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Karma
Chakra (“Wheel of Action”) is a board game that is devised
with Buddhist education in mind. It is based on Buddhism - Mahayana
& Vajrayana Buddhism in particular. Karma, is a Sanskrit word
that means “action”. Chakra, is also Sanskrit, meaning
“the wheel”.
Karma Chakra is a very informative and intellectual game that has
the potential to generate interesting and serious discussions and
dialogue among the students. At the same time, it is a fun and exciting
way to learn about Buddhist tradition, culture, history, art, ethics,
principle and philosophy. Karma Chakra deals in numerous Buddhist
doctrines & traditions such as the Sutrayana tradition of Theravada
and Bodhisattvayana; Lamrim, Lamdre (Gradual path to enlightenment),
Terma (hidden treasures) and Mantrayana (Mantra vehicle) tradition
of Mahayana and Vajrayana Buddhism.
Karma Chakra introduces complex Buddhist subjects through a simple-to-understand
style. It gives players his/her own freedom to visualize, imagine,
think & discuss about Buddhism at many different levels.
The game is meant for 2 to 4 players and can last for 35 to 45 minutes
depending on the level of discussions among the players. The game
consists of the Board, Die, 4 Player Pieces, Sonam Cards (merit
cards), Terma Text (treasure text), Tashi Cards (auspicious cards),
and Mara cards (evil cards). |
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We hope
the following will answer some questions you may have regarding
the playing and meaning of Karma Chakra:
How
does one play the game?
Can you tell me more about the board itself?
What is a Mandala?
What are the Five Elements?
What are the Five Wheels?
Who is Yama?
Who are the Four Guardians?
What are the Outer Gates?
What are the symbols and pictures in the corners
of the game?
What are Terma Texts?
What are Sonam Cards?
What are Tashi Cards?
What are Mara Cards? |
How
does one play the game?
Players’ Goal
The goal of the game is to attain a rebirth as a Bodhisattva of
the First Level (Great Joy) or at least a better rebirth than one’s
current existence. There are no “winners” or “losers”
in this game and whomever finishes first may not acquire the best
rebirth. At the end of the game, players' Sonam points (merit) are
totalled to see what kind of rebirth he/she managed to get.
Pieces In The Game
Treasure Box
The box the game comes in that holds a Die (1), Playing Pieces (4),
Terma Text (instructions), Sonam Cards (88), Tashi Cards (20) and
the Mara Cards (20) is called the Karma Chakra Treasure Box. The
treasure box is a convenient place to store and organize such items
as Sonam, Tashi and Mara Cards.
A Die
A regular six-sided die will be used to determine the number of
steps the players will take on the board (beside the Terma Text
instructions).
Game Pieces
There are four pieces to mark the players position on the board.
The pieces are yellow, blue, red and green, symbolizing the four
elements.
Terma Text: Instruction book that players follow.
Sonam Cards: Sonam Cards are merit points that
players need to accumulate to attain a better rebirth at the end
of the game.
Tashi Cards: Tashi Cards are “obstacle removers”
that help players escape certain situations during the game.
Mara Cards: Mara cards hinder progress for a player
by removing Sonam points.
The game is meant for 2 to 4 players. It is played using a die and
game pieces to mark players’ position on the board.
1. Each player will collect a total of 10 Sonam points
to start.
2. The starting point of the game is from the 1st Outer Gate.
3. A player will begin by casting the die to start. The next player
to go is to the left of first player; thus moving in a clockwise
direction.
4. Players move on the board as directed by the reading of the die
and the Terma instructions.
5. From the Outer Gates, the players move into the Wheel of Earth,
then to Water, Fire, Wind and finally, the Wheel of Space according
to the reading of die and Terma instructions. Each player MUST
read and FOLLOW the terma instructions from the
terma text.
6. Every time a player makes a clockwise or anti-clockwise movement
on the board, the Terma instruction for the new position must be
read and followed.
7. The Terma instruction must be read in an audible manner for other
players to hear (to learn and verify).
8. As one approaches the final gates of the Wheel of Space, players’
pieces do not have to land exactly on the 116th Gate to finish the
game (i.e. a player can cast a number over the number of steps needed
to reach the 116th Gate).
