceived difficulty of manifesting said desire. If either of these two aspects are accidentally brought up, the player must start over and repeat the sensory detail until it is un-logistically flawless.
When the appropriate level of enthusiasm is attained, the player is awarded a Heart's Desire token and places it in their token corral on their Vibrational Escrow Account card.
Winning
Play continues through the domains of Anger, Resentment, Boredom, Hopefulness, Knowing and Joy.
The player who amasses 3 Heart's Desire tokens and the most Joy Pullers face-up in their Vibrational Escrow Account wins the game. So you could be in any of the feeling domains, and not necessarily in Joy, to win.
There really are no losers with the Law of Attraction. If you want to change any of the rules, go ahead! Gather your kids, your friends (or play by yourself!), your Joy Puller deck, the various pre-printed cards and game tokens, and let the games begin!
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