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Some Things to Talk About

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A deck of cards designed to inspire conversation with yourself, between friends and especially with strangers.

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Some Things to Talk About was created by combining the ancient wisdom of the tarot’s minor arcana and a modern-day appetite for more meaning.

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In the tarot the minor arcana provides a graphic perspective of life’s everyday joys, struggles and lessons. In this deck, instead of wands, cups, swords and pentacles Some Things to Talk About contain topics, questions and suggestions.

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The topic provides an area of focus. The question prompts both introspection and discussion. The suggestion is a call to action, clarity and understanding.

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Every card is a conversation starter, a mirror, and a gentle nudge. Draw one when you’re seeking clarity, when you need inspiration for journaling and meditation or in the morning to set intentions for the day. 


Some Things to Talk About can also be used in social or group settings to encourage conversation between friends, a wedding party, a braai and work groups participating in team building events. 


The deck is an invitation to reflect, to explore and to imagine. It is not for fortune-telling. It is about story-shaping. It’s about asking better questions and listening for the answers that arise from within.


Whether you’re seeking clarity, connection, or creativity, Some Things to Talk About is here to support your journey.
Just shuffle, take a breath and let the journey begin. 


Some Things to Talk About is also a normal deck of playing cards. With all four suites from ace to the king and jokers included it can be used to play familiar card games like rummy and snap. 
 

HOW TO PLAY (rules for those that need them when playing groups)

 

  • Remove the 4 Aces and place them face down somewhere close.

  • Every person that wants to play must shuffle the deck a little bit (or at least touch one of the tips).

  • The one that fluffed the deck the best according to the other players is appointed as the depth wizard.

  • Decide for yourselves who draws first and what direction of play you will take.

  • When it is your turn, pick up the pack and draw a card.

  • If the card is written in the first person, it must be answered by the drawer.

  • In all other instances, the drawer can pick a player to answer or answer themselves.

  • Cards are answered by sharing experiences and thoughts on the topic, question and suggestion. The other players have the opportunity to judge the quality of the content of the answers provided.

  • The depth wizard can at any point object to the answers provided on account of them being shallow, lame or meaningless.

  • A player called out by the depth wizard is required to pull an Ace from pack of 4 laying somewhere close and use its content as inspiration to be less lame.

  • Once the player(s) have shared the other players rate the answer(s) and allocate a score of up to 5 points for performance (including re-enactment skills), depth, honesty, humour and whatever else they feel added value or context.

  • Cards that have been played are placed aside somewhere so that they are not selected again in that game.

  • Play for as long as you like or until someone goes to the bathroom and in the end the player with the most points wins.

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Adam Bones. Powered and secured by Wix

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