CHANGING LINES
the
I-Ching
Card Game
I. Introduction -
The
I-Ching is quite possibly the oldest book in existence, and it is still in
print. It dates back to an attempt, made over three thousand years ago, to
quantify those patterns of change upon which all existence is based. It stands
uniquely as a seminal text of both mathematics and linguistics. It is highly
respected around the world as a source of religious inspiration, ancient
wisdom, and personal guidance. Regardless of your own philosophy or cultural
background, you may find a serious attempt to understand the concepts and
patterns of the I-Ching to be rewarding. Currently, no movie version is
planned.
I
created Changing LinesTM - The I-Ching Card Game, in an attempt to provide a
game that will be both entertaining and educational to a wide range of people.
As with any deck of cards, there are numerous games that can be played, and new
ones invented. I have included the rules for one, along with suggestions for
creating your own, so that each person, from young child to ancient Taoist
monk, should find something both diverting and challenging in these cards. It
is my hope that this alternative deck of playing cards will expose people to
the I-Ching who might otherwise never have encountered it and that people
already familiar with the text will find new understanding of the relationships
between the hexagrams as a result of game play.
I
strongly encourage those who play with these cards to study the text in its
various translations for additional insight into the concepts that exist behind
and apart from the symbols as they are used on these cards.
-Sean Hastings
II. The Changing Lines TM Deck and the I-Ching
This
section is a brief description of the components of the I-Ching text, and the
deck of sixty-four (64) cards that has been derived from it.
1. Hexagrams, Trigrams, and Lines (oh my!).
The
I-Ching is composed of sixty-four (64) hexagrams. Each hexagram is made up of
two trigrams. Each trigram is in turn composed of three lines.
A line may be one of two
types - either broken (Yin) or solid (Yang).
Groups
of three lines together are called trigrams. There are eight possible
arrangements of Yin and Yang lines into trigrams. Each of the eight trigrams
has its own name, corresponding to an element of nature. On the game cards,
this name appears above each trigram.
A
hexagram may be thought of as a grouping of six lines, or alternatively, as a
grouping of two trigrams. Each hexagram has a number and a name. Each game card
depicts a single hexagram. The name and number of the hexagram may be found at
the top left corner of the card.
The
names presented on the cards are simple English translations of the Chinese
concepts that each hexagram represents. The English may not reflect the full or
accurate meaning of the concept represented by a hexagram. For a closer
approximation, you should try reading multiple translations of The Book of
Change. By comparing the differences in the English words used in different
translations, a better understanding of the original Chinese characters can be
reached without native understanding of the Chinese language.
2. Changing Lines
Yin
and Yang are symbols of duality. They represent opposite traits of a dualistic
world view, and together form a whole. One can not exist without the other, and
in each lies the seed of the others formation. Consequently, since change is
inevitable, Yin will become Yang and Yang will become Yin. In the I-Ching,
lines are therefor classified into two types: Young Lines - which are stable,
and Old Lines - which are changing into their opposite.
On
the cards, each line of a hexagram has a number printed to the left of it. This
is the number of the hexagram that will be created when only that line changes
aspect (Yin becomes Yang or Yang becomes Yin).
3. The Text
Each
hexagram of the I-Ching has an associated text (not printed on the cards)
describing the nature of the concept the hexagram represents as it relates to
nature and to the endeavors of man. The text also includes a description of the
meaning of each line of each hexagram when it is changing (is an old line). As
with the names of each hexagram, the reading of multiple translations will be
helpful in understanding the full meaning of the original text.
4. Opposites
Duality plays a large role
in the philosophy of the I-Ching, and at the root of duality is the concept of
opposites. The I-Ching, however, is complex enough that the term opposite can
have many meanings.
One Example of an opposite
is the complete reversal of a hexagram, changing each line from Yin to Yang or
Yang to Yin. Another is the physical inversion of the hexagram (flipping it
upside-down). Yet another is the reversal of the positions of the two trigrams
that make up the hexagram. Each of these in its own way is a kind of opposite.
Each card in the deck may be
turned upsideown to reveal a different (or is some special cases the same)
hexagram. The writing on one side is dark and on the other side light, to allow
a fixed orientation to be established. Some games make use of both possible
orientations of the cards, while others require that a fixed orientation be
maintained (See IV. Games).
