Leela game is a simple commentary on the cells. A complete description of the fields in the game "lila. Setting the goal of the game

The word "play" can be replaced by the word "life" or "incarnation." In the game, embodied creature called the player. As we play, we realize that our own life is a game. Many understandings come from playing this game. We begin to see our life as something happening on the scale of the entire universe. This improves the quality of our current life, many little things do not tug on us anymore and do not cause emotional pain. We leave the area of ​​suffering associated with our unnecessary worries about trifles, realizing that all this is a game, if we see what is happening in its entirety, and do not focus on some small details of the overall picture.

This game is mystical. Do not think that the falling numbers and your travels across the playing board (universe) are something random. Everything is full of Signs. The game starts talking to you. And you need to hear this sign language. You will definitely learn this very quickly. Just take note that this game is a way to communicate with the universe, with your higher self.

Jagat - translated from Sanskrit - the universe (the whole world), Leela is a game. There is a well-known term: Jagat Guru - i.e. world Guru, Teacher of the world. The game is educational. In it you learn important Vedic concepts, often in Sanskrit. Literally by playing, you learn. And you do it very quickly and even imperceptibly for yourself, as they say - playfully. Just playing this Game, you can learn more about the chakras, and about astrology, numerology, yoga, pranayama, etc. Be sure to read the description for the game -. The author of the program: Sergey Veretennikov.

Video for the game:

You can continue the game by entering the number of the field you want to start from, or leave the field blank to start new game.

Leela's game is the oldest and most famous transformational self-discovery game. Sources in which they find mention of this game date back from two to three thousand years. For thousands of years people have played and continue to play this magnificent game of life. She still helps people find their way and achieve their life goals.

We are all born, growing, laughing and crying, strive for something, and run away from something, love and hate, we play different roles in this world, in this big game called Life. Everything we do in this big game is all small games that make up one big one. This is Leela - the divine play of the universe.

Philosophical aspects of the game

The very word "lila" in translation from Sanskrit means "game". This is the game of life, which includes both matter and our aspirations, emotions and thoughts. Leela's game was created so that the player can make contact with his higher self. In order to solve some problem, you need to disconnect from it, look at it from the side, as if from above. Then you can see this problem as a whole and the ways to resolve it. Leela's game helps players go beyond their usual vision, stand above the problem, see what was previously hidden and resolve a negative situation.

This whole world in the philosophy of Hinduism is a manifestation of our divine "I" or the Absolute. Leela is a divine game in which the Higher Self is both the Creator and the Player, and the game itself, expressed in material reality. When we play the game Leelu, the playing field on which our game symbol moves appears as a kind of microcosm, in which, like in a hologram, this whole world is present. Thus, those insights and realizations that we receive in this game automatically pass into the macrocosm - this universe. This is how we transform our destiny when we realize what was previously hidden from us.

Leela's game, with a careful study of each playing field, which the player has entered, gives more and more deep realizations leading to more and more subtle layers of reality. No wonder Buddhist monks have been playing this game for thousands of years. This is a game of self-knowledge, with the help of which a deep rethinking of life takes place. This is a game that transforms life and reveals the truth. Therefore, it is also called Jnana-chaupada, which means "The Game of Knowledge."

Everything in this world is a manifestation of the Absolute or Universal Consciousness. And everything that can happen is already in us. The whole variety of variants of events is also in us. We are free to choose which path we take. But we often do not see the optimal. Leela's game is an ancient game of knowledge that will help you choose the most optimal path that leads to your goal.

Description of the game

The game itself is a playing field consisting of 72 cells. Each cell of the playing field has its own specific name. The value of each cell of the playing field is described by one of the states of being. All these states have been identified during thousands of years of yoga practice and research and are contained in the Vedas and other ancient philosophical sources.

On the field of the game, you will see images of arrows and snakes. Arrows are what lifts us to higher states of being. On the contrary, snakes push us down. Everything in life is interconnected. Therefore, some states of being lead to ups, and others to downs.

In Leela's game, just like in life, we can take off and fall. Getting on any field of the game, carefully read its meaning and think about why you got on this field. From how much you understand why you fall for certain playing fields, on how much you are aware of all aspects of your situation, depends on whether you achieve your goal and how quickly you can implement it.

How is Leela's game going

To play, you must have a playing field, dice, a book or cards with a description of all 72 fields of the game, a pen and a form where the players will write down all their moves. Each player should have his own game symbol - some small personal item. This item will be the "I" symbol of the player. It is important that you like this symbol, since for the duration of the game it personifies you, and playing with the symbol that you do not like means that you immediately bring dissonance into the game, experiencing negative emotions.

Setting the goal of the game

Also, before starting the game, each player must set a goal for which he will play in this game. The request for the game must be specific, clearly formulated and reflect the real goal that the person wants to achieve. You can see the goal setting rules here. Since the game Leela describes the states of being, then global requests are often put in it for their purpose or mission in life. Such requests can and should be made, but it is necessary to specify them a little. You can also set goals for a particular situation. For instance:

  • What steps do I need to take to fulfill my earthly mission?
  • What tasks do I face in order to start a family?
  • What should I do to recover from my illness?

Formulate your request correctly right away. How the game goes depends on it. You shouldn't change it during the game. One game is played for one request.

Stage one - birth

Before the start of the game, all players place their game symbols on field # 68 - Cosmic Consciousness. This is the “Out of the Game” state. The game of life has not yet begun, you have not yet been born, and in a sense you are "above the game." To start the game, you must go through birth. And this is not an easy moment.

To be “born” in Leela's game, you need to roll a six on the game die. It is not easy. Some players may never roll the number 6. This suggests that the goal they have formulated for the game will most likely need to be reformulated. If the player immediately throws out the number 1, then this is a sign that the goal should be reformulated.

After the player threw out the number 6, he moves to field number 1 - "Birth", and from there immediately to field number 6 - "Delusion" (moha). Congratulations! You are in this illusory world! Roll the dice again! (The player continues his turn because he rolled the number 6).

The rule of throwing the number six

In Leela's game there is a rule for the player to roll the number 6 several times in a row. If he rolled a six, then his turn in the game continues and he rolls the dice again.

If the player rolls the number 6 three times, and rolls another number on the dice for the fourth time, then he returns back to the field from which he began to roll sixes and moves forward by the number of points that he rolled for the fourth time. For instance:

  • The start of the move was on field # 7
  • The player rolled 6 and moved to field number 13
  • Threw out 6 again and moved to field number 19
  • The third time he threw out a six and got on field number 25
  • On the fourth throw, he threw out the number 5 and, according to this rule, moved to No. 12 (Since I started from No. 7, then 7 + 5 = 12)
  • Since he got to field number 12 where the snake's head is located, the player drops to number 8. This will be the end of his turn.

If such a situation happened at the very beginning of the game, that is, the player throws out three sixes and then another number (for example 3), then he first goes to field number 6, then he goes to field number 12, then to field number 18, and then returns to field number 1 "Birth" and moves 3 cells, that is, it turns out to be on field number 4.

If the player rolled the number 6 four or more times in a row, then he continues to roll the die until he rolls some other number. At the same time, he moves forward by the number of fields of the cells of the game, which is equal to the sum of all the points thrown out on the die. So if a player threw out the number 6 four times in a row, and then threw out a three, then he moves forward 27 cells (6x4 + 3 = 27). At the same time, he does not stop at intermediate fields, he immediately goes 27 steps forward. After that, his turn ends and goes to the next player.

Walkthrough

The players roll the die in turn, passing the move to their right-hand neighbor (counterclockwise). After his move, the player writes down his move and carefully examines the description of those squares on which he fell.

If a player hits the field where the arrowhead is located, then he moves to the field where its arrowhead is located. If he hits the field with the image of a snake's head, then he goes down to the field until the beginning of its tail. So envy breeds greed - falling from # 12 to # 8. And once on the "Purification" field (No. 10), the player takes off into the "Heavenly plane" (field No. 23).

Do not forget about the rule of throwing a six. Regardless of whether the player fell from some field or took off, if he hit these fields when rolling numbers from 1 to 5 on the die, then his turn ends. And if a six was thrown, then the rule of throwing the number 6 applies and the move continues.

Options for passing the game

Leela's game is a transformational game of self-discovery. She not only "answers" your request, she helps you achieve the goal that you set, flocking your game "I" on the field of play. But in order for this to happen, you must carefully work through all those fields in life that you entered in the process of passing the game. And this takes time.

Therefore, based on the depth of your request, the duration of the game can vary from a couple of hours to several years. Consider these options for passing the game.

The first variant of the passage

The first option is the fastest and most widespread in the modern world. Suitable for ordinary, everyday requests such as buying an apartment, a car, etc. Players get together at the same table or online, take turns throwing a dice and try to understand and work out the meaning of the field they got to before their next move. If the player did not manage to do this, then he must skip his turn.

This is a transformational game and transformation must take place, work must be done on its goal. Why else did you come? This is not fortune-telling. This is work on yourself with the help of this ancient game of self-knowledge.

Second option

The second option is longer and implies a more thoughtful approach and work on yourself. In this case, more global goals can be set. For example, inquiries about relationships with the opposite sex, at work, with friends, some business projects, etc. In this variation, you have a whole day until your next move. What you should do:

  • Carefully study the description of the field, or those fields that you entered during this turn.
  • Think about how the states of being you touched relate to your request. In what moments and cases in your life did they appear?
  • Looking closely at everything that will happen during these days. What does the world want to tell you about your game request? What will happen during these days and what can you do based on the knowledge of those states of being that you received after reading the description of your cell of the Leela game field?
  • Reflecting and observing what is happening in the context of your move, try to understand why you got exactly on these playing fields. If you have an insight about this, this is the best option. This is the surest sign that you are doing a good job on yourself.

After you have completed all this work on yourself and your goal, in a day you make the next move and the whole cycle repeats until you finish your game.

The third option

The third option for completing the game is even longer. In this case, players take a week break between their moves. In a week, you can not only realize why you got to certain fields, but also work out them well enough and those vibrations that are present in those planes of existence, on which fate has thrown your game symbol "I".

This option is very good for those who not only reflect on their problem or task, but also take specific steps to achieve their goal. It is optimal if the player goes through some kind of psychotherapeutic process that can very well work out the situation in which he finds himself. In such processes, with the help of an experienced facilitator, the study is carried out most deeply and fully. This means that why the player came to this game can be done more easily and quickly.

Fourth option

The fourth option for passing Leela's game is the longest and most thorough. Usually it is suitable for those people who take global goals and carefully work them through step by step. This option does not have a well-defined time frame. The player makes the next move only after he understands that the previous step has been fully worked out.

This is a difficult, but very high-quality path to achieving your goal. The game here serves only as a kind of helper, a guiding star that tells you what to pay attention to and what to work on at a given moment in time.

This a good option for the most global goals, such as your purpose and mission on this Earth and other spiritual requests that you want to work out with high quality. There are many options for elaboration. It can be psychological processing with an experienced leader, it can be some kind of spiritual practice or training. The main thing here is to understand that this field of play, on which fate has thrown you, is really worked out and you can make the next move.

Regardless of which of the above options for the game you prefer in your game, remember that Leela's game is a transformational game of self-discovery. And you should feel that you really understood something and realized why you ended up on this or that field during the game. Why did it happen? This means that this field is relevant to your request. Work it out and move on to your life goal.

When does the game end?