9. Once a player is out of the 36th gate of space, he or she will
exchange Tashi Cards for Sonam points from the treasure box. One
(1) Tashi Card is equal to 2 Sonam points. The player will also
drop in the treasure box 5 Sonam points for each Mara Card that
he or she possesses. The player will then add-up their Sonam points
to check their next rebirth by following the guide to the next rebirth
in the Terma Text.
Option: Players can make a mutual decision to change the value
of Tashi and Mara cards at the end of a game to suite their needs.
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The
Board
The design concept of the playing board is based on the concept
of Mandala, the Five Elements and The Wheel of Life.
The outer perimeter of the board where one starts the game consists
of the Outer Gates (numbered 1 to 20) and auspicious signs and symbols.
The center of the playing board is called the Inner Hall of Possibilities,
which represents the Bardo of Existence. Bardo is a Tibetan term
meaning the intermediate state between death and rebirth. In reality,
all the six beings of the six realms are in the Bardo until the
day they realize enlightenment. The Hall of Possibilities contains
the Five Wheels, the
Four Guardian Kings and Yama.
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Mandala
Mandala is a Sanskrit word meaning “wheel or circle”.
Mandala is an intricate artistic visual representation of reality,
the universe or the abode of deities. It is characterized by three
principle elements: (1) Concentric circles or forms, each of which
portrays a specific level or order in the universe; (2) a center,
which signifies the force (axis mundi) of creative energy or the
dissolution point (impermanence); and (3) a symmetry that signifies
certain order in the universal chaos.
Mandala symbolizes and represents the core teaching of Buddha Shakyamuni:
Wisdom & Compassion. It represents the universe and realities
at different levels. Mandala is implemented in the visualization
and realization of the wisdom and compassion of deities. Mandalas
have all the sacred, symbolic & real meaning of wisdom and compassion.
In Buddhism, there are many different kinds of Mandalas. However
they all function as both an aid to meditation and as a focus of
meditation. Different Mandalas are used to meditate on different
deities and to realize their power. Mandalas are the elixir or heart
drop of the deities. Mandalas thus help practitioners in their quest
for higher knowledge, wisdom and enlightenment.
As the Karma Chakra playing board is based on Mandala, all its directions
(the ten directions) symbolize more than what is represented. For
example, the ten directions (East, West, South, South-East, South-West,
North-West, North-East, Center-up, and Center-down) symbolize the
Buddhas and Bodhisattvas of the ten directions. The eight corners,
which look like the petals of a lotus, represent the Eightfold Path
taught by Buddha - east (right view), west (right aspiration), north
(right speech), south (right behavior), south-east (right livelihood),
south-west (right effort), north-west (right mindfulness), north-east
(right contemplation), center-up (compassion of the Buddha), and
center-down (wisdom of the Buddha). The symmetry of the board reflects
the balance, harmony and interdependent nature of different levels
of reality.
In fact, the human body in Buddhist beliefs is viewed as a complete
Mandala. Therefore, to play and learn on a Mandala that one’s
body embodies & represents, creates an aura of deep symbolic
meaning! ^Top |
The
Five Elements and Their Five Wheels
The Five Wheels
The Wheel of Earth, Water, Fire and Wind is divided into 20 gates
and the Wheel of Space is divided into 36 gates. There are a total
of 116 gates, 84 gates are represented by the Mahasiddhas of India,
others are represented by other famous Buddhist masters. The gates
will reveal teachings or instructions for the players to follow.
These five dynamic wheels on the board represents Earth (yellow),
Water (Blue), Fire (Red), Wind (Green) and Space (Sky blue) and
their corresponding meaning:
| Element |
Aggregate |
Buddha |
Wisdom
of |
Poison |
| Earth |
Sensation |
Ratnasambhava |
Equanimity |
Pride |
| Water |
Cognition |
Vairochana |
Perfection |
Delusion |
| Fire |
Conception |
Amitabha |
Discrimination |
Lust |
| Wind |
Emotion |
Amoghasiddhi |
Accomplishment |
Envy |
| Space |
Form |
Akshobhya |
Mirror-like |
Anger |
In Mahayana & Vajrayana Buddhism, the elements represent the
five Dhayani Buddhas and the wisdom associated with them. Dhayani
Buddhas are originated from Vajrasattva, the Cosmic Buddha. The
Dhayani Buddhas are Ratnasambhava (Wisdom of Equanimity), Vairochana
(Wisdom of Perfection), Amitabha (Discriminative Wisdom), Amoghasiddhi
(Wisdom of Accomplishment), and Akshobhya (Mirror Like Wisdom).