III. Elements and Concepts
While
many different games may be played with the Changing LinesTM deck of cards, some concepts
common to many of the possible variations are:
1. Sequence of Play - In games where the players
take turns playing, play normally starts with the player to the left of the
dealer and proceeds clockwise. In some games, this direction of play may be
reversed during the course of the game, and/or players may sometimes be
skipped.
2. Changing the Orientation - When a player lays a
card in the opposite orientation from that of the previously laid card
(Switching from dark side up to light side up or visa versa), she or he has
changed the orientation of the cards. Orientations are known as light or dark
orientations respectively. Since people sitting across from each other at a
table will perceive opposite orientations of the cards, where necessary to the
rules, the absolute orientation is considered to be that from the perspective
of the dealer’s position.
3. Changing a Line - When a player lays a card that
is identical to the card previously laid except for the change of a single
line’s aspect from solid to broken or broken to solid, she or he has changed
that line to produce a new hexagram. The numbers on the cards, to the left of
each line of each hexagram, indicate the number of the hexagram card which,
when played, will change that particular line.
4. Changing/Matching a Trigram - When a player lays
a card that has a matching trigram in a matching position (Top or Bottom) to
the previous card, she or he has changed the trigram that was not matched.
There are two trigrams making up the hexagram on any card, and the English
names for each are printed above them, allowing easy identification for
matching purposes.
5. Inverting a Hexagram - When a player lays a card
depicting the hexagram that is identical to the one on the previously laid card
except that it is turned upside-down, she or he has inverted the hexagram. A
hexagrams inversion is depicted on the card as viewed from the opposite
orientation. Some hexagrams (called Mirrors) are their own inversion (see 8.
Special Cards).
6. Inverting the Trigrams - When a player lays a
card that contains the same two trigrams as the previously laid card, but in
the opposite positions, she or he has inverted the trigrams. The card, which is
the trigram inversion of another card, can be spotted by its matching trigram
names as printed above each of the two trigrams on the card. Some hexagrams
(called Doubles) have matching top and bottom trigrams and are therefor trigram
inversions of themselves (see 8. Special Cards).
7. Negating (Canceling) a Hexagram - When a player
lays a card that is the opposite of another card in every line (i.e. Each
broken line is changed to solid and each solid line is changed to broken) she
or he has negated the previous hexagram. Hexagrams which negate each other are
also known as compliments of each other.
8. Special Cards - There are two types of special
cards in the I-ching deck. Each type depicts a hexagram that is in some way its
own opposite. The first type, known as a “Double”, is any card depicting
hexagrams that are made up of two of the same trigram. The second type, called
a “Mirrors”, is any card that depict hexagrams that are the same when turned
upside-down. There are four (4) cards of the first type, four (4) of the second
type, and four (4) that fall into both categories - these last being referred
to as a “Double Mirror.” In Some game variations, these cards have special
effects (See IV. Games.)
IV. The Game (Tao)
While
many different games are possible with the Changing Lines deck, the most common
is called Tao, and can be played with between two (2) and eight (8) players,
with a minimum of four (4) recommended for best play.
Begin
the game by dealing each player eight cards.
If
any cards remain set them in the center of the table as a draw pile. Turn the
first card face up to start the game. If the orientation of the flipped card is
Dark then the player to the left of the dealer begins play and the starting
direction of play is clockwise. If the orientation is Light then the player to
the right of the dealer begins and the starting direction of play is counter
clockwise. (If no cards remain after the deal, the player holding hexagram #1
Creation lays it, choosing the orientation, and play proceeds as above -
clockwise if laid in Dark orientation, counterclockwise if Light.)
During a player’s turn, she or he may play so as to
achieve any of the following changes from the previous card:
Change a single trigram -
The player may lay a card in the same orientation as the previous card,
containing one trigram that matches those on the previous card in name and
position (top or bottom) and one that does not. Play then continues in its
current direction as normal.
Match the hexagram - The
player may lay a card in the opposite orientation of the previous card,
containing a hexagram that exactly matches the one on the previous card. This
changes orientation from dark to light or from light to dark, and the direction
of play is then reversed. However, before play passes to the next player, the
player changing the orientation has the option of playing a second card that
can be legally played on the card she or he just laid. This option may not be
exercised if the final card laid would be the player’s last card. The next
player takes his or her turn as if only the final card had been laid.
