The crossing is disputed in pairs,
according to the following dynamic: one of the components of each pair
throws the dice and, according to the resulting number, moves their "vehicles"
(a coin, a soft drink cap or any other object) until the correspondent
place, being forced, according to the game's rules, to answer a specific
question of that archetype, without his-her partner being present.
It is of the absent partner's responsibility
to answer the question to discover which option his-her partner chose.
In the next round, the roles will be exchanged, with the component that
threw, the dice being absent and the one who tried to discover the answer
assuming the principal role.
As we already said, the first board
of the Illuminated Road game is called "the crossing" and is formed by
the 22 major Archanes, disposed in 3 superposed sequences:
The material development plan, formed
by the world's cards (and the experiences), the Crazy Man (the Trip), Judgement
day (criteria of value), the Sun (generosity), the Moon (sensibility),
the Star (illusions) and the Tower (crises), placed from left to right.
The emotional development plan, in the
inverted way, from right to left, the sequence of cards (and the experiences)
of the Devil (passion), Temperance (equilibrium), Death, the hangman (pain),
Power (self control), the Wheel of Fortune (wealth), the Hermit (solitude)
and Justice (guilt).
The final objective of the crossing
is to arrive in New Jerusalem, the last position of the game, before the
others, where they will then go on to the next board of the illuminated
road. However, during the game, the participants can "follow" in positions
affected by spades or serpents. In case of one of the participants having
his-her vehicle placed in positions affected by the spades, like the ones
of the Sun and the Wheel of Fortune, after answering the corresponding
questions of these positions, he-she will be pushed forward, that is, to
the positions of Power and the Emperor respectively.
The intellectual development plan, again
from left to right, with the cards (and the experiences) of the Litter
(conquests), the Enchanted (freedom), the Pope (ideology), the Female Pope
(education) and the Sorcerer (art).
The Hangman-the Moon
The Wheel of Fortune-the
New Jerusalem returns
On the other hand, if the participant
has his-her vehicle placed in a position affected by the serpents, as the
ones of the Hangman, the Enchanted and the Sorcerer, he-she will have to
return respectively to the positions of the Moon, the Hermit and the Devil,
alter answering the corresponding questions.
We could also emphasize at least
4 rules and observation regarding the crossing process.
On falling in a square affected by the
spades or serpents, it is obligatory for the player to answer, at least,
one question from each square, one from the one where he-she fell on and
another one which he-she was transported to.
In the couple doesn't get to discover
the right answers to the multiple choice question, then they will be submitted
to a dissertation question. Thus, for example, so and so couldn't guess
the answer given by her boyfriend, then she goes back outside so that her
boyfriend can answer a dissertation question, that will also have to be
guessed by so and so.
In order for this stage of the croissant
to be considered over and the participants to go on to the game of the
Twin Soul, it is necessary that at least one of the couples have gotten
to New Jerusalem. To do so, therefore, it is necessary that the Litter
"falls" exactly on the last square. For example, if there are only two
squares to the end and upon rolling the dice a number 6 is shown, the player
should advance 2 squares and go back 4. One can only get to the end with
an exact number.
The questions are only indications.
During the game, the participants can and should make up questions according
to each card's archetype symbolism. The veracity of the answers and the
sincerity of the participants are a guarantee of the game's success. Therefore,
do not allow disperse nonchalant behavior. This is a game of truth that
should only be played by those who don't have anything to hide.