The elements also represent the five negative emotions: pride (Earth),
delusion (Water), lust (Fire), envy (Wind) and anger (Space).
One can see that if negative emotions (“poisons”) are
channeled in the right direction, it is not different from wisdom.
The five elements also represent the Five Energies and the energy
Chakras in human bodies. On the Karma Chakra board, the wheels rotate
clockwise, symbolizing the Turning of the Wheel of Dharma or the
Teachings of Buddha. Buddhist circumambulates clockwise around holy
places, such as temples, monasteries and stupas.
The five elements in their gross and subtle forms perform their
ever-changing cosmic dance and weave the web of illusory existence
in which beings come and go in accordance to their Karma. On the
playing board of Karma Chakra, the Five Elements and their corresponding
Wheels symbolize the transient nature of reality and encourages
players to visualize or imagine themselves going through these different
levels of experiences while they are in one of the Five Wheels.
Players are also reminded of the process of death as they enter
the Five Wheels. To think and contemplate on one’s own death
is very important in Buddhism as it reminds one of impermanence
and the ever-changing nature of phenomena. The death and decay process
begins from the very moment something comes into being (the ultimate
truth of existence).
According to Mahayana & Vajrayana teachings, the process of
death for a man on his death bed begins with the dissolution of
the Five Elements. When the flesh begins to dissolve into the Outer
Earth Element, the body begins to feel heavy, like it is sinking,
and then it gradually begins to lose sensations and all feeling.
Then the fluids in the body (such as blood) dissolve into Outer
Water Element and the body begins to lose the strength that holds
it together. At this stage, fluid comes out of the various pores
on the body. As the heat in the body begins to dissolve into the
Outer Fire Element, the feeling of dryness and thirst occurs and
the body begins to feel cold. The inner breath of the body starts
to dissolve into Outer Wind Element and the body’s energies
are dissolved into life energy. Finally, when the breath has stopped,
the wind energy dissolves completely into the Space Element. At
this stage, consciousness goes through different stages of experiences
and encounters one’s own nature (Dharmakaya).
The Five Wheels of the Elements takes players through this vivid
experience of dissolution.
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Wheel
of Earth
In the Wheel of Earth, the players will be introduced to the basic
founding principles and teachings of Buddha (such as the Four Noble
Truths). There are 20 gates in the Wheel of Earth. Earth represents
the truth of suffering and of birth, while Water represents the
suffering of old age; Fire the suffering of sickness; Wind the suffering
of death; and represents the method or the path that leads to the
cessation of these sufferings.
The Wheel of Earth symbolizes the precious human body. Human body
is like a very fertile earth on which the teachings of Buddha can
reap the fruit of enlightenment. A human rebirth is auspicious in
that humans are endowed with many of the positive qualities that
are needed to reach the realization of enlightenment. It is in our
human form where the seed of Buddha Nature has the proper ground
to grow from.
The Earth also represents patience. Earth is like the grand old
man who patiently witness’s the chaotic daily chores of the
young with the wisdom of equanimity. Earth is the Mother that feeds
and sustains every being that is on this planet; irrespective of
their size, birth, color, wealth and wisdom. Earth represents the
sensation of touch and feeling that gives us the confidence of being
solid and an identity of “me” that we take so much pride
in.
Wheel of Water
In the Wheel of Water, players will learn expand their knowledge
regarding Buddhist teachings and practice. There are 20 gates in
the Wheel of Water. Water reminds the players of “watering
their earth” of Buddha Nature with dharma, so that his/her
positive merits can lead them to nirvana.
The Wheel of Water symbolizes the 84,000 Teachings that Buddha gave
to help beings quench their thirst for truth and to wash away their
delusion and ignorance. Water represents life – wherever there
is water, one can find life. Water represents the power of cognition,
which gives us the ability to intelligently decipher our knowledge
of awareness. If applied properly with right knowledge, our power
of cognition will guide us through delusion to perfect wisdom.
Wheel of Fire
In the Wheel of Fire, players will learn about Karma. There are
20 gates in the Wheel of Fire. Fire reminds players to share the
warmth of love, kindness and compassion with everyone. It represents
the energy that lights the Wisdom of Discriminative Awareness –
to burn through the poison of lust. Fire is the energy that drives
every intention towards its goal (whether positive or negative).