The game ends when the player enters the field number 68 - "Cosmic Consciousness". The circle is complete. Where the game started from is where it is downloaded. More precisely, this is an exit from the game called Life.

There are situations when a player passes this field of the end of the game and ends up on fields No. 69, 70 or 71. In this case, the player needs to roll so many points on the die so that he can make a move. If he throws such a number of points, which leads to the field number 72, then he remains in place and the move goes to the next player. Ultimately, he will need to be on field no. 72 (this may take from 1 to 3 moves), where the snake's head is, go down to field no. 51 "Earth" and continue the game.

The game can be finished not only on the field number 68. If the game takes place before a certain time, or you feel that you have sufficiently understood what the game wants to tell you in relation to your request, you can simply end up playing on some playing field. Important! If you decide to end the game before reaching its end - field number 68, then you should stop at that playing field that does not cause negative emotions in you. It should be good for you and your game goal.

How to analyze your game

On the way to their goal, players encounter various obstacles, expressed in the game Leela as snakes, and also receive support - arrows leading the player to higher states of being. After completing the game, you need to look at the records that you kept. The following points should be noted:

  • Snake-headed fields from which the player moved down
  • Fields you've visited more than two times
  • Repetitive moves, especially if they lead to falls
  • Those playing fields from which the player ascended up the arrows
  • Those fields and their descriptions, which especially "hooked" you, caused some strong emotions

These are the main points that are required to further develop the game in life. It is especially important to make such an analysis for a regular game that is carried out immediately (first option).

First of all, pay attention to those fields that have had a strong emotional impact on you. It is advisable to work them out in the first place, since the negative charge that you felt is available for working with it and passing it will give you more strength and energy for further work both on your goal and for life.

Then select all the fields that you entered and on which the head of the snake is drawn. From these fields there was a descent to the lower planes of being. Check all such boxes. Pay special attention to those from which you have fallen more than once. Carefully re-read the state of being that corresponds to this field and to where you descended. Think about why this happened. What in your life corresponds to these states of being.

The next fields are worked out, which you have visited two or more times. For some reason, during the game, you hit them over and over again. Why? The game shows that these states of being are meaningful to you and your game request. This needs to be understood and worked out.

Working on yourself after the game

All the game moments found in this way that impede the achievement of your goal must be worked out in psychotherapeutic sessions, in sessions of psychological and spiritual processing or other practices that really work with the causes of a person's conditions. For each element found, working through may require from one to several sessions.

After you have received relief from the state, having gone through the processes corresponding to the given field of the game (state of being), received insights and an understanding of why you got to these fields, start working on the rest of the points. A high-quality study of all aspects of achieving your goal is a prerequisite for its implementation.

In processing, you will discover and work through the negative aspects that prevent you from living and achieving your goals. Perhaps, when passing them, you will change your goals, realize that in fact you did not want this, but something completely different! This is just wonderful! It means that the transformation has taken place, you have received your inspiration and life goes on! You can again take this ancient game Leela, ask your new question and once again plunge into the interesting and exciting world of self-discovery!

This world is endless, tasks and goals are multifaceted and varied. Use the game Leela for self-discovery, improving your life and fulfilling your life tasks!

1. Birth ( janma)

Birth is the entrance to the karmic game. Karma is determined by the number of points dropped on the thrown dice, and the player's personality is represented on the field by some symbol that moves from square to square in accordance with its lot. Before birth, a person is out of the game. Having taken birth, he becomes subject to the laws of karma. This world is the land of karma.

Desire leads the player to accept the burden of karma. If a person has no desire to play, he will not do it. However, play lies in the very nature of consciousness. At the beginning there was no play, but the consciousness, in accordance with its nature, could not remain motionless, without play. And therefore ... "Let there be light!" Let there be a game! And the Absolute from the One turned into a multitude. Entering the game, the player repeats the original process of creation, when the Absolute awakened from inaction and began a cosmic game in which each of us is a microcosm. Having made the decision to play, the player must obey the rules of the game (Dharma) and the karmic lot.

The player can enter the game only after he succeeds in throwing a six. Five elements of creation (ether, air, fire, water and earth) are connected with the sixth - the player's consciousness. The six begins the movement of the player's symbol across the field. Each birth opens a new game, and the goal of each game is the same Cosmic Consciousness. There are no other directions, goals, motivations in this game. The game exists to complete the cycle. Birth is the key. It opens the doors to the game, and the player begins his endless journey, the journey to completion.

One is the root of all creation. Like all odd numbers, she belongs to the family of the Sun. The unit has a special relationship to the Sun, since it was it that gave birth to our planet. The unit symbolizes an independent person, an independent decision, an independent life, the search for something new, unusual, original.

Mayan

When someone becomes a player, the awareness of unity is lost in the excitement of the game. This change of consciousness is the beauty of the act of play. One turns into many to play the space game, hide and seek with yourself. To satisfy his ego, the player starts the game by accepting the rules and follows these rules for the rest of the game.

Unity is reality, plurality is an illusion. The illusion of plurality is created by the power of the One (Higher Consciousness) that hides reality. This power is called Maya Shakti or simply maya... It is she who creates the illusion of a separate "I", "mine", "you" and "yours", which gives rise to ignorance in the individual consciousness. Those who understand this call this state avidya (a - "absence", vidya - "knowledge"; ignorance, or lack of knowledge, about one's nature). Ignorance enters the consciousness of a person through the mind, and yoga, in turn, is a method of stopping the work of the mind (this is one of the main goals of yoga). By stopping the internal dialogue, the yogi can go beyond the mind and realize his true nature, which lies outside the illusion of "I" and "mine". The world of names and forms is Mayan. Mayan is a stage and set in which the player enacts the tragicomedy of his life as a microcosm. Mayan is the game itself, inviting the player to go through many different situations, each of which carries the keys to understanding its true nature.



Illusion can be seen at any level. The human body itself is not an independent unit of existence; it consists of a huge number of different cells. It is the individual ego (ahamkara) that creates the separate units of existence, but this is itself maya (illusion). The ego cannot function without the mind, and the mind also cannot function without the senses. Thus, it is possible to completely detach from the feeling of "I" and "mine" only with complete control over the work of the mind. It is to this state that those who practice yoga strive. When this is achieved, the illusory awareness of oneself as a separate independent being ceases. The direct experience of reality in the state of samadhi gives one a different perspective on the work of the Maya-shakti; now he sees the drama of human existence and the world around him as manifestations of the divine play, Yayla.

Maya Shakti is the driving force behind the evolution of the world of phenomena, which is carried out through the intertwining and interaction of three gunas: sattva, rajas and tamas.



Cosmic Consciousness becomes individual consciousness thanks to its own maye... In the tradition of Hinduism, one can find a variety of descriptions of maya in many contexts, but nevertheless it is impossible to describe all its manifestations - it is as infinite as the Cosmic Consciousness itself.

All the player has to do is realize that they are a player and that their sense of separateness is an illusion. All perceptions received by the player from the outside world exist inside him in the form of signals coming through the senses, and are an illusion. Modern science, which by its own methods tries to investigate the nature of reality, confirms this position. Both in modern science and in ancient knowledge, it is believed that there is one primary substance, to which all different forms of matter can be reduced. The existence of all phenomena is nothing more than one of the many manifestations of the same basic unit. All elements are different forms of this single substance. The difference in the experience of different people is explained by the transformation and all kinds of combinations of atoms of matter, in the form of which this primary substance exists. This diversity in unity is an illusion and is due to the work of the maya of the Supreme Consciousness. A person is born to take part in this game in order to understand how the principles of the subtle world work in the dense world. And its goal is unity, the end of duality.

The deuce carries the qualities of duality, that is, illusion. This number is obtained when one repeats itself. Two is an illusion, since both of its constituent opposites are present in the One. This is the inner and outer world, unmanifest and manifested, Shiva and Shakti, masculine and feminine principles, sun and moon, dense and subtle world, Absolute and Maya, noumenon and phenomenon. Thus, two is the number of maya. Two is an even number and, like all even numbers, is part of the lunar family. She is especially strongly associated with the Moon and lunar energy.

3. Anger ( krodha)

To understand the nature of anger, it is essential to understand the nature of the ego. The ego is that which identifies itself as "I". A person in the process of his development goes through a sequence of identifications. After birth, a child first begins to feel like a separate being when he realizes his separation from his mother. Then there is an identification with other family members, he accepts their behavior patterns and forms of thinking as his own. Then the child associates himself with peers of the same sex as him. Then he looks for his identity among members of the opposite sex. The journey ends when the ego ultimately identifies with the Absolute and merges with Cosmic Consciousness.

In the process of identification, the intellect is also involved, storing information obtained during development - here value judgments obtained from those with whom this person identified himself most strongly (for example, from his parents) are especially important. The true inner self knows that all reality is contained within it. However, an identifying self will exclude those aspects of reality that are considered evil by those with whom this self relates.

Anger is an emotional-chemical reaction that occurs when the ego encounters an aspect of its personality that has been rejected as evil. Facing this negative aspect is experienced as a threat to existence. In reality, a threat only arises for the identification of a person with one or another assessment of what is happening. In this case, the ego projects the rejected aspect of the personality onto the one through whom this aspect is manifested, and directs its energy to remove the unwanted aspect. This is the nature of anger.

Anger is a manifestation of scattering, weakness. This cell serves as the tail of the snake of selfishness. Anger directs the player's energy downward, which brings him to the level of the first chakra. When the ego is hurt, we feel angry. Anger is insecurity, the main problem of the first chakra.

Anger is a serious obstacle to spiritual growth. The nature of anger is fire that burns everything. But if anger arises without any personal feelings, is impersonal, then it purifies. Anger is a quality of Rudra, the god of destruction. Rudra's anger is not based on any personal reasons, so it does not destroy Rudra himself, but the evil that causes disharmony and imbalance. Personal anger eats away at the good qualities of the individual and leads to failure. Impersonal anger destroys its cause, evil. Anger is the flip side of love. We are not angry with those with whom we do not identify ourselves. Anger excites the nervous system and completely stops the work of rational thinking while it exists in our system. On the one hand, it cleans the body and is similar in effect to cleansing by fire, but the cost is too high: the level of vibrations decreases so much that the player has to start the game again from the first row.

Anger can be expressed in two ways - violent and non-violent. When a non-violent method is adopted to express anger, it gives the player a tremendous moral strength called satyagraha (satya-truth; agraha-perseverance, constancy). This becomes possible if the player is able to remain calm even when he is really angry. In this case, anger becomes impersonal and directed against evil. It is based on love, love for good, for truth. Such anger helps spiritual growth and is divine.

Three contains qualities creativity, expression and stability. As a representative of the family of odd numbers, she represents dynamism and positivity, is responsible for creating and maintaining shape. It is associated with the element of fire, which manifests itself in a person in the form of anger. On the other hand, the same element can manifest itself as diligence, perseverance. Thus, the characteristics of the number three are strength and determination. Three is the number of Jupiter. Jupiter is a symbol of courage, courage, strength, power, hard work, energy, knowledge, wisdom and spirituality.

4. Greed ( lobha)

Due to the sense of separation that develops in every born being, the player begins to strive for satisfaction. To perform any function in this world, the player must first ensure that his physical needs are met. To participate in the game, he must eat, have a place to rest, clothes. Material survival is the main concern of the player at the first chakra level.

