One hundred questions in five depths. The group decides how deep it goes, and the deck never pushes. Every card is written so that what comes back is a feeling and a need, not an opinion.
Choose a room, add 2 to 12 names, and read the three agreements together. Start with Warm-up; you can change depth whenever the group agrees.
The first spin starts after you agree. The filled name answers; the outlined name reads. Spin the circle chooses again.
Tap the deck, then read the question aloud. The person in the centre answers, or chooses to pass.
Listen without advice or interruptions. When the answer is finished, press Next round to choose someone again.
Say “pass” and press Next round. No explanation is needed.
Warm-up begins lightly. The other four depths invite different kinds of sharing. Nothing is locked; decide together before changing color.
With 3 or more players, this invites another person to guess a feeling and a need they heard. The person who answered can correct the guess.
Let one person operate and share the screen. A share link opens the current card, but does not keep everyone’s screen in sync.
“Were you disappointed because you wanted support?” Leave room for the person to tell you what was actually true.
Where are you playing
You can change this later. Nothing is lost.
Who is here
Two to twelve people. First names are enough. They stay on this device and are never sent anywhere.
Before the first card
Read these out loud. It takes fifteen seconds and it changes everything that follows.
Choose a room, add 2 to 12 names, and read the three agreements together. Start with Warm-up; you can change depth whenever the group agrees.
The first spin starts after you agree. The filled name answers; the outlined name reads. Spin the circle chooses again.
Tap the deck, then read the question aloud. The person in the centre answers, or chooses to pass.
Listen without advice or interruptions. When the answer is finished, press Next round to choose someone again.
Say “pass” and press Next round. No explanation is needed.
Warm-up begins lightly. The other four depths invite different kinds of sharing. Nothing is locked; decide together before changing color.
With 3 or more players, this invites another person to guess a feeling and a need they heard. The person who answered can correct the guess.
Let one person operate and share the screen. A share link opens the current card, but does not keep everyone’s screen in sync.
Most circles start at one and go down together. Nothing is locked.
Light, playful, and concrete. What you can actually see and hear.
Easy to answer, and already practicing observation instead of opinion.
answers
What happens nextPress Spin the circle to choose who answers. The game also names the reader.
Silent. A ring that empties, nothing more. When it is done it simply rests.
Empathy echo
guesses what they heard
I hear maybe a feeling, and a need for something?
Say it as a question, not a verdict. The person who answered gets the last word: yes, close, or not quite.
Pick a word or find a better one of your own. These are only a starting shelf.
The circle may be ready to go one step deeper.
Anyone who opens it lands on the same names, the same depth, and the same card.
After each answer, one other person guesses a feeling and a need they heard.
The closing round
Go around once. Each person names one need of theirs that was met in this circle tonight. One word is enough. Nobody responds, nobody adds. Then it is finished.
Thank you for the hour.
This deck is built on Nonviolent Communication: feelings, needs, observations, requests.
Light, playful, and concrete. What you can actually see and hear.
Family, culture, the rooms you grew up in.
Values, said as living needs rather than principles.
Feelings, shame, longing, the things usually kept quiet.
Difference, conflict, and the groups we struggle to understand.
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