Wheel of Wind
In the Wheel of Wind, players will learn more about the results
of one’s actions. There are 20 gates in the Wheel of Wind.
Wind is the force that makes emotions work at different levels.
It represents envy in its negative aspect, which could be calmed
by the wisdom of accomplishment.
Wheel of Space
In the Wheel of Space, players round-off their learning and will
conclude the game. There are 36 gates in the Wheel of Space. Space
represents form or the becoming. It represents mirror like wisdom
that can dissolve the negative energy of anger. Space is the element
that pervades all other Elements. It represents emptiness, Primordial
Wisdom, Clear Light, point of becoming and dissolution, and Buddhahood
(enlightenment) itself.
Form is Emptiness, Emptiness is Form. Form is nothing
other than Emptiness, Emptiness is nothing other than Form.
- The Heart Sutra (Prajnaparamita-Hrdaya Sutra)
The Wheel of Life
Wheel of life represents the six sentient beings: gods, demi-gods,
humans, animals, hungry ghosts and hell beings. In the center of
Wheel of Life are the three poisons: desire, ignorance and anger.
They act as the fuel that rotates this wheel of cyclic existence
until the day that one exhausts these three poisons and accomplishes
enlightenment.
On the Karma Chakra playing board, Earth represents humans and animals;
Water represents the hungry ghosts; Fire represents the hell beings;
Wind represents the demi-gods; and Space represents the gods.
In Tibetan monasteries it is an old tradition to draw the wheel
of life by the entrance of the monasteries main door. It is to remind
us that suffering is the nature of this life and that we will go
through the same vicious cycle of birth and death until we realize
enlightenment.
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Yama
The wrathful looking head in the center of the board is that of
Yama, the one with many names such as Lord of Death and Lord of
Illusion. Yama is the emanation of Deity of Wisdom Manjushri. Yama
represents the impermanent and illusory nature of all phenomena.
On the Karma Chakra board, Yama is holding the Wheels of Earth and
Water and trampling the Wheels of Fire and Wind, while his belly
is that of the Wheel of Space. Yama’s act of biting on Space
represents the One taste of suffering and nirvana (enlightenment).
It is said in the sutras that if one realizes the ultimate meaning
of Buddha’s teaching, then there is no difference between
Enlightenment and Suffering. As Yama is in-touch with all the elements,
he represents attachment of beings to the illusory nature of phenomena
as real. He also represents the principle of Dependent Origination
and the Twelve Interdependent Links (ignorance, mental formation,
consciousness, name & form, six senses, contact, feeling, craving,
clinging, becoming, birth, old age & death). The Twelve Links
are like the spokes of a wheel that keep the wheel attached to the
center.
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Yama |
The
Four Guardians
The four figures in the four cardinal directions are those of the
Guardian Kings.
Dhiritarashtra is the Guardian King of the East.
The celestial lute symbolizes his presence on the board. His paradise
is on Mt. Kailash, in Tibet. Mt. Kailash is one of the most sacred
pilgrimage sites for both Buddhist and Hindus.
Vimpaksha is the Guardian King of the West. He
holds a small stupa in his hand. He is the protector of Buddhism
in the land west of Mt. Kailash.
Vishravana is the Guardian King of the North. In
his right hand he holds a parasol, in his left hand he holds a mongoose
from whose mouth spills jewels. His paradise is on Mt. Kanchenjunga
(K2), on Tibet’s border with India.
Virudhaka is the Guardian King of the South. He
holds a flaming sword in his hand. He protects and helps in the
spread of Buddhism in the land south of Mt Kailash.
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Vishravana
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The
Outer Gates
There are 20 outer gates, 5 along each cardinal directions. The
founders of the four schools of Vajrayana Buddhism of Tibet represent
each gates: Nyingma, Kagyu, Sakya and Gelug.
Nyingma School (8th century). This ancient school
(also the first school of Buddhism) in Tibet was established by
the Indian master, Guru Padmasambhava. The Tibetan Book of the Dead
is a Nyingma text, hidden as treasure teaching by Guru Padmasambhava.
Kagyu School (10th century). The transmission lineage
of Buddha’s teaching was formed by the famous Tibetan translator
Marpa and his disciple’s Milarepa, the famous yogi, and Gampopa
the famous Doctor.
