All of us are familiar with inspirations that seem to come from nowhere: an offhanded remark from a stranger that answers a prayer; a powerful dream that solves a nagging problem; an inner voice that offers timely counsel; an intuition that leads us to the perfect job, house, partner.
If only there was a way to tap the wisdom of the universe at will.
This website is dedicated to a unique game that helps open a 24-7 channel to the Divine.
The first version of the game originated with Robert Foote, the co-founder of Associations of the Light Morning (A.L.M.), a small spiritual community in Virginia. Robert’s daughter, Lauren, wistfully picked up a deck of index cards with quotes from a Seth/Jane Roberts book, shuffled it, and asked the several community members to “pick a card, any card.” They obliged and as each person read their cards, they were all struck by how each card seemed to speak directly to the person who pulled it — and also address issues related to the group as a whole.
The following morning, an image of a game unfolded “as though it had a life of its own” in Robert’s mind. Significantly, Robert had been feeling dissatisfied with his community’s weekly study group. Concerned that the meeting had become too cerebral, that a few people always seemed to claim the lion’s share of the “talking space”, and that focusing primarily on one spiritual path wasn’t able to incorporate everyone’s needs and orientations, Robert sensed that the game might provide a remedy. Before long six decks of cards — quotes from the Seth material, pictures from old National Geographic magazines, miscellaneous quotes, a Tarot deck, a “touch-feely” deck that included instructions for such things as hand or face rubs with the person sitting next to you, and a notebook containing A.L.M. Work Readings — were created and the first version of the game, “The Tuesday Night Game” was born. While this version of the game eventually evolved to include many interesting nuances (Click here to read Robert’s full account of how “The Tuesday Night Game” came to be and how it is played), essentially those who played the game took turns throwing a six-sided die to determine which deck to draw from — and then spent time trying to understand what the selected card might mean or, in the case of the touchy-feely deck, acting on what they were told to do.
Meanwhile, on the other side of the country, my brother Wes Wyatt, and his wife, Shara, visited a spiritual community I helped co-found. At the time, half of us were living in Anaheim, California, while the other half of us (including me) were living in Sedona, Arizona. Wes and Shara visited the California half and told them about “The Tuesday Night Game”. Knowing a good thing when they heard it, two members of our community, Bruce Fraser and Robert Perry, decided to create a version of the game that our community could play. The two of them put together a few original decks and also added a few store-bought ones. Bruce also had the inspiration to use a 12-sided die, instead of a six-sided die, and they began drawing from 12 decks, instead of six. This new version of the game became known as “The Guidance Game”. When news of the game reached me, I added more decks and created a game board.
Because we were using a 12-sided die, and because the number 12 is a universal archetype, I created a board with spaces for 12 decks. Don Giacobbe, another long-time friend and community member, also helped create two fabulous decks that were an interesting mix of thought-provoking pictures and headlines. Although glorious, this version of the game was a hodgepodge of sorts. Some decks were large, slippery and unwieldy, while others were small, and easy to loose. It also took three boxes and one large map case to keep everything together. In addition, since community members were located in various parts of Sedona (by now the California half of the community had moved to Sedona), it was difficult to keep track of the game (it roamed from house to house) and sometimes there were scheduling problems — different people wanted to play the game at the same time with different groups of people.
All of these problems were finally resolved when we began talking about who owned the game — the four individuals who transformed “The Tuesday Night Game” into “The Guidance Game”, or Robert Foote and the A.L.M. Community who had received the original inspiration. We started talking about who owned the game because many of us wanted to market it, while others of us wanted anyone who was interested to be able to market their own versions. In the end, this issue was settled by Robert Foote who said as far as he was concerned “anyone should be allowed to use the idea any way they want to.” Robert also felt, “Mass marketing seems to present an inherent problem; namely, that much of the power of the game comes from its indigenous nature. The quotes in the various decks, the pictures, and the nature of the decks themselves, have all grown out of who we are, just as I’m sure that the decks and cards that you use have grown out of who you are. Any ‘prefabricated’ decks, no matter how much care and insight and artistry went into their creation, would, it seems, lose a vitally important feature that makes the game so numinous. They wouldn’t be home grown and home owned. Perhaps there’s a way around this, but it’s certainly a challenge.”
With Robert Foote giving his blessings for the game to be used any way by anyone, and with it becoming increasingly clear that any attempt to copyright and mass produce the game would be fraught with problems, the doors were opened for each of us to do whatever we wanted to with the game.
And this, in turn, led me to create another version of the game. I created another game board, added more decks, traded in the 12-sided die for a bag of 13 handmade beads, and called this new version “The VisionQuest Game” which is what you will be learning about on this website.