Cancel the hexagram - The
player may lay a card in either orientation that contains a hexagram that
differs in every line with the one on the previous card. If the orientation has
been changed, the direction of play is reversed as above. The player who’s turn
follows must draw two (2) cards before beginning his or her turn, unless she or
he has the card that can Re-Cancel the hexagram. If she or he plays this card,
then no cards need be drawn, and play passes to the next player, who must then
draw four (4) cards. If this player can cancel the hexagram again (for the last
possible time), then no cards must be drawn, but the next unlucky player is
forced to draw eight (8) cards before continuing his or her turn. Play resumes
as normal in the direction currently indicated by the last card laid.
Invert the trigrams - The player may lay a card in either
orientation that contains both the trigrams on the previously laid card, but in
reverse positions. If and only if the orientation has been changed, the direction
of play reverses. The player that would normally play next, however, is skipped
over before play continues normally.
Effects of Special Cards:
Doubles
- A player who lays a Double (a card with matching top and bottom trigrams) has
the option to lay an additional card, in either orientation, containing the
same trigram in at least one position. This option may not be exercised if the
final card laid would be the players last. The next player takes his or her
turn as if only the final card had been laid.
Mirrors - Cards which are mirrors of
themselves (are the same hexagram viewed from either orientation), when they
may be legally played in one orientation, may optionally be played in the
opposite orientation, thereby reversing the direction of play.
Double
Mirrors - The four (4) double mirrors are specially powerful cards in that they
may always be legally laid regardless of the previously laid card (this does
not remove the obligation to draw cards when it occurs as a result of
canceling). As Mirrors, they may be laid in either orientation (possibly
reversing the direction of play), and as Doubles they may (at the players
option) be followed immediately by another play. The additional play is,
however, unrestricted by the hexagram depicted on the Double Mirror laid. Once
again, however, this option may not be exercised if the final card would be the
players last card, and the next player takes his or her turn as if only the
final card has been played.
When
a player may not (or chooses not to) make a legal play, she or he must draw
cards until she or he can (or chooses to) do so. If the draw pile is exhausted,
the play pile is shuffled and turned over to create the new draw pile, leaving
only the last card played face up. If all remaining cards are exhausted, play
passes to the next player.
The
first player to lay all of his or her cards is the winner.
A
player must announce it when she or he has only one card remaining. Failure to
do so forces the player to draw a second card at the beginning of his or her
turn.
V. – Another Possible Game (Pathways)
This
game is very different from most card games in that cards are not played from a
hand, but rather the deck is passed from player to player and each player
chooses his or her next play from the remaining cards in the deck.
The
game starts with the cards in the deck ordered for easy location. However, each
player must be dealt a single card face down at random to start the game. This
is done by cutting the cards (not shuffling) several times between each card
dealt from the top of the deck. The players, starting with the dealer and
proceeding counter clock wise reveal their cards in turn, fixing the orientation
or their card as they do so.
Play
starts with the player to the left of the dealer and proceeds clockwise. A
players turn consists of choosing a card from those remaining the deck and
laying it on his or her discard pile in the orientation she or he has chosen to
play. This card must differ by only one line from the current top card on his
or her discard pile.
Failure
to play a legal card forces the player out of the game. A player forced out of
the game is said to have “crashed.” When this happens, the player’s discard
pile is returned to the deck so that those cards again become available to the
other players, but not until play has cycled around to that starting players
position again (I.E. Every player must play on the turn of a player who has
failed to do so before that player’s cards re-enter the deck).
The
last player left in the game is the winner, provided that that player can make
a legal play on his or her final turn. When a player crashes before the cards
of a previously crashed player become available, these players are tied in
ranking.
Optional Rules:
1. Fewer dimensions
Card
play in this game takes the form of navigating the corners of a
hyper-hyper-hyper-cube. (A six dimensional cubic form) By removing cards from
the deck, the number of dimensions can be reduced, thus simplifying the game.
Children
can start with an 8 card, single trigram, three dimensional version which is on
the level of tic-tac-toe in complexity. More dimensions may be added as the
sophistication of the child’s thinking increases. In this way, they may be
taught higher dimensional thinking.
The
following lists of cards show the numbers of
the cards which may be used for each level of play. Note: Be sure to
pick the cards from the deck by number in the same orientation (light or dark):
3D
- Chose 8 cards that have the same trigram in the same position. In this way,
the line changes are restricted to one trigram. An example set is - 1, 5, 9,
11, 14, 26, 34, and 43.