Sakya School (10th century). The grey earth lineage
was founded by Khon Kunchog Gyalpo of the Khon clan.
Gelug School (14th century). The reform school
was founded by Lama Tsong Khapa from the Kadampa school of Tibetan
Buddhism that was founded by Indian Pandit Atisha.
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Figures
Around the Perimeter of the Board
Bodhgaya Stupa (South-East corner) is the holiest
of all the Buddhist pilgrimage sites. It is the place in India where
Buddha Shakyamuni attained enlightenment. It is said that the 1000
Buddhas of this fortunate eon will be enlightened here on this spot.
The Stupa represents and symbolizes the compassion of all Buddhas
past, present and future.
Bodhnath Stupa (South-West corner) is in Nepal.
The legendary Stupa was built by an old woman, her son and a bull.
It represents the activity aspect of Bodhisattavas and of Buddha’s
compassion.
Prajna-paramita Sutra (North-East corner) is known
as the Perfection of Wisdom Sutra in which Buddha showed the way
to cut the veil of ignorance. In Karma Chakra, it represents the
method aspect of the wisdom.
Sword of Wisdom (North-West corner) represents
the activity and method to reach enlightenment. This is the sword
of Manjushri and he carries this sword in his right hand to cut
through delusion. Manjushri is the deity of wisdom.
A straight line from each corner meets in the center of the board
in the Wheel of Space, signifying that Wisdom and Compassion must
go hand-in-hand in every activity that humans endeavor in. According
to Buddhist teachings, to realize enlightenment one should have
both wisdom and compassion.
Sun & Moon
The Sun and Moon represent several things on the board such as male
and female energy in the universe; the wisdom (sun) and compassion
(moon) of these teachers; wisdom (sun) and method (moon); and absolute
truth (sun) and relative truth (moon).
The Syllables
The syllables are found under the figures around the corners. They
are in Tibetan script and are red in color. The syllable under the
Prajna-paramita Sutra is OM; the syllable under the Bodhgaya Stupa
is Mani; the syllable under the Sword of Wisdom is Padme; and the
syllable under the Bodhnath Stupa is Hung.
As the individual syllables are strung together, they become the
mantra of Avalokiteshvara: Om Mani Padme Hung. Avalokiteshvara is
the Bodhisattva of Compassion who embodies the compassion of all
the Bodhisattva’s and Buddha’s. It is said that this
mantra contains within it all the 84,000 teachings of Buddha, thus
it cannot be defined or explained in a few words, phrases or books.
In Tibet, Om Mani Padme Hung and Om Ah Hung Benza Guru Padma Siddhi
Hung are the two most popular mantras that are recited. By reciting
Om Mani Padme Hung, one purifies the poison of pride, prejudice,
attachment, hatred, anger and desire. The syllables also represent
the six realms of existence: Om represent gods, Ma represents the
demi-gods, Ni represents human, pad represents the animals, me represents
the hungry ghosts and hung represents the hell beings. Thus when
we recite the mantra, one sends a prayer for the benefit of all
sentient beings.
The wall pattern around the Karma Chakra board represents the continuous
cyclic existence of beings from one door of existence to another.
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Terma
Texts
Karma Chakra text is made in the form of Buddhist Scriptures to
give the players the feeling of searching or looking through a real
Buddhist scripture.
Termas are hidden religious teachings such as texts and objects.
Guru Padmasambhava hid Termas at various locations for future disciples
to be revealed at appropriate times. Here in the Karma Chakra Game,
the term Terma is referring to instructions for players to follow.
There are 136 Terma instructions in the form of cards in the text:
20 Terma instructions for Outer Gates
20 Terma instructions for the Wheel of Earth
20 Terma instructions for the Wheel of Water
20 Terma instructions for the Wheel of Fire
20 Terma instructions for the Wheel of Wind
36 Terma instructions for the Wheel of Space
Rules for Terma Instructions
Terma instructions will instruct the players throughout the game:
1. Players will pick the Terma text and read it out-loud (audible
for all players) the Terma instruction that matches with their position
on the board. They will then follow the instructions.
2. Each time a player moves to a different position on the board
they MUST pick the Terma text and read and follow the instructions
that match their new position on the board.
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Sonam
Cards
Sonam Cards (merit) are merit points that players need to accumulate
to attain a better rebirth at the end of the game. There are 88
Sonam Cards in denominations of 2,3,4 and 5. There are sixteen 2,
3 and 4 Sonam Points and forty, 5 point Sonam Cards (16x2, 16x3,
16x4, 40x5).