When the player mixes his feelings of dissatisfaction with the need for material survival, greed appears. Even having received everything necessary for life, he still feels emptiness. All he has learned is to maintain his physical existence. Now he begins to use these basic survival skills to acquire more and more material goods in the hope of achieving satisfaction. However, the more he acquires, the stronger his thirst for acquisition becomes. His sense of emptiness reaches the level of panic, and his actions become more reckless. The legend of King Midas and his "golden touch" is a classic example of the effects of greed. This thirst for material well-being is also the root cause of all wars.

Greed comes from insecurity, and insecurity comes from misidentification of self. If a player doesn't believe in God, he doesn't believe in providence either. The cage of greed is the tail of the snake of jealousy. Greed makes the player shortsighted. He does not understand that greed is ultimately meaningless. Sooner or later, all material goods remain outside the threshold: either when we refuse them of our own free will, or when death comes. However, greed can turn out to be a virtue on the path of spiritual growth if a person becomes greedy for spiritual experience, knowledge and love.

A player who finds himself on the field of greed opens the gates of his consciousness for maya, anger and all other problems of the first chakra.

The symbol of the four is a square representing four dimensions and four cardinal points. The four symbolizes the earth element. As a representative of the family of even numbers, the four gravitates towards completeness. The striving for completeness on the material plane, pushed to the limit, turns into greed. In Vedic numerology, the number four is ruled by Rahu, the northern lunar node, also known as the Dragon's Head. In Western numerology, this number is ruled by Uranus.

5. Physical plane ( bhu-loka)

The area of ​​unmanifest reality is transformed into the world of names and forms. The world of names and forms exists in the form of seven different lokas, or levels of being, arranged in ascending order. These lokas serve as stages in the evolution of the consciousness of an individual. As a person develops, he moves forward in accordance with the changes taking place in his nature. Consciousness can realize its true nature through these planes.

Each of the lokas, or planes, is a separate area, which is determined by the nature of the matter from which it is created (see commentary to field 32, "plane of equilibrium"). Arranged in a certain order in the central column, the loks form the spinal column of the playing board. Since the microcosm is structured in the same way as the macrocosm, the lokas are located in the human body along the spine, in the chakras, or centers of psychic energy. With the evolution of the psyche from one level to another, the development of the person himself occurs.

The physical plane is located at the base of the spine, at the site of the first chakra, and on earth in the outer world. The name bhu-loka in translation from Sanskrit means "earthly plane": bhu - "earth", while - "plane". The earth consists of five elements that exist in solid, liquid and gaseous states in the form of radiating, ethereal and fine-ethereal matter. All these are different stages of the existence of atoms of matter, whether it has a definite form or does not have it. In any case, they are dominated by the earth element and they materialize as earth slowly and gradually.

The other planes, marked on the game board, are each located in their own horizontal row, belong to one of the seven lokas and represent special areas located within the main seven planes, just as cities are located in provinces, provinces in countries, and countries on the continents.

The physical plane includes: birth, maya, anger, greed, illusion, conceit (vanity), greed and the sensual plane - its right and left, positive and negative aspects. When a player enters the physical plane, he falls into the trap of his lower self. But this is just one of the many stages of the game. Nobody stays in one place all the time, and every throw dice opens up a new world for the player. On the physical plane, the player is mainly focused on material achievement. His usual concerns are money, home, car, food and physical strength. His entertainment is related to the body: it can be sports that involve competition and physical contact. His fun also often includes elements of violence. The main achievement is professional excellence.

The physical plane is associated with earth, matter and mother. It is the storehouse of energy, the place where the Kundalini is located - the psychic energy that yogis try to raise up through the seven chakras. If the problems associated with the physical plane are not resolved, the successful completion of the remaining plans becomes impossible. There are no arrows going up from this plane. All players must go through this plane before they reach "other dimensions. Seven serpents lead here from other planes, demonstrating a particularly important realization of the nature of the densest level of existence.

The number of subtle elements is five: ether, air, fire, water and earth. There are so five organs of human action, with which he creates his karma, these are hands, feet, mouth, genitals and anus. There are also five senses: ears for sound, skin for touch, eyes for perception of shape and color, tongue for taste, and nose for smell. Five is the number of balance: one with two twos on the sides. The planet that rules the number 5 is Mercury. Mercury is soft, loves to think about lofty matters, scientist and amusement lover. Mercury is also associated with business qualities and physical comfort.

6. Delusion ( moss)

The word moha in Sanskrit means "attachment". This attachment is the cause of slavish dependence, which again and again leads the player to birth and rebirth in the world of phenomena. The scriptures say that there are four types of obsessions that lead the individual consciousness into a downward flow of energy and are obstacles to spiritual growth. This:

· Kama(desires, sensuality)

· krodha(anger, aggression, violence)

· lobha(greed, dissatisfaction)

· moss(affection, illusion)

If illusion, maya, is the world of phenomena itself, then delusion is attachment to the world of phenomena as the only possible manifestation of reality. Delusion clouded the mind, making it impossible to comprehend the truth. Delusion is a product of the absence of real religiosity (religiosity here does not mean following some code of conduct and morality (ethics), but living in harmony with the laws of the universe). “That which should be accepted is Dharma,” says an ancient Sanskrit dictum. Dharma is the nature, essence, truth of the existence of the world of phenomena. When the player does not follow the laws of his own nature, which are above all illusion and delusion, he begins to plunge into moha. The only thing to understand is that existence is a game. With this awareness, the delusion that the player is directing his own existence disappears. And with the disappearance of delusion, negative karma also disappears.

Delusion is the first square a player lands on after rolling the six required to enter the game. By entering the game, the player accepts his temporary dependence on material realities. After the player is born, he is bound by the circumstances of space and time. The reality of a given moment is understood as the reality of all moments. Change seems impossible. The player has gone astray.

No matter how he gets here, as a result of being born or falling down a snake, the absence of real religiosity (the use of false means), the player inevitably goes through a field of delusions. If he sees his Dharma and recognizes that change is not only possible but necessary, he is ready to move on. But if he considers his vision of the world complete and complete, he will inevitably come back here again and again.

The number six consists of a combination of two odd or three even numbers (two threes or three twos), that is, of five possible elements. Therefore, it is in perfect balance. Six is ​​associated with ingenuity, creativity, and the fine arts. She is a representative of the lunar family of numbers and is associated with Venus. Venus is the brightest and brightest of the planets and can be seen with the naked eye as the morning star. In Hindu mythology, Venus (Shukra) is a teacher of demons. Those who live in illusions, love sensual pleasures, spend energy on the gratification of desires, serve as victims of anger and greed, act contrary to the laws of the Dharma, they are irreligious and terrible selfish.

7. Vanity ( mada)

Vanity is self-deception, false pride, building castles in the air. In Sanskrit, the word mada, besides vanity, also means "intoxication". The player becomes intoxicated by his strength, his real or imaginary merits and achievements. When he has any misconceptions about his account, he falls into the net of Mada. After entering the game, the player is exposed to the influence of mad-vanity and various false identifications. Pride and vanity are two of the most dangerous poisons that we drink in bad surroundings. Bad company, born of delusion and greed, is the snake that drives the player to vanity. In this field, the player finds himself completely entangled in the networks of his own games. The bad environment he is in is a manifestation of bad desires.

Everyone plays their own game and rolls their own dice. Once the die is rolled, there is no choice left. The player, having no desire for that, will not seek company for himself. But since desire is the nature of this game, the search for a company becomes inevitable at some point in its development. A player needs a group of people to reinforce their new identities. Danger appears when the player gets carried away by his desires. His behavior pattern is changing radically. Everything that is right no longer seems right to him, and the bad does not seem bad. His desire must be satisfied at any cost, and thus he creates bad karma and finds himself in bad company, among those who support his wrong behavior. Since a person at this stage of development is formed by the group of people to which he belongs, the player can stop creating bad karma for himself if he starts looking for good company.

The number seven refers to the family of the Sun, is associated with Saturn and the principle of darkness. There are seven days of the week, seven musical notes and seven chakras. Seven can be represented as one with two odd numbers on either side (two threes). Seven is a number that symbolizes adjustment problems. Seven is lonely in nature and strives for completion.

Seven is traditionally associated with Ketu, the southern node of the moon, also known as the Dragon's Tail. In modern Indian numerology, the number seven is ruled by Varuna, the lord of water, and in Western numerology, by Neptune. Seven is the number of writers and artists who, in the absence of development, are in false pride and are known for building castles in the air and always worrying about the future. They do not like to walk the beaten path and have very specific ideas about religion. They tend to create their own religion and spend their lives in entertainment.

8. Greed ( matsara or matsarya)

Vanity leads the player to the fact that he begins to envy everyone. He is so carried away by the illusion of himself as a separate reality that any means of satisfying his desires seem to him just. After all, the conceited player thinks, I am so much better than others that I deserve to have everything they have. So, in this game, greed is associated with the serpent of envy, since it is the envy created by vanity that leads to greed. In a state of greed, the player experiences an active hatred of other players. He is too good for them, and what they have is also too good for them. Therefore, the player argues, what belongs to them must become mine. He becomes malevolent and has a passionate desire to take possession of the material wealth of the people around him. This feeling is different from greed, where only the material side is visible. Greed is greed combined with envy. As the player becomes more and more greedy, his thirst for wealth increases. And all the other problems of the first chakra also begin to torment him.

Eight is a number that decreases when multiplied: 8x1 = 8; 8x2 = 16, 1 + 6 = 7; 8x3 = 24, 2 + 4 = 6; 8x4 = 32, 3 + 2 = 5; 8x5 = 40, 4 + 0 = 4; 8x6 = 48, 8 + 4 = 12, 1 + 2 = 3; 8x7 = 56, 5 + 6 = 11, 1 + 1 = 2; 8x8 = 64, 6 + 4 = 10, 1 + 0 = 1.

When the number eight is multiplied by a nine, it becomes a nine (8x9 = 72, 7 + 2 = 9), and in the next cycle returns to its original state: 8x10 = 80, 8 + 0 = 8. This phenomenon reminds us of the cyclical nature of reality in general and human existence in particular. The subtle decreases when the gross increases. And so on until there is a penetration into the essence of the gross, and then it again becomes subtle. Thus, any increase leads to a decrease, and a decrease again leads to an increase. Nothing is ever lost. Only the nature of the manifestation changes.

Among the numbers of the lunar family, the eight represents the octave, eight dimensions, the eightfold Maya, consisting of three gunas and five subtle elements. In numerology, the figure eight is associated with Saturn. It is a planet that is not easy to understand, associated with ups and downs, a fierce struggle. It is an airy planet associated with darkness. Its symbol is a silent thinker immersed in introspection and possessing materialistic views. People born under the eight are passionate about accumulating wealth, prone to unhealthy addictions and vices. However, they are wise and experienced and have a special gift for judging other people.

9. Sensual plan ( kama-loka)

This is the ninth square in the bottom row. Nine is a completed odd number that closes the first row. This is the staircase that leads the player to the second level of consciousness, which begins with purification. After the player is born and enters the game, he must go through the sensory plane before he can get to the second level.

Kama means desire - desire of any kind. People want fame, wealth, success, family happiness, position in society. Any desire, striving, noble or ignoble goal is kama. Kama is the first stage of evolution. If there was no desire, there would be no universe.

