About the game.
The game's history goes back 1,500 to 2,000 years B.P.
Our research into the history of the game suggests that the game, in many ways similar to our version of Snakes and Ladders, has been around for many centuries and is probably the oldest known game of its kind. The game has many titles Leela, Gyan Chauper, Snakes, and Ladders, these are just the most famous. There are even more variations in the rules and interpretations of the game.
We strive to preserve the wonder of the ancient game and use a scientific approach and methods of psychology.
This ancient game, like all spiritual practices of the past, had religious undertones. We attempt to weed the game of its religious language and specific Hindu names, keeping its human values. The result is a wonderful mental practice that helps humans make sense of themselves.
We would like you to understand that we regard religious knowledge and values as the age-old wisdom of mankind, legends, which from different sides of the world have absorbed, collected over the centuries from all over the world knowledge and wisdom of all generations of humanity. Faith itself is a healing miracle, but the various mental practices intuitively assembled by different cultures are very similar to one another. Prayer and meditation. Precepts and ways of thinking in Eastern philosophy.
The mechanics of the game and our conception of how the game can help humans.
Our passion is to create useful, convenient, and effective applications that carry the wisdom of humankind to the users of the Internet. It seems to us that modern man is suffocating in the absence of such important practices for our consciousness. We are immersed in social networks and devices, we are surrounded by information, but not knowledge, and as a result, we are depressed and do not find even a minute for our thoughts and desires. Since humanity is once and for all immersed in the digital age, we want to allow humanity to notice this important part of itself in this digital space as well.
The game itself is very simple.
There is a field of 68 to 124 cells in different versions. Some ladders or arrows and snakes move the player up or down the field. Interestingly, each cell usually has a meaning and the player has usually described that meaning or instruction. For example, in the famous English version of Snakes and Ladders, the ideas of Hindu philosophy have been replaced by the publisher with the Puritan values of Victorian England.
Our version of the game has 72 cells.
The game starts at 68 squares and ends there. It usually takes about 30-50 moves to complete the game. To initiate the game, the player is required to ask his or her question, formulate his or her problem or key objective. We insist that this step is crucial. The very work of the player to formulate his query is a valuable psychological practice in itself.
Each field gives the player additional clues during the game, all of them containing as their meanings essential universal human concepts and values. A person, receiving these clues from the game, can more accurately formulate his life purpose, see the ways leading to realization, the traps, and dangers of his life.
A little about the wonder of faith and the mysticism of the game.
Even without the player's belief in the game's ability to perform miracles, the game does them, as we have noted, in a very non-mystical way. But everyone who has tried this game inevitably becomes fascinated with the idea of the game's miracle, its ability to change his inner universe, and thus the universe outside.
The game's history goes back 1,500 to 2,000 years B.P.
Our research into the history of the game suggests that the game, in many ways similar to our version of Snakes and Ladders, has been around for many centuries and is probably the oldest known game of its kind. The game has many titles Leela, Gyan Chauper, Snakes, and Ladders, these are just the most famous. There are even more variations in the rules and interpretations of the game.
We strive to preserve the wonder of the ancient game and use a scientific approach and methods of psychology.
This ancient game, like all spiritual practices of the past, had religious undertones. We attempt to weed the game of its religious language and specific Hindu names, keeping its human values. The result is a wonderful mental practice that helps humans make sense of themselves.
We would like you to understand that we regard religious knowledge and values as the age-old wisdom of mankind, legends, which from different sides of the world have absorbed, collected over the centuries from all over the world knowledge and wisdom of all generations of humanity. Faith itself is a healing miracle, but the various mental practices intuitively assembled by different cultures are very similar to one another. Prayer and meditation. Precepts and ways of thinking in Eastern philosophy.
The mechanics of the game and our conception of how the game can help humans.
Our passion is to create useful, convenient, and effective applications that carry the wisdom of humankind to the users of the Internet. It seems to us that modern man is suffocating in the absence of such important practices for our consciousness. We are immersed in social networks and devices, we are surrounded by information, but not knowledge, and as a result, we are depressed and do not find even a minute for our thoughts and desires. Since humanity is once and for all immersed in the digital age, we want to allow humanity to notice this important part of itself in this digital space as well.
The game itself is very simple.
There is a field of 68 to 124 cells in different versions. Some ladders or arrows and snakes move the player up or down the field. Interestingly, each cell usually has a meaning and the player has usually described that meaning or instruction. For example, in the famous English version of Snakes and Ladders, the ideas of Hindu philosophy have been replaced by the publisher with the Puritan values of Victorian England.
Our version of the game has 72 cells.
The game starts at 68 squares and ends there. It usually takes about 30-50 moves to complete the game. To initiate the game, the player is required to ask his or her question, formulate his or her problem or key objective. We insist that this step is crucial. The very work of the player to formulate his query is a valuable psychological practice in itself.
Each field gives the player additional clues during the game, all of them containing as their meanings essential universal human concepts and values. A person, receiving these clues from the game, can more accurately formulate his life purpose, see the ways leading to realization, the traps, and dangers of his life.
A little about the wonder of faith and the mysticism of the game.
Even without the player's belief in the game's ability to perform miracles, the game does them, as we have noted, in a very non-mystical way. But everyone who has tried this game inevitably becomes fascinated with the idea of the game's miracle, its ability to change his inner universe, and thus the universe outside.
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