Rules for the Sonam Cards
1. Players may gain or lose Sonam Cards according to the Terma instructions.
2. Giving, borrowing and exchange of Sonam Cards is not allowed.
3. The minus sign (-) in the Terma instruction for Sonam Cards means
“Lost Sonam”.
For Example: Sonam - 3 means the player must relinquish 3 Sonam
points (a 3 point Sonam Card) into the treasure box.
4. The plus (+) sign in the Terma instructions for Sonam Cards means
the player has gained Sonam points.
For example: Sonam + 3 means the player can pick a 3 point Sonam
Card from the treasure box.
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Tashi
Cards
Tashi Cards (auspiciousness) are “obstacle removers”
that help players escape certain situations during the game and
are useful at the conclusion of the game to gain extra Sonam points.
There are only 20 Tashi Cards.
Rules for Tashi Cards
1. Tashi Cards, once picked from the treasure box, will stay with
the player unless Terma Instructions state otherwise.
2. Tashi cards can be exchanged between players when a player needs
a particular card or to avoid certain situations in the game BUT
the other player is not obligated to make an exchange.
3. If a Tashi Card is exchanged between the players, then the one
who initiates the exchange MUST pay 5 Sonam points
to the other as well.
4. Once a player goes past the 36th Gate of Space, all Tashi Cards
must be exchanged for Sonam points. A Tashi card is equivalent to
2 Sonam points.
Tashi Cards and Their Meanings
1. TRIDENT: represents the Three Jewels: the Buddha, the Dharma
and the Sangha.
2. ETERNAL KNOT: symbolizes the relativity or the interdependent
nature of everything and all events in the Universe.
3. STUPA: represents the accomplishment of virtuous deeds.
4. DHARMA WHEEL: celebrates and symbolizes the Turning of the Wheel
of Dharma by Buddha Shakyamuni
5. VAJRA: symbolizes the adamantine or diamond like wisdom.
6. WISH FULFILLING JEWEL or The Jewel that Fulfills All Wishes:
represents one’s consciousness
7. VICTORY BANNER or Parasol: symbolizes the victory of good over
evil
8. BELL: symbol of skillful means in Tibetan Buddhism.
9. GOLDFISH: represents the Buddha’s eyes, Transcendental
Wisdom, happiness and utility.
10. VASE: is not an empty vase, but one that is full of goodness
and auspicious signs
11. SWORD OF WISDOM or The Sword of Manjushri: symbolizes the victory
of wisdom over ignorance.
12. LAMP: symbolizes the power of light over darkness and the unknown,
13. ROSARY: symbolizes the continuity of virtuous qualities.
14. LUNGTA: is Tibetan prayer flags and symbolizes the purification
of mind with prayers
15. PRAYER WHEEL: symbolizes the accumulation of virtuous merit.
16. CONCH: symbolizes the purity of heart and words of truth.
17. LOTUS: symbolizes the original purity of mind.
18. CRANE: symbolizes respect and support.
19. PRECIOUS UMBRELLA: symbolizes protection from harm of all.
20. HUNG: represents the body, speech and mind of Buddha.
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Mara
Cards
Mara can be anything that obstructs one from achieving enlightenment.
According to scripture, Mara is a deity residing at the top of the
sensuous realm. Every Mara has a certain degree of power and their
power is greater in some gates than others. In the game, Mara cards
hinder progress for a player by removing Sonam points.
Rules for Mara Cards
1. Players will pick and hold onto the Mara Card from the treasure
box according to the instructions in the Terma Cards they encounter.
2. Players can get rid of Mara Cards according to the instructions
of the Terma Text.
3. During the course of the game, if a player’s Sonam points
totals 25, they can drop one of the Mara Cards that is in their
possession.
4. Once a player gets past the 36th Gate of Space, he or she MUST
drop 5 Sonam points in the treasure box for every Mara Card they
possess.
Mara Cards:
| Attachment |
Hatred |
Ignorance |
Jealousy |
Pride |
| Inferior
Ethics |
Doubts |
Arrogance |
Illusion |
Envy |
| Lying |
Desire |
Stinginess |
Anger |
Gossip |
| Wrong
View |
Malice |
Extreme
View |
Delusion |
Lust |
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