Section 1. The Game Practice “The Phoenix Era”

The Concept of the Game

The game practice The Phoenix Era is a living organism within the methodology. It is a space where theory becomes experience and words turn into feelings. The game was not created for winning in the classic sense; it was created for awakening. It is a mirror in which each participant sees not who they want to appear to be, but who they truly are.

The mission of the game: by living through the twelve relationship models, the participant recognizes their neurotic patterns, sees them from the outside, and receives the key to moving into a healthy model of behavior: the Phoenix model.

Format: group dynamics with 8 to 24 people. One full cycle of the game takes about 2–3 hours. Participants: the Host (a Phoenix School coach), the Players, the Author, the Phoenix, the Master.

Game Technique: Three Circles of Rebirth

The game is built on the principle of ascent. It consists of three rounds, each of which opens a new level of awareness.

The deck: 24 cards. Eleven behavior models (archetypes) are represented in pairs, by a light side and a dark side; the twelfth pair is made up of the Phoenix card and the Author card.

Preparation. 1. Introduction: the Host announces that the game “The Era of the Phoenix” is beginning and briefly explains what the game is and how it helps people read others and better understand the principles of their relationships.

  1. 2. The Deck: the Host always puts the Phoenix card and the Author card into the deck, adds the other cards at random, as many as there are participants, and shuffles.
  2. 3. The Deal: the cards are dealt at random, and nobody knows who got what. Each player looks at their card once, places it face down in front of them and does not turn it over again until the Host asks.
  3. 4. The Secret of the Card: no one but the Host has the right to ask about another player’s card or to demand that it be turned over. The Host asks only the player who got the Author to reveal their card right away: that player places it on the table face up.
  4. 5. The Characters’ Attitudes: the Host briefly describes the attitude of each of the twelve characters in a single sentence.

The Rule of Honesty: everyone plays the mask they were dealt without giving themselves away, but also without deceiving. You may hide your role by speaking in a detached way or in general terms, so that no one guesses what you really think; you may not give deliberately false information that contradicts your role. A player who breaks this rule may be out of Round One, but in Round Two they get the same chance as everyone else.

Round One: The Labyrinth of Masks (up to 45 minutes)

Goal: to uncover the hidden roles and find the Phoenix. Each player plays the mask they were dealt, their secret role for this game.

  1. 1. The Topic: the Author chooses a topic that calls for a decision and a point of view: a loved one’s birthday, a gift for the woman you love, a trip, finding a wallet with a large sum of money. The Host approves the topic: if it is interesting and leaves room for debate, the Host announces, “The topic is set.”
  2. 2. The Discussion: the Author’s task is to draw as many participants as possible into the conversation. The Author may address everyone at once and hear out different ideas, or, if the players are passive, turn to each of them personally. A player must answer and justify their point of view and their choice, trying not to give away their character. Everyone speaks from their mask: Lilith will suggest keeping the money found, Teresa will suggest giving it to charity, the Beggar will insist that the find should be taken, and the Phoenix will suggest finding the owner.
  3. 3. The Duel: when the Author has guessed a player’s character, the Author challenges that player to a duel and names the character out loud.
  4. 4. The Verdict: if the Author guessed right, the player reveals their card and hands it to the Author — the Author has won the duel, and the card is added to the Author’s collection. The player is out of Round One: they may stay at the table, but they watch in silence and do not join the conversation. If the Author guessed wrong, the Author passes the Author card to the player they challenged, who now becomes the Author. The Host collects the other players’ cards (except the Author card), reshuffles them and deals them again: all the characters change, and a new attempt begins.

Round One goes on until the Author finds the Phoenix. If the Author has found the Phoenix, the Author takes the Phoenix card, Round One ends, and the cards the Author has collected are counted. If the 45 minutes are up and the Phoenix has not been found, the Phoenix reveals their card at the Host’s request.

If, after a wrong verdict, the revealed card shows that the player was not simply hiding their role but was deliberately misleading the Author with answers that contradict their character, the Author may complain to the Host. The Host has the right to award the duel to the Author even though the Author guessed wrong.

Round Two: The Light of the Phoenix (up to 30 minutes)

Goal: to see the healthy model in action. The Phoenix is played by the Author who found the Phoenix: both of their cards, the Author and the Phoenix, are now face up. If the Phoenix was not found in Round One, the player holding the Phoenix card plays the Phoenix.

  1. 1. A New Deal: the remaining cards are gathered again, and all the players return to the game, including those who were out in Round One. The Host deals them cards at random; the Author and Phoenix cards are no longer among them.
  2. 2. Questions for the Phoenix: the players ask the Phoenix questions on any subject — about actions, decisions and values: how a man should behave in such a situation, what to do at the wheel when you need to give way to someone, whether you believe in God, whether you consider mathematics a good science. The Phoenix does not hand out ready-made advice: staying in the role of the Phoenix, they answer, showing Sincerity, Love and Mercy in action, and they may ask counter-questions to understand the other person better.
  3. 3. Guessing: from the players’ questions, the Phoenix tries to guess their characters and says each guess out loud. If the Phoenix guesses wrong, they are not out. At the end of the round, the number of characters the Phoenix has uncovered is counted. The Phoenix’s task is to hold on to the light without sliding into neurotic reactions (resentment, aggression, excuses).

Round Three: The Path of the Master (45–60 minutes)

Goal: therapeutic integration and consolidation of the experience. The Host: the Master (a professional therapist, a Trainer of the Phoenix School who has completed special certification).

  1. 1. The Analysis: the Master reviews the game that has just been played, showing the Players where they acted out of trauma and where they acted out of awareness.
  2. 2. The Work: the Players receive assignments: to relive a situation from within the Phoenix model. The task sounds like this: “Try saying no not with Puttana’s aggression, but with the Phoenix’s confidence.”
  3. 3. The Therapy: the Master helps the participants connect their in-game reactions to their real-life scripts.

Closing: a discussion circle. Each participant formulates one intention: which model they choose in real life after the game.

Roles in the Game

ROLEFUNCTIONTASK
PlayerParticipantLive out your card, recognize the pattern, learn to choose the Phoenix
AuthorHunter of
Round One
Lead the discussion, unmask the players, find the Phoenix
PhoenixHero of
Round Two
Answer questions from the Phoenix model, guess the players’ characters
MasterHost of
Round Three
Conduct therapy, analyze, guide the transformation