So, kama-loka is the plan of desires. However, all desires come from the sensual nature of a person, therefore this plane is also called the sensory plane. It is directly related to ignorance, lack of knowledge. You can get here through the snake's mouth of ignorance or through the gradual exploration of the first chakra. Nine is a representative of the family of odd numbers and denotes completeness and perfection. She represents strength and energy. When multiplied by any other number, it retains its identity and integrity: 9x1 = 9; 9x2 = 18 = 9; 9x3 = 27 = 9; 9x4 = 36 = 9; 9x5 = 45 = 9; 9x6 = 54 = 9; 9x7 = 63 = 9; 9x8 = 72 = 9; 9x9 = 81 = 9; 9x376 = 3384 = 9; 9x280 = 2520 = 9. There are nine openings in the human body through which the vital energy, prana, leaves the body at the time of death: a mouth, two nostrils, two eyes, two ears, anus and a genital organ. During the day, a person makes 21600 respiratory cycles (inhalation and exhalation), and this number can be reduced to 9. A day consists of 1440 minutes, which can also be reduced to 9. The normal duration of dominance of one hemisphere or breathing mainly through one nostril is about 900 breaths and exhalations (60 x 15), which amounts to 9. There are 9 major nerves in the human body. In Hinduism, nine female deities are worshiped (nava-durga: nava - "nine", Durga is the name of the Goddess). The human body contains 72,000 channels called nadis. They carry prana, life force, and their total number is also reduced to 9. There are 9 planets (navagraha) in the solar system that affect life on Earth. In numerology, 9 is the number of Mars, shining in the sky with a bright reddish light.

10. Cleansing ( tapa)

Being on the first level, for some time the player may feel quite well, but soon he begins to feel a lack of vital energy, wasted in negative emotions and sensuality. Loss of energy leads to feelings of inner emptiness and confusion. At this moment, his attention is drawn to purification. This is where the first arrow of the playing board begins, giving the player the opportunity to immediately overcome all the problems associated with the second chakra. Moving from the level of the first chakra to the cell of purification, the player gets rid of all negative aspects of the first two chakras and is transferred to the heavenly plane. Purification is always accompanied by an increase in the level of vibrations, and the energy begins to flow upward. This process occurs due to a change in the functioning of the senses and actions, as well as the correction of a person's lifestyle. The castle of consciousness has five entrances through which enemies (pollution) can get inside and try to overthrow the king. To keep the castle clean, you must either close these entrances, or carefully monitor what comes from outside.

Purification of hearing occurs when the power of hearing is diverted from the external world and directed to the sounds of the internal world. Purification of vision is achieved with the help of concentration of gaze (the eyes are closed at the same time) and attention to the "third eye" - a point located between the eyebrows, slightly above the bridge of the nose. By removing sweet and salty foods from food, the taste is purified. Cleansing the sense of smell is carried out by closing the nostrils while holding the breath while inhaling for the maximum possible time (this also helps to develop the habit of breathing deeper and slower). Rubbing ash into the skin clears the sense of touch, rendering the player indifferent to the impulses coming from the sensitive nerve endings of the skin.

Avoiding sleep for one or more days clears the player of inertia, drowsiness, boredom and ignorance. Maintaining complete silence for a certain period of time purifies the thinking process. Fasting cleanses the body. Overcoming difficulties purifies the player's personality, listening to the reading of scriptures and inspired poetry purifies his inner self, reciting mantras purifies the nerves, and concentration and meditation purifies both body and mind. Abstinence from sexual activity also serves as one of the methods of purification; it is a difficult but very effective way to change the usual vibration level.

11. Entertainment ( gandharvas)

The scriptures say that the Gandharvas are the musical notes of the Lord. The word gandharva is translated as "celestial musician". This is one of eight types of living beings that are not perceived by ordinary vision, however, they can take a visible form if they wish. They are created from subtle matter and live on the astral plane. The life of these creatures is in harmony with divine music and is dedicated to the entertainment of the gods and other creatures who have reached this plane in the process of evolution. In the Puranas there are many stories involving Gandharvas and apsaras (nymphs). Initially, they are free from the cycle of birth and death, but if their actions are in conflict with the conditions of this plane of being, they fall to the ground and are born in human form. However, wherever they are, life serves the entertainment of others. The player enters the entertainment area after clearing. This level is a reflection of inner joy, a sense of rhythm and harmony. Entertainment brings a sense of lightness, encouraging relaxation and enjoyment of the moment. They revive the monotony of everyday life, opening up new perspectives and horizons. All works of art serve as products of this state, belonging to the second row of the playing board, which represents various aspects of the vibrations of the second chakra. However, the principle itself exists at all levels. For example, the game Leela serves as entertainment for people striving for perfection.

Life is based on the principle of entertainment - getting pleasure. However, such a view of life is achieved only after overcoming the level of the first chakra with its main problem - self-doubt and concern for material well-being. Entertainment is the essence of Spirit. All this created creation is a play of energies performed by Shakti, the mother principle, the Absolute, God ... whatever name we choose for the Supreme Player. If this principle were not included in the nature of the Divine Play, then the One would not become many. Deeper and deeper into the game, which serves as the entertainment of the One, the player is imbued with its rules in order to finally reunite with Him.

12. Envy ( irashya)

Envy is the first snake on the board. She stings the player, returning him to the first level to the plane of greed and all other properties of the first chakra. Falling into the cell of envy, the player lacks self-confidence and, in order to overcome his desires, resorts to the strategy characteristic of the first chakra. This snake stings the player again and again, forcing him to return downward, which serves to clear his thinking during the game.

In the game of life, energy moves from bottom to top. The player seeks to leave the lower planes and reach the top, turning away from the problems that he has to face below. However, such a position contradicts one of the most important principles of the game, since the player must play, harmoniously fulfilling his role both above and below, wherever the dice of karma leads.

However, no one wants to stay at the bottom. When the player's vibrations become inharmonious, he falls under the influence of snakes and falls to the lower planes. All his movements up and down are determined by the number that he throws on the dice. When a person falls under the influence of envy, his energy is directed downward. By coincidence of karmic circumstances, he ended up on the plane of the second chakra, but in reality he does not deserve to stay here. In fact, he cannot stay on this plane due to negative vibrations remaining in his personality. At such moments, the player envies those who are able to stay on the higher planes without losing their balance. Envy is that negative reaction that leads to the player falling to the level of the first chakra, where he has to realize and work out new elements of his negative karma.

13. Nullity ( antariksha)

Antarikish is a plane located between the physical plane and heaven (svarga-loka). Here the player is in a "suspended" state: neither in heaven, nor on earth, in fact, in nothing.

Nullity is a condition directly related to unstable negative intelligence. When the player ceases to be aware of the purpose of his existence, feelings of abandonment (existential fear) and futility fill his mind. He sees no point in communicating with anyone. And the lack of vitality, accompanied by a keen sense of inner emptiness, makes him rush about, not finding a place for himself. He is in constant negativity and anxiety.

Insignificance is one of the inherent features of the second chakra and is the cause of instability and anxiety. Everything around loses its meaning. Self-identification of the individual is completely lost, and as a result, the balance of the mental sphere is disturbed. All this is due to the lack of energy necessary for a harmonious stay on this plane. The scattering of life force towards the sense objects is a major problem at the second chakra level. The player can enter the cage of insignificance after the first encounter with entertainment, sensual plan, conceit, or greed. If he comes here from the first chakra, he may already have experienced the joys of purification or entertainment, but the small amount of energy that he possessed is wasted too quickly. And now he is confused. The goals that he set for himself before are still here, but he does not see any sense in them. He sees no point in anything.

However, the state of insignificance is by no means eternal. As soon as the player begins to replenish his energy resources, he is ready to continue the game by the time it is his turn to roll the dice.

14. Astral plane ( bhuvar-loka)

Bhuvar-loka is a plane that follows the physical and is closely related to it, but consists of more subtle matter. In the description of bhu-poka (the fifth square in the first row), we have already explained that there are seven basic planes, or lokas, reflecting the state of being or the degree of development.

Made a synopsis of the book "Leela" for the convenience of the players. He removed the "water", added something from himself. Maybe someone will come in handy.

BRIEF DESCRIPTION OF FIELDS IN THE GAME "LILA"

1. Birth (janma)

Entrance to samsara. The six fell out - the sixth element (consciousness) combines with five material elements (ether, air, fire, water and earth). The unit is the root of creation, an independent person, the search for his own unique path.

2. Illusion (Maya)

A game of hide and seek with oneself begins. The awareness of oneness (yoga) with the Higher Consciousness gives way to the feeling of disunity, false self-identification, ego, duality (number two). This feeling is created by maya - the illusory power of the Supreme Consciousness. Maya is the tail of the serpent of Darkness (tamas).

3. Anger (krodha)

Anger is the first and lowest manifestation of the ego when there are obstacles to the realization of your false “I” and, as a result, insecurity. Anger is the tail of the snake of Selfishness. Anger lowers to the level of the first chakra and burns all achievements, depriving the mind. Anger can also cleanse and develop tenacity and character if it is not caused by selfishness and is not directed at anyone in particular. The three symbolizes dynamism, and the dynamics can be either negative or positive.

4. Greed (lobha)

Selfishness, dissatisfaction and insecurity give rise to greed, money-grubbing, the desire to secure their place in the Game. Greed is the tail of the snake of jealousy. Material support is the main concern of the player at the level of the first chakra. Even having everything he needs, such a player still feels empty. And in order to drown out this feeling, he tries to take possession of more and more material wealth. Greed makes a person short-sighted, but it can also be directed towards love, gaining spiritual experience and knowledge, which can work for good. The four symbolizes completeness. The desire for completeness on this gross material level turns into greed.

5. The physical plane (bhu-loka)

Earthly, the roughest plane of being, the first of the seven lokas (levels of existence). On this plane, the player is completely absorbed in the material attainments associated with the body. If the problems associated with the physical plane are not resolved, it will not be possible to rise higher. There are no ascending arrows from this dense plane, and the tails of seven serpents lead here, lowering the player from other, higher planes. All players will have to go through and gradually realize this plan of being. Five is the number of material elements: ether, air, fire, water, earth. There are also five facets of the senses, organs of coarse interaction with matter: ears - for sound, skin - for touch, eyes - for perception of shape and color, tongue - for the sense of taste and nose - for smell.

6. Delusion (moha)

Delusion is akin to attachment, dependence, obsession, which obscures the gaze of the player, preventing him from seeing things as they are, and forcing him to be reborn. Unlike maya, which is the world of illusion itself, delusion is what binds the player to this world. Delusion comes from a misunderstanding of the laws of Dharma, World Order, Universal Religion, Laws of the Game. Delusion is the first square a player lands in after rolling a six. This field is also led by the tail of the serpent of godlessness or lack of true religiosity. Six is ​​associated with creative activity and is in balance, but this illusory balance can become an obstacle to moving on, creating the illusion of comfort within the framework of materialism, egoism and sensual pleasures. Those in this field continue to suffer from anger and greed.

7. Vanity (Mada)

Vanity is self-deception, pride, intoxication with imaginary or genuine grandeur and dignity. Vanity is the result of bad association (the tail of the snake called "Bad Company"), and bad association is the result of bad desires. Seven is a number that symbolizes the problems of adaptation, by its nature, seven is lonely and seeks to complete, to create a society around itself. This is the number of writers and artists who, in the absence of development, are in false pride and unrealizable dreams. They love shocking and subversion of foundations, are inclined to create their own religion and spend their lives in entertainment.