4D
- Fix the aspect of the top and bottom lines and chose all the cards that match
in those lines. An example set is - 1, 9, 10, 13, 14, 21, 22, 25, 26, 27, 30,
37, 38, 41, 42, 61.
5D-
Fix any one line. An Example set is 1, 3, 5, 9, 10, 11, 13, 14, 17, 19, 21, 22,
24, 25, 26, 27, 30, 34, 36, 37, 38, 41, 42, 43, 49, 51, 54, 55, 58, 60, 61, 63.
6D
- All Cards.
2. No fixed orientation. (advanced)
Allowing
the players to play cards in either of the two orientations gives more options
for each play. This complicates the required thought processes greatly. Mirrors
and the points surrounding them become important, being points where play
becomes more restricted.
This
option can only be used with the 16 card, 4D set above, or the full 6D game.
This 4D version is good practice for understanding the implication of the
Mirror cards before graduating to 6D play.
VI. Some More Game Ideas
1. I-Ching Poker
There
are innumerably many variations of the game of poker. Here are some suggestions
for possible rules, that do not yet amount to a coherent game. If you invent a
good style of poker with I-Ching cards, please contact me, an I will include it
in further versions.
A. Card Play
As
discussed above, a card has two possible orientations (Light or Dark). Poker
type games may be played with either fixed or variable orientation. In a fixed
orientation game, all cards are faced the same way so that each card in the
players hand has the same orientation. In a variable orientation game, however,
the player may choose the orientation of each of his or her cards at the time
that it is first displayed. When cards are dealt face up, the player chooses
the orientation immediately upon having the card dealt to him or her. When
cards are dealt face down, the player is only required to fix the cards
orientation at such time as it must be displayed. When players are to compare
undisplayed cards, each puts their cards on the table face down, fixing the
orientation of each; all having done this, they may turn over their cards in
such a manor as the orientation is not disturbed. Cards are oriented vertically
with respect to the position of the dealer. It is therefore customary for cards
that have not yet received a fixed orientation to be laid horizontally with
respect to the dealer.
B. Hand Rankings
The most important part of developing a game of
poker is determining how a given set of I-Ching cards may be ranked to
determine whether it beats or loses to another. I have yet to think of a good
way to do this (or even give it much though, as I am not a poker player) but I
think that a good ranking system could be found.
2. I-Ching Solitaire -
I
have not developed rules for I-Ching Solitare, but here again, it would seem
that multiple clever variations are possible. Please send me rules that you
create.
VII. Using the I-Ching Cards for Divination
The
I-Ching has been used as a tool of fortune telling for millennia. Many methods
have been used for selecting the appropriate hexagram and changing lines. These
include tossing coins, rolling rods, selecting sticks from a bundle, and simply
opening the book at random. The I-Ching card deck adds a few possible new
methods to the list.
1. Pick a card - any card
Simply
draw a card at random from the deck, and note its number. Then consult the
text. If you want to know which lines are changing lines, return the card to
the deck, re-shuffle and draw again. Compare each line on the newly drawn card
with the previously drawn hexagram. In each case where they differ, the line is
considered to be a changing line. (Note that this second card method will
average a hexagram with 50% changing lines, as opposed to the 25% normally
obtained with traditional methods.)
2. Draw three.
Turn
over three cards and lay them side to side on the table in front of you.
Starting with the bottom line, examine each of the three cards. If there are
more Yin lines than Yang, then your “cast” hexagram has a Yin line in that
position. If more Yang lines, then note that position as Yang. Move up the
hexagram, building your new hexagram in this manor.
If
changing lines are desired, mark any occurrence of three of the same type of
line (Yin or Yang) in the same position as a changing line of that type.
This
method is mathematically related to the method of tossing coins, but easier, as
there is no need for a separate toss of coins for each line generated. To make
it a mathematically identical, draw a card and note the hexagram, then replace
it before drawing again, and repeat a third time. Replacing the cards between
draws allows the same card to be drawn multiple times, and therefor creates a
totally random situation.
When
Performing a reading for someone else, where space is available, you can create
an impressive reading by arranging the cards in an eight by eight grid on a
flat surface, and then having them turn over any three at random.
3. Tarot Cards.
Tarot
card readers may use various cards in various positions to describe different
aspects of a persons life. No specific methods are given here, but using a
method similar to that of a Tarot reading, combined with method 2 above to
produce a changing hexagram (made up of 3 cards) in each position might prove
interesting, and will certainly look impressive.