ABOUT THE GAME

“Synchronicities” is a game of truly creative writing. And at the same time, it is not.

In fact, “Synchronicities” starts from the assumption that connections exist between things — connections we know deeply and primordially, but have half-forgotten. So, by reawakening a personal relationship with things, it tries to rearrange the cupboard of meaning.

“Synchronicities” is not a tool for projective techniques and self-help, though it can be used as one. “Synchronicities” is a box full of toys. It is ours to play with — without rigid rules or sharp competitiveness.

The Deck of

SYNCHRONICITIES

The “Synchronicities” deck is inhabited by thirty non-existent creatures. They are not characters in the usual sense of the word, but dense maps of traits, moods and mises-en-scène. They can become protagonists, supporting characters, or simply a quiet presence that steers the story in an unexpected direction.

The Deck of

ARCHETYPAL

OBJECTS

The “Archetypal Objects” deck contains thirty objects that never existed, and yet look strangely familiar. They are knots of unexpected connections, waiting to be associatively untangled. Each of them is a postage stamp on an invitation for the world to be arranged according to logos rather than logic.

The Deck of

LITERARY

CHALLENGES

The “Challenges” deck contains fifty literary spices, tasks and provocations. Many of them come from the tradition of experimental literature and pay tribute to Oulipo. The cards strive to touch the very limits of articulation and the written word.

FORMATIVE CARDS

DICE

The dice bring an extra layer of unpredictability into the game. Most often they are used to determine the length of a text (the number of words), but they can also define letters, time frames or other constraints. As with all other elements of the game, every creative use is free and welcome.