8. Greed (matsarya)

Vanity leads to greed - a person thinks that he deserves everything that others have and more. And he is ready to go to any lengths to take possession of what belongs to others. Greed is closely tied to envy - it is in the tail of the serpent of envy. Greed is envy combined with greed. Eight is a number that, when multiplied by any other, decreases, and when multiplied by nine, it first increases, and then comes back to 8. The subtle decreases when the gross increases. And so on until there is a penetration into the essence of the gross, and then it again becomes subtle. Knowing the gross brings wisdom and allows you to move on.

9. The sensual plane (kama-loka)

The ninth square ends the first level and leads to the second, which begins with cleansing. Without passing through the sensory plane, it is impossible to rise higher. Kama is desire that stimulates development. But this desire is in a gross form. This is where the tail of the snake of ignorance or the gradual exploration of the first chakra leads. Nine symbolizes completeness and perfection.

10. Purification (tapa)

The beginning of the second level. Loss of energy at the first level creates a feeling of emptiness and dissatisfaction, even though you feel comfortable. Then the player's attention is drawn to the cleansing. This is where the arrow begins, leading to the heavenly plane and allowing you to immediately overcome all the problems of the second level.

11. Entertainment (Gandharvas)

The Gandharvas are heavenly musicians. Their life is dedicated to entertaining others and having fun. They pass to this level after cleansing and fills the players with inner joy and lightness, a sense of rhythm and harmony, the ability to hear the music of the spheres. They are already free from the feeling of insecurity and preoccupation with material well-being, which is characteristic of the first level.

12. Envy (irasya)

The first snake. It returns the player to the cage of greed at the first level. This is the first fall arising from uncertainty and the inability to come to terms with the fact that others may also be at the second level or even higher.

13. Nullity (Antariksha)

Antariksha is a plane located between the physical plane and heaven (svarga-loka). Here the player is in a "suspended" state: neither in heaven, nor on earth, in fact, in nothing. The state of antariksha is the tail of a snake of negative intelligence and comes from a misunderstanding of its purpose, existential fear and a feeling of instability. The player experiences a feeling of inner emptiness, does not find a place for himself and is in constant anxiety and loss. These are all by-products of moving to the second chakra. The player wastes his little energy on sensual pleasures and, quickly exhausted, loses interest in life and play. This is the main problem with the second chakra. Replenishment of energy reserves allows him to move on.

14. Astral plane (bhuvar-loka)

The astral plane is the dimension of psychic space located between earth and heaven. It is a blueprint for dreams, daydreaming, fruitful creativity and imagination. The player has already satisfied his material needs and now he sees that life is much more interesting and varied than he could have imagined, being preoccupied with earning a livelihood. The player's creative imagination is released, he spends time in pleasure, sexuality becomes the main means of self-expression. The player has already overcome the earthly plane, and his imagination gives him an idea of ​​heaven. The danger lies in the fact that daydreaming and sensuality take the player away from reality, draining his life energy.

15. Fantasy plane (naga-loka)

Naga-loka, the world of magic serpents, is the abode of those who are completely immersed in their fantasies. This abode is underground. The player lives in a fantasy world where the possibilities of life are expanded to incredible boundaries and the usual restrictions for a person do not apply. All the player's energy is directed to the exploration of this world and manifests itself in the creation of works of art, new ideas and discoveries. On the astral plane, the player begins to realize his capabilities, but here he is completely absorbed by this dimension of psychic space.

16. Jealousy (dvesha)

Jealousy arises from feelings of self-doubt. Suspicion and inability to trust close people deprives the player of a sense of reliability, security and returns him to the first level in the arms of greed. To regain confidence in himself and in the future, the player needs to go through the first level again in order to deal with the causes of insecurity.

17. Compassion (daya)

Compassion, mercy, empathy is a divine quality that is so strong that it raises the player from the second chakra to the eighth, to the plane of the Absolute. Compassion is most potent when it is directed at enemies, when the player "turns his cheek" instead of "back". Compassion and forgiveness develop not least through imagination, which allows you to imagine how the other person feels and thinks, why they are forced to act this way and not otherwise, obeying the rules great Games universe. Compassion pushes the boundaries of the false "I", bringing them closer to the Absolute, but does not get rid of karma. Therefore, the player will have to move on until he is bitten by Tamoguna's snake and brought back to earth to complete his mission.

18. The Plan of Joy (Harsha Loka)

Here, at the end of the second level, a feeling of deep satisfaction comes to the player. A journey through envy, insignificance, jealousy ... and the fantasy world comes to an end - the player approaches reality. He managed to pass the first chakra, and now he does not feel fear and is quite confident in himself. Having risen above sensual desires, he completed the second stage. Ahead of him awaits the joyful performance of karma yoga and his joy has no boundaries.

19. The plane of karma (karma-loka)

At whatever level the player is, he will strive for satisfaction - and at this very level. In the first two chakras, this desire manifests itself as a desire for money and sex. In the third chakra, the basic need becomes self-affirmation, the achievement of strength and influence. Fantasies give way to understanding the real state of affairs and the law of karma, the law of interaction and retribution, which is behind the world order. Karma (action) creates fetters, but it can also destroy them.

20. Charity (given)

It lifts the player above the problems of this level, and he moves one level up to the plane of balance located at the level of the heart chakra. Getting on this field, the player identifies himself with the Divine, Good that is present in everything, and performs actions aimed at the good of others, without expecting any benefit for himself. These actions fill the player with the joy that accompanies the ascent of energies to higher levels. Charity satisfies the developing ego and frees the player from the shackles of the third chakra.

21. Atonement (Samana Papa)

Gradually, the player realizes that in the process of satisfying feelings he could harm others, and now this bad karma interferes with his development. The time has come for repentance and correction of mistakes. Repentance also helps those who have not yet adapted to the high level of the third chakra. The player atones for his mistakes by following the principles of Dharma, the universal religion, and tunes in to a higher level of vibration.

22. The Dharma Plane (dharma-loka)

Dharma is universal principles that harmonize a seemingly chaotic world. Dharma is the laws of life in the universe, the adherence to which creates the conditions for overcoming the lower planes of being. From the Dharma plane, the player rises immediately to the seventh level, in the field of positive intelligence. Dharma is originally a property of everything in this world. The ten basic qualities that distinguish those who follow the dharma are firmness, forgiveness, self-control, restraint, purity, control over the senses and organs of action, intelligence, correct knowledge, truth, and the absence of anger.

23. Heavenly plan (svarga-loka)

Third among the seven planes of being. On this plane, thinking comes first. The beings that inhabit this plane emit light. In the first chakra, the player seeks security and tries to take possession of many things that could support his physical existence. In the second, he explores the world of the senses and strives for pleasure. Rising to the third plane, he opens a new dimension - the thought-created image of paradise, a world that satisfies his understanding of happiness and satisfies his ego, the desire for self-identification and for eternal life in happiness and pleasure.

24. Bad company (ku-sanga-loka)

In search of the self-identification characteristic of the third chakra, the player is looking for a group of other people who could support him. At the same time, he risks getting into the society of people who deviate in their actions from the laws of the Dharma. That's what it is " bad Company". The force generated by the group serves as a breeding ground for the player's ego and self-esteem, and, stung by a snake, the player returns to the first chakra - in the field of vanity.

25. Good company(su-sanga-loka)

A good company at the third level is a community of people who help each other to realize their best qualities and expand your ego. This community gathers around a spiritual teacher with a developed fourth and fifth chakra. In contrast, bad company tends to gather around a charismatic leader with a developed third chakra. The result of being in bad company is the development of self-conceit, while in a good society a person develops the capacity for compassion. Good communication is essential to progress to higher levels.

26. Sadness (dukkha)

Joy is a state of expansion, and sadness is a state of contraction. In spiritual practice, sadness arises from the realization of one's inability to approach the divine - because of problems with the first and second chakras. But there is a way out - selfless service, the best medicine for sorrow.

27. Selfless Occasion (Paramartha)

If charity involves actions performed from time to time, then selfless service is a permanent position, a way of being. Param means the highest, and artha is the goal for which the action is performed. Everything that is done for the sake of the highest goal is paramartha. Higher can mean God or some other idea that the player decided to devote his life to. Selfless service is giving up oneself and one's self-identification for a higher purpose. Individuality ceases to exist as a separate unit, becoming part of a larger whole. The arrow of service takes the player to the human plane, to the fifth level.

28. True religiosity (sudharma)

Sudharma is life in harmony with the laws of the Game. Sudharma is understanding your place in the Game and following your own dharma. Sudharma is the individual path to liberation. As soon as the player begins to understand sudharma, he becomes religious inwardly, and religion becomes his way of life. Rituals lose their meaning, life itself turns into constant worship. And the player becomes ready for the transition to the plan of asceticism, to the sixth level.

29. Godlessness or lack of religiosity (adharma)

Adharma is non-observance of the laws of the Dharma, acting contrary to one's inner nature. Too much self-confidence is often the cause of adharmic activities. A person who has reached a certain spiritual level can begin to consider himself a god, able to independently determine what is good and what is bad, without taking into account the laws of the universe, which are the same for everyone. Such a person is bitten by the snake of vanity and he slides down to the first level. True faith, based on an understanding of the foundations of being and humility, allows you to avoid this.

30. Good tendencies (uttama-gati)

Good tendencies appear spontaneously in the player if he moves in harmony with the laws of the macrocosm. While it vibrates on the three lower planes, these tendencies do not develop. Their growth begins only here, in the fourth chakra, as this requires achieving a certain degree of internal balance. Breath control, meditation (especially in the early morning), vegetarianism, sweating, scripture study, and all the virtues mentioned in this game help maintain good tendencies. All this will help stabilize and reduce waste of energy through the lower chakras.

31. The plan of holiness (yaksha-loka)

Yakshas are ethereal beings who live in the heavens. The player entering the plane of holiness experiences divine grace, oneness with the Divine, and the ability to see the manifestation of His grace in all of creation. This unity transcends simple intellectual understanding and becomes a real part of everyday life. The player's attention is drawn primarily to the comprehension of the nature of divine existence and the presence of the Divine in all creation.

32. The plan of balance (mahar-loka)

The first three lokas serve as the arena where the jiva (individual consciousness) lives, developing in a series of new and new rebirths. In this fourth lock, the player rises above the physical level, desires and thoughts, and lives in a state of equilibrium in the invisible world. In the heart center, masculine and feminine energies are balanced. Here, the player overcomes the intellectual understanding of the Divine, characteristic of the third chakra, and moves to a direct emotional experience of His presence within his "I", exuding love in his words and deeds.

33. Plan of aromas (gandha-loka)

Gandha-loka is the level of divine scents. At this level, the player not only acquires the ability to feel the subtlest aromas of the physical and metaphysical nature, but he himself begins to exude a pleasant aroma. His bodily fluids are no longer fetid.

34. The plane of taste (rasa-loka)

Race is pure shades of emotions, sensations, moods, tastes. When a player enters the plan of taste, his taste is refined in every sense of the word. He becomes a connoisseur and connoisseur good taste recognized by all.

35. Purgatory (naraka-loka)

Naraka-loka is the abode of the God of death, where there is purification from the subtlest defilements and sins. Here the player is exposed to physical and moral suffering, repents, realizes the unnatural nature of sin, gets rid of negativity and is affirmed in his dharma.

36. Clarity of consciousness (svachcha)

Clarity of consciousness is the light that fills the player when he leaves the fourth level to enter the fifth, where a person becomes a Human with a capital letter. In Sanskrit, the word svaccha means "pure, clear, transparent." This transparency is the result of the purification process that the player goes through in the naraka-loka (human realm). There is no place for rationality, intellectual understanding. Devotion and faith help to overcome this state, and the player enters the level of living knowledge. All doubts go away and absolute transparency remains. The player has been on the planes of aroma and taste and is now ready to join the upward flow of energy that lifts him up to the fifth chakra.

37. Wisdom (jnana or jnana)

Pure wisdom, free from judgment and judgment, is the power that lifts the player to the plane of bliss located in the eighth row outside the chakras. The player who understands his role in the game and the nature of the actions that will enable him to fulfill this role lives in bliss. Jnana is awareness, but not the ultimate realization. Jnana is insight into the essence, but not the essence itself.

38. Prana-loka

Prana is the life force. In Sanskrit, it is a synonym for life and the name for the breath of life that we receive with each breath. Prana is the “spirit” in the body, the connection between the soul and the physical shell. Consciousness leaves the body along with prana. With the help of pranayama, yogis raise prana along the spine and achieve various siddhis - mystical perfection.

39. Apana-loka

Apana is, in contrast to prana, energy that goes down and is responsible for bodily secretions. This is the main force that helps cleanse the body. The mixing of prana and apana causes the awakening of kundalini - the colossal energy contained in the base of the spine. Kundalini bestows physical immortality and supernatural powers.

40. Vyana-loka

Vyana takes pranic energy from the lungs and distributes it to all systems of the body. This vital energy is responsible for the flow of blood, the secretion of the glands, the movement of the body up and down, and the opening and closing of the eyelids. Together with prana and apana, they are responsible for the normal functioning of the body. Full control over prana, apana and vyana allows the yogi to get rid of bodily influences and direct his energy to the higher chakras. The player's understanding of the divine presence in all creation, acquired during the journey through the fourth chakra, makes him look for the Divine within himself, and so his attention turns to the processes taking place in his body and reflecting the processes of the macrocosm. His consciousness and experience expand, blurring the line between internal and external.

41. Human plane (jana-loka)

Jana-loka (or jnana-loka, the sphere of wisdom), the fifth plane of the fifth level, is the abode of the Siddhas (beings who have attained a high degree of development and possess the powers that allow them to perform actions that are "supernatural" for people on the lower planes) and saints who are constantly absorbed in the contemplation of Lord Vishnu. The element of air predominates here, and the bodies of beings on this plane consist of pure wisdom that is not subject to desires. On this plane, the player comprehends the true meaning of what it means to be human. This is often achieved directly at the transition from the level of the third chakra with an arrow leading from the field of selfless service.

42. Plan of Agni (Agni Loka)

Agni or fire - fire is the source of both colors and forms that make up the essence of the world of phenomena. Fire is a gross manifestation of energy, its conductor. The player entering this plane realizes that his body is also only a means, an object of sacrifice. That is why they see fire as a mediator between man and God. All religious rituals are performed in the presence of Agni as the eternal witness and victim. Fire is present in all creation, nothing can be hidden from it. He is a witness who excludes any deception and self-deception.

43. The birth of a person (manushya-janma)

Passing through Agni's plan prepares the player for a true birth. Conceived in the second chakra, nurtured and raised in the third, filled with human emotions in the fourth, the player is now ready for the resurrection of his true human essence - for the second birth. He becomes twice-born, a brahmana - follower of the Absolute Truth, Brahman.

44. Ignorance (avidya)

Vidya means knowledge, knowledge, and is the prefix of negation. Lack of knowledge is ignorance. Knowledge is the player's understanding of his role in the game, wherever he is at the moment. A player who finds himself on the field of ignorance forgets about the illusory nature of being and becomes attached to certain emotional states or sensory perceptions. The energy of the player, stung by the snake of ignorance, descends to the level of the first chakra and the plane of sensuality. Loss of understanding of the nature of maya (illusion) leads to a clouding of his intellect and leads to identification with certain states.

45. Correct knowledge (suvidya)

If jnana is awareness of truth, "right knowledge" includes awareness and behavior (practice). This combination raises the player to the eighth plane, on the field of cosmic good. And now only one step separates him from the goal. He realizes himself as a macrocosm in a microcosm, an ocean enclosed in a drop. Correct knowledge adds a new dimension to jnana, the awareness of the oneness of the past, present and future. The field of correct knowledge completes the passage of the fifth chakra, the fifth row of the game. At this stage, the player achieves full awareness of his unity with the cosmos, he connects with the ultimate reality and ascends to the plane of Rudra (Shiva), the plane of cosmic good.

46 Discrimination (viveka)

Discernment is the ability to listen to your inner voice, which tells you what is right and what is not. Viveca could not have appeared in the game earlier. The player can get here only after passing through the field of correct knowledge (45). If the player hits the arrow of correct knowledge, he is immediately ascended to the plane of cosmic good. Otherwise, he has to resort to discrimination in order to determine the further course of the game. Discernment raises to the plane of happiness. At the level of the sixth chakra, a person overcomes the influence of gross matter and becomes able to see the past, present and future in any direction - his third eye opens. But the subtle influence of maya remains. The inner voice, or the voice of the Lord in the heart, acts as a reliable guide.

47 plan of neutrality (sarasvati)

In the sixth chakra, the negative and positive influence of the chakras and energies gradually disappears and only neutral remains. The Sarasvati plan is the realm of the goddess bearing the same name. Here the player is surrounded by pure music and lives in a state of vidya, knowledge. Sarasvati, the deity of learning and beauty, gives him the opportunity to achieve balance and be outside the influence of the energy fields of existence. Now he can simply observe the progress of the game.

48. Solar Plane (Yamuna)

In the sixth chakra, the player establishes a balance between the masculine, solar principle and the feminine, lunar principle. This harmonious fusion of the elements creates an observer “I” that is neither masculine nor feminine, but a harmonious combination of both. Below the sixth chakra, the solar and lunar energies are intertwined with each other, but here they merge and become one. This sense of a single whole characterizes the plan of asceticism. On the solar plane, awareness of solar energy comes, but this energy does not affect the observer who stands in the Yamuna River and feels the hot solar energy of creation and destruction, life and death passing through him. Yamuna is the sister of the God of Death Yama

49. Moon Plan (ganga)

The player entering this plane finds himself at the source of the attractive and enveloping female magnetic energy or psychic energy, which balances the solar energy of creativity.

50. Plan of asceticism (tapa-loka)

Just as in the fifth chakra knowledge was of fundamental importance for the player, here, on the plane of asceticism, all the player's aspirations are aimed at performing the hard work of repentance and austerity. The word tapas means "asceticism", "mortification of the flesh", "burning". This is the practice of self-denial meditation. Tapa-loka is inhabited by great yogis and ascetics who have gone on a path from which there is no return, immersed in deep asceticism, the purpose of which is to advance upward to the next level, satya-loka. The player can get to tapa-loka directly through the practice of sudharma (the plane of religiosity) in the fourth chakra or gradually, moving through the fifth chakra, developing consciousness and mastering the system of lunar and solar energy.

51. Earth (Prithivi)

The earth symbolizes the great maternal principle. This is the stage in which consciousness plays its eternal game known as Leela. Here the player understands that the earth is not just soil, but Mother Earth. The player discovers new patterns and harmonies, new ways of playing, previously hidden from him in the fog created by involvement in the lower chakras. Despite the fact that her children cut her body and burn her soul, the Earth gives them diamonds, gold, platinum. She unselfishly follows the law of the Dharma and makes no distinction between high and low. That is why the earth field is located in the sixth chakra. We see her body, the physical plane of the first chakra. What we cannot see is her spirit, her understanding, generosity and kindness, her greatness. This is the understanding that comes to the player when he reaches the sixth chakra. If the player fails to reach the Cosmic Consciousness, he will have to return to Mother Earth again and from here again start towards the highest goal.

52. Plan of violence (himsa-loka)

The player who has reached the sixth chakra realizes the unity of all that exists. Human bodies serve only as transitory forms. The true essence of all players exists outside the realm of names and forms. The player knows that death is just a change in life scenario. Here there is a danger that the player will begin to resort to violence, knowing full well that his actions ultimately do not cause real harm to other players. But he has not yet completely freed himself from karma and violation of the laws of dharma will entail a fall to the fourth level - in Purgatory.

53. Plan of liquids (jala-loka)

Water is cold in nature, it absorbs heat, bringing coolness. The heat of the asceticism of the sixth chakra, asceticism, makes the player cruel. He needs to pass through the clear waters of the liquid plane in order to extinguish the burning energy of violence and turn it into the even warmth of spiritual love.

54. The plan of spiritual devotion (bhakti-loka)

Bhakti, or spiritual devotion, is based on the statement, "Love is God and God is love." A bhakta devotee loves his Deity. The deity is the beloved, and the devotee is the lover. Bhakti is a direct method, it is the shortest path to the Divine. All yoga and all knowledge, jnana, rests on the cornerstone of true faith, true devotion and love, true bhakti. There is nothing higher than love, and bhakti is the religion of love. Jnana makes the player a sage, while bhakti transforms him into a divine child in the lap of his Mother under the Father's benevolent protection. The sage has a long way to go to meet the Lord. The Bhakta is always surrounded by his Deity, present in the myriad of his forms and names in every part of his life experience.

55. Selfishness (ahamkara)

Ahamkara is a sense of the detachment of one's existence. When all the player's attention is directed solely to satisfying his desires, even spiritual ones, he becomes selfish. Satisfaction of spiritual and material desires pushes love, humility, sincerity, attentiveness to others and all other dharmic qualities into the background. Self-focus is contrary to the spiritual path - the path from oneself to the Divine. As soon as there are obstacles to the satisfaction of desires, such a player falls into the old trap of anger and descends to the first level.

56. The plane of primordial vibrations (Omkara)

Om is a single sound that is present throughout the universe, manifested and unmanifested. It is the most subtle form in which energy exists. Omkara is the plane of vibrations that produces this cosmic sound that is in harmony with all other vibrations. The player who gets here realizes that Om is a vibration that fills all the elements of being.

57. Plan of gases (vayu-loka)

Vayu-loka (literally "plane of air") is located in the area of ​​satya-loka, the plane of reality, in the seventh row of the game board. This vayu is not the wind or air that is on the physical or earthly plane. It is the essence of the physical element of air. Vayu-loka is a plan where the player becomes a stream of energy, along with which the whole atmosphere moves, overcoming the force of gravity. It is inhabited by enlightened souls with light bodies who have not yet reached satya-loka - the plane of reality. In the sixth chakra we met with the plane of fluids, but the fluid still has a form. Gas, on the other hand, has no definite shape. Liquid has weight, gas does not. The player is no longer burdened with anything, he has acquired true freedom of action. He becomes a creature that is not subject to gravity and has no form.

58. Plan of aurora (teja-loka)

Teja is the light that was created in the beginning. The world that we perceive in the waking state is the world of phenomena and forms, the phenomenal world, pre-existing in the light (teja), from which it materializes. This world is similar to the world of our dreams, but it is not. This state is completely "made" of light and truly enlightened ones dwell in it.

59 The plane of reality (satya-loka)

Satya Loka is the last plane of the seven main lokas located in the spinal column of the game board. Here the player reaches the world of Shabda-Brahman and is on the verge of liberation from the cycle of rebirth. He has reached the highest plane, beyond which is Vaikuntha, the seat of the Cosmic Consciousness. On this plane, the player is established in Reality. Here the player reaches his highest chakra and himself becomes a reality, a realized being. He is in the blissful state of samadhi, like a drop in the ocean. But even here the player has not yet achieved liberation. Here in the seventh level of the game, there are three snakes. The first is selfishness. The second is negative intelligence. The third is tamas. Upon reaching the plane of reality, the player escaped one of these snakes, but two await him ahead, challenging his quest for liberation.

60. Positive intelligence (subuddhi)

Subuddhi is correct understanding that comes only with the attainment of the plane of reality. After the player has reached satya-loka, his consciousness becomes perfect and free from duality, and he comprehends the Divine in all forms and manifestations of this world. This consciousness is subuddhi.

61. Negative intelligence (durbuddhi)

If the player does not follow the laws of the Dharma, doubting the cosmic nature of being and the divine presence in each of his experiences, the snake of negative intelligence stings him, throwing him down to the plane of insignificance. He did not learn to accept everything that the world offers him, to use all the opportunities for development and to see the hand of God in everything. Now he has to go through all the vibration planes related to the second chakra, unless the arrows of compassion and charity help. If he does not resort to the help of these arrows, he will have to atone for his negativity (cell 21 - atonement) and find the Dharma again or choose a completely new course of action.

62 Happiness (Sukha)

Happiness, or sukha, comes to the player when his consciousness tells him that he is very close to the goal, giving him the confidence that he is approaching liberation. The feelings that he experiences are indescribable, they cannot be described in words. He feels the happiness that the river experiences as it connects to the ocean after a thousand miles of travel. This is the feeling of merging with your source. If, being in such a happy state, the player does not neglect his karma, does not become lazy and passive, he has a real chance to achieve Cosmic Consciousness during this life. But if he is so overwhelmed by the experience of happiness that he forgets to act, feeling that his mission is close to the end, the Tamas snake lurking next to him is ready to swallow him, returning his energy to the level of the first chakra.

In Sanskrit, the word tamas means darkness. Tamas is the snake of darkness, the longest snake in the game, that mercilessly pulls the player into an illusion from the radiance of the plane of reality. In the seventh chakra, tamas is ignorance that arises from attachment to sensory perception. This ignorance comes after the player realizes the state of happiness and thinks that this is the end of the necessity of fulfilling karma. But here the player cannot stop all the activity yet. He forgot that until he achieves liberation the game is not over. Inaction is an attempt to avoid the law of karma. Tamas is an attribute of Tamoguna, its manifestation in the microcosm. When the same power is discussed as an attribute of prakriti in the eighth row of the game, it is called tamoguna.

64. Phenomenal Plane (Prakriti Loka)

The manifested prakriti is the material world, consisting of the elements - earth, water, fire, air and ether (akasha), as well as mind (manas), intellect (buddhi) and ego (ahamkara). These are the eight gross manifestations of prakriti. Divine Prakriti is Maya Shakti, the illusory energy of God, the shadow of God.

65. Plan of the inner space (uranta-loka)

Leaving behind the seventh row and realizing the existence of prakriti, the player begins to penetrate into the source of all phenomena of the phenomenal world - the great consciousness. The player merges with him, and at this moment all duality disappears. The player receives pure experience immense dimensions, infinite space lying inside his "I".

66. Plan of bliss (ananda-loka)

Consciousness is described as truth, being and bliss - Sachchidananda. Ananda is the highest truth, the essence of being. In the process of creation, the "I" is gradually covered with five sheaths. Of these, the first and most subtle is anandamaya-kosha - the body of pure existence, pure experience of consciousness. It is a body of bliss, in the center of which is the Cosmic Consciousness. During the period corresponding to creation, it acts as an individual consciousness.

67. Plan of Cosmic Good (Rudra-loka)

Rudra is one of the names of Shiva. All creation goes through three phases. The manifestation is accompanied by the maintenance of the arisen form and inevitably ends with disintegration or destruction. These three processes - creation, maintenance (preservation) and destruction are carried out by the three forces of the Almighty, not created by anyone, but creating everything. From his will, the Creator (Brahma), the Protector (Vishnu) and the Destroyer (Shiva) were born. These three forces are interdependent and related. Creation takes place according to the will of the Lord, according to his will, the created is preserved and in the end is destroyed. Without the destruction of false self-identification - the concept of a separate reality, individual ego - true union (yoga) is impossible. Thus, Shiva, destroying the false ego, connects the individual consciousness with its cosmic source. Rudra-loka is one of the three central squares of the upper row of the playing board, where the divine forces responsible for all creation are located, to unity with which everyone who seeks liberation strives. The pursuit of correct knowledge leads the player to the abode of Shiva. Here he comes to the realization of cosmic good, the essence of which is truth, and form is beauty.

68. Cosmic Consciousness (Vaikuntha-loka)

Rising above all lokas, beyond all limits, there is Vaikuntha - the loka of Cosmic Consciousness, the life force (prana) of all manifested reality. This loka also consists of an element called mahat, which is the source of all other elements. Before starting the game, the participant accepts the importance and significance of this plane of Being, which will always be his goal. Vaikuntha is the abode of Vishnu, a place that every follower of Hinduism hopes to reach by completing existence in its current form. Here is the Cosmic Consciousness, since Vishnu, being the Truth, is the patron and protector of consciousness in its ascent. The points dropped on the Karma die correspond to the player's vibration level. The dice determines both the position of the player on the field and the path traveled and forthcoming. The player can follow the discipline of Ashtanga Yoga, the Eightfold Path, gradually passing level by level. Or, following the Dharma, become a bhakta - a spiritual devotee. All paths lead to one goal. Whatever the path of the player among all the countless possibilities, he has now reached the abode of Vishnu. Vishnu serving as the essence of creation, Truth. It is located directly above the plane of reality, since Truth is the highest reality. The game is over. What happens now depends on the player. The nature of the space game is simple - it is about discovering new combinations. With what new karmas, with what companions will the player be able to re-enter the game, striving again to find a state that will be his real haven? He can continue this game of hide and seek with himself or remain forever outside the game. Or he may return back to Earth to help other seekers reach their goal.

69. Plane of the Absolute (Brahma-loka)

On one side of Vaikuntha-loka is still Rudra, and on the other - so far Brahma. Together they form the triad of Brahma, Vishnu and Shiva in the center of the top row of the playing board. Those who are entrenched in the truth dwell here without fear of the subsequent return to the fulfillment of karmic roles. Practitioners of mercy also come here, and they stay in the abode of Brahma without fear. Brahma is the creator of the material world, the active principle of the noumenon, the force that transforms consciousness into countless forms and reflections. His abode is Brahma-loka. The player who reaches this place merges with this absolute power, this subtle principle. Despite the fact that Brahma-loka is located next to the plane of Cosmic Consciousness, Brahma cannot liberate the player. The game must go on. Brahma determines the form of the game, but there is something else besides the form. Only Truth, comprehended on the path of spiritual devotion or by gradually moving up the yoga ladder to the Highest Good (Shiva), can bestow final liberation.

70. Sattvaguna

Sattva itself is the mode of goodness that promotes the fulfillment of the Dharma. Sattvaguna is synonymous with light, essence, true nature and higher levels of vibration. A calm, serene state of meditation leading to samadhi is realized when sattva prevails. But the three gunas in the world of karma always exist together and sattva sooner or later turns out to be mixed with rajas (passion) or tamas (ignorance). Impure sattva is always subject to the influence of karma. Pure sattva is not different from the Cosmic Consciousness, the Supreme Truth. Sat means "truth."

71. Rajoguna

Rajoguna is activity in consciousness, or active consciousness. The player who has reached the eighth row, but has failed in his attempt to realize the Cosmic Consciousness, is carried forward by the forces of karma and activity. This activity is the cause of all suffering, it presupposes the presence of a doer who inevitably falls victim to his ambitions and expectations of the fruits of the activity. Any obstacle on the way to the desired goal creates pain and suffering.

72. Tamoguna

Tamoguna hides the truth so that the rope looks like a snake and the snake looks like a rope. Darkness is the main hallmark of Tamoguna, and its nature is passivity. A player entering here immediately leaves the level of cosmic forces and returns to earth to search for a new path of ascent. What happens next depends only on the player and the One Who is the Truth.

37. Wisdom (jnana or jnana)

Pure wisdom, free from judgment and judgment, is the power that lifts the player to the plane of bliss located in the eighth row outside the chakras. The player who understands his role in the game and the nature of the actions that will enable him to fulfill this role lives in bliss. Jnana is awareness, but not the ultimate realization. Jnana is insight into the essence, but not the essence itself.

38. Prana-loka

Prana is the life force. In Sanskrit, it is a synonym for life and the name for the breath of life that we receive with each breath. Prana is<дух>in the body, the connection between the soul and the physical shell. Consciousness leaves the body along with prana. With the help of pranayama, yogis raise prana up the spine and achieve various siddhis - mystical perfection.

39. Apana-loka

Apana is, in contrast to prana, energy that goes down and is responsible for bodily secretions. This is the main force that helps cleanse the body. The mixing of prana and apana causes the awakening of kundalini, the colossal energy contained in the base of the spine. Kundalini bestows physical immortality and supernatural powers.

40. Vyana-loka

Vyana takes pranic energy from the lungs and distributes it to all systems of the body. This vital energy is responsible for the flow of blood, the secretion of the glands, the movement of the body up and down, and the opening and closing of the eyelids. Together with prana and apana, they are responsible for the normal functioning of the body. Full control over prana, apana and vyana allows the yogi to get rid of bodily influences and direct his energy to the higher chakras. The player's understanding of the divine presence in all creation, acquired during the journey through the fourth chakra, makes him look for the Divine within himself, and so his attention turns to the processes taking place in his body and reflecting the processes of the macrocosm. His consciousness and experience expand, blurring the line between internal and external.

41. Human plane (jana-loka)

Jana-loka (or jnana-loka, the sphere of wisdom), the fifth plane of the fifth level, is the abode of the siddhas (beings who have attained a high degree of development and possess the powers that allow them to perform actions,<сверхъестественные>for people on the lower planes) and saints constantly immersed in the contemplation of Lord Vishnu. The element of air predominates here, and the bodies of beings on this plane consist of pure wisdom that is not subject to desires. On this plane, the player comprehends the true meaning of what it means to be human. This is often achieved directly at the transition from the level of the third chakra with an arrow leading from the field of selfless service.

42. Plan of Agni (Agni Loka)

Agni or fire - fire is the source of both colors and forms that make up the essence of the world of phenomena. Fire is a gross manifestation of energy, its conductor. The player entering this plane realizes that his body is also only a means, an object of sacrifice. That is why they see fire as a mediator between man and God. All religious rituals are performed in the presence of Agni as the eternal witness and victim. Fire is present in all creation, nothing can be hidden from it. He is a witness who excludes any deception and self-deception.

43. The birth of a person (manushya-janma)

Passing through Agni's plan prepares the player for a true birth. Conceived in the second chakra, nurtured and raised in the third, filled with human emotions in the fourth, the player is now ready for the resurrection of his true human essence - for the second birth. He becomes twice-born, a brahmana - follower of the Absolute Truth, Brahman.

44. Ignorance (avidya)

Vidya means<знание, ведение>, a is the prefix of negation. Lack of knowledge is ignorance. Knowledge is the player's understanding of his role in the game, wherever he is at the moment. A player who finds himself on the field of ignorance forgets about the illusory nature of being and becomes attached to certain emotional states or sensory perceptions. The energy of the player, stung by the snake of ignorance, descends to the level of the first chakra and the plane of sensuality. Loss of understanding of the nature of maya (illusion) leads to a clouding of his intellect and leads to identification with certain states.

45. Correct knowledge (suvidya)

If jnana is awareness of truth,<правильное знание>includes awareness and behavior (practice). This combination raises the player to the eighth plane, on the field of cosmic good. And now only one step separates him from the goal. He realizes himself as a macrocosm in a microcosm, an ocean enclosed in a drop. Correct knowledge adds a new dimension to jnana, the awareness of the oneness of the past, present and future. The field of correct knowledge completes the passage of the fifth chakra, the fifth row of the game. At this stage, the player reaches full awareness of his unity with the cosmos, he connects with the ultimate reality and ascends to the plane of Rudra (Shiva), the plane of cosmic good.

46 Discrimination (viveka)

Discernment is the ability to listen to your inner voice, which tells you what is right and what is not. Viveca could not have appeared in the game earlier. The player can get here only after passing through the field of correct knowledge (45). If the player hits the arrow of correct knowledge, he is immediately ascended to the plane of cosmic good. Otherwise, he has to resort to discrimination in order to determine the further course of the game. Discernment raises to the plane of happiness. At the level of the sixth chakra, a person overcomes the influence of gross matter and becomes able to see the past, present and future in any direction - his third eye opens. But the subtle influence of maya remains. The inner voice, or the voice of the Lord in the heart, acts as a reliable guide.

47 plan of neutrality (sarasvati)

In the sixth chakra, the negative and positive influence of the chakras and energies gradually disappears and only neutral remains. The Sarasvati plan is the realm of the goddess bearing the same name. Here the player is surrounded by pure music and lives in a state of vidya, knowledge. Sarasvati, the deity of learning and beauty, gives him the opportunity to achieve balance and be outside the influence of the energy fields of existence. Now he can simply observe the progress of the game.

48. Solar Plane (Yamuna)

In the sixth chakra, the player establishes a balance between the masculine, solar principle and the feminine, lunar principle. This harmonious fusion of elements creates<я>an observer who is neither masculine nor feminine, but is a harmonious combination of both. Below the sixth chakra, the solar and lunar energies are intertwined with each other, but here they merge and become one. This sense of a single whole characterizes the plan of asceticism. On the solar plane, awareness of solar energy comes, but this energy does not affect the observer who stands in the Yamuna River and feels the hot solar energy of creation and destruction, life and death passing through him. Yamuna is the sister of the God of Death Yama

49. Moon Plan (ganga)

The player entering this plane finds himself at the source of the attractive and enveloping female magnetic energy or psychic energy, which balances the solar energy of creativity.

50. Plan of asceticism (tapa-loka)

Just as in the fifth chakra knowledge was of fundamental importance for the player, here, on the plane of asceticism, all the player's aspirations are aimed at performing the hard work of repentance and austerity. The word tapas means<подвижничество>, <умерщвление плоти>, <горение>... This is the practice of self-denial meditation. Tapa-loka is inhabited by great yogis and ascetics who have gone on a path from which there is no return, immersed in deep asceticism, the purpose of which is to advance upward to the next level, satya-loka. The player can get to tapa-loka directly through the practice of sudharma (the plane of religiosity) in the fourth chakra or gradually, moving through the fifth chakra, developing consciousness and mastering the system of lunar and solar energy.

51. Earth (Prithivi)

The earth symbolizes the great maternal principle. This is the stage in which consciousness plays its eternal game known as Leela. Here the player understands that the earth is not just soil, but Mother Earth. The player discovers new patterns and harmonies, new ways of playing, previously hidden from him in the fog created by involvement in the lower chakras. Despite the fact that her children cut her body and burn her soul, the Earth gives them diamonds, gold, platinum. She unselfishly follows the law of the Dharma and makes no distinction between high and low. That is why the earth field is located in the sixth chakra. We see her body, the physical plane of the first chakra. What we cannot see is her spirit, her understanding, generosity and kindness, her greatness. This is the understanding that comes to the player when he reaches the sixth chakra. If the player fails to reach the Cosmic Consciousness, he will have to return to Mother Earth again and from here again start towards the highest goal.

52. Plan of violence (himsa-loka)

The player who has reached the sixth chakra realizes the unity of all that exists. Human bodies serve only as transitory forms. The true essence of all players exists outside the realm of names and forms. The player knows that death is just a change in life scenario. Here there is a danger that the player will begin to resort to violence, knowing full well that his actions ultimately do not cause real harm to other players. But he has not yet completely freed himself from karma and violation of the laws of dharma will entail a fall to the fourth level - in Purgatory.

53. Plan of liquids (jala-loka)

Water is cold in nature, it absorbs heat, bringing coolness. The heat of the asceticism of the sixth chakra, asceticism, makes the player cruel. He needs to pass through the clear waters of the liquid plane in order to extinguish the burning energy of violence and turn it into the even warmth of spiritual love.

54. The plan of spiritual devotion (bhakti-loka)

Bhakti or spiritual devotion is based on the statement:<Любовь есть Бог, а Бог есть любовь>... A bhakta devotee loves his Deity. The deity is the beloved, and the devotee is the lover. Bhakti is a direct method, it is the shortest path to the Divine. All yoga and all knowledge, jnana, rests on the cornerstone of true faith, true devotion and love, true bhakti. There is nothing higher than love, and bhakti is the religion of love. Jnana makes the player a sage, while bhakti transforms him into a divine child in the lap of his Mother under the Father's benevolent protection. The sage has a long way to go to meet the Lord. The Bhakta is always surrounded by his Deity, present in the myriad of his forms and names in every part of his life experience.

55. Selfishness (ahamkara)

Ahamkara is a sense of the separateness of one's existence. When all the player's attention is directed solely to satisfying his desires, even spiritual ones, he becomes selfish. Satisfaction of spiritual and material desires pushes love, humility, sincerity, attentiveness to others and all other dharmic qualities into the background. Self-focus is contrary to the spiritual path - the path from oneself to the Divine. As soon as there are obstacles to the satisfaction of desires, such a player falls into the old trap of anger and descends to the first level.

56. The plane of primordial vibrations (Omkara)

Om is a single sound that is present throughout the universe, manifested and unmanifested. It is the most subtle form in which energy exists. Omkara is the plane of vibrations that produces this cosmic sound that is in harmony with all other vibrations. The player who gets here realizes that Om is a vibration that fills all the elements of being.

57. Plan of gases (vayu-loka)

Vayu-loka (literally<план воздуха>) is located in the area of ​​Satya Loka, the plane of reality, in the seventh row of the game board. This vayu is not the wind or air that is on the physical or earthly plane. It is the essence of the physical element of air. Vayu-loka is a plan where the player becomes a stream of energy, along with which the whole atmosphere moves, overcoming the force of gravity. It is inhabited by enlightened souls with light bodies who have not yet reached satya-loka - the plane of reality. In the sixth chakra we met with the plane of fluids, but the fluid still has a form. Gas, on the other hand, has no definite shape. Liquid has weight, gas does not. The player is no longer burdened with anything, he has acquired true freedom of action. He becomes a creature that is not subject to gravity and has no form.

58. Plan of aurora (teja-loka)

Teja is the light that was created in the beginning. The world that we perceive in the waking state is the world of phenomena and forms, the phenomenal world, pre-existing in the light (teja), from which it materializes. This world is similar to the world of our dreams, but it is not. This state is completely<сделано>from the light and in it the truly enlightened ones dwell.

59 The plane of reality (satya-loka)

Satya Loka is the last plane of the seven main lokas located in the spinal column of the game board. Here the player reaches the world of Shabda-Brahman and is on the verge of liberation from the cycle of rebirth. He has reached the highest plane, beyond which is Vaikuntha, the seat of the Cosmic Consciousness. On this plane, the player is established in Reality. Here the player reaches his highest chakra and himself becomes a reality, a realized being. He is in the blissful state of samadhi, like a drop in the ocean. But even here the player has not yet achieved liberation. Here in the seventh level of the game, there are three snakes. The first is selfishness. The second is negative intelligence. The third is tamas. Upon reaching the plane of reality, the player escaped one of these snakes, but two await him ahead, challenging his quest for liberation.

60. Positive intelligence (subuddhi)

Subuddhi is correct understanding that comes only with the attainment of the plane of reality. After the player has reached satya-loka, his consciousness becomes perfect and free from duality, and he comprehends the Divine in all forms and manifestations of this world. This consciousness is subuddhi.

61. Negative intelligence (durbuddhi)

If the player does not follow the laws of the Dharma, doubting the cosmic nature of being and the divine presence in each of his experiences, the snake of negative intelligence stings him, throwing him down to the plane of insignificance. He did not learn to accept everything that the world offers him, to use all the opportunities for development and to see the hand of God in everything. Now he has to go through all the vibration planes related to the second chakra, unless the arrows of compassion and charity help. If he does not resort to the help of these arrows, he will have to atone for his negativity (cell 21 - atonement) and find the Dharma again or choose a completely new course of action.

62 Happiness (Sukha)

Happiness, or sukha, comes to the player when his consciousness tells him that he is very close to the goal, giving him the confidence that he is approaching liberation. The feelings that he experiences are indescribable, they cannot be described in words. He feels the happiness that the river experiences as it connects to the ocean after a thousand miles of travel. This is the feeling of merging with your source. If, being in such a happy state, the player does not neglect his karma, does not become lazy and passive, he has a real chance to achieve Cosmic Consciousness during this life. But if he is so overwhelmed by the experience of happiness that he forgets to act, feeling that his mission is close to the end, the Tamas snake lurking next to him is ready to swallow him, returning his energy to the level of the first chakra.

In Sanskrit, the word tamas means<тьма>... Tamas is the snake of darkness, the longest snake in the game, that mercilessly pulls the player into an illusion from the radiance of the plane of reality. In the seventh chakra, tamas is ignorance that arises from attachment to sensory perception. This ignorance comes after the player realizes the state of happiness and thinks that this is the end of the necessity of fulfilling karma. But here the player cannot stop all the activity yet. He forgot that until he achieves liberation the game is not over. Inaction is an attempt to avoid the law of karma. Tamas is an attribute of Tamoguna, its manifestation in the microcosm. When the same power is discussed as an attribute of prakriti in the eighth row of the game, it is called tamoguna.

64. Phenomenal Plane (Prakriti Loka)

The manifested prakriti is the material world, consisting of the elements - earth, water, fire, air and ether (akasha), as well as mind (manas), intellect (buddhi) and ego (ahamkara). These are the eight gross manifestations of prakriti. Divine Prakriti is Maya Shakti, the illusory energy of God, the shadow of God.

65. Plan of the inner space (uranta-loka)

Leaving behind the seventh row and realizing the existence of prakriti, the player begins to penetrate into the source of all phenomena of the phenomenal world - the great consciousness. The player merges with him, and at this moment all duality disappears. The player gets a pure experience of immense dimensions, infinite space lying inside him<Я>.

66. Plan of bliss (ananda-loka)

Consciousness is described as truth, being and bliss - Sachchidananda. Ananda is the highest truth, the essence of being. In the process of creation<Я>gradually covered with five membranes. Of these, the first and most subtle is anandamaya-kosha - the body of pure existence, pure experience of consciousness. It is a body of bliss, in the center of which is the Cosmic Consciousness. During the period corresponding to creation, it acts as an individual consciousness.

67. Plan of Cosmic Good (Rudra-loka)

