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).

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!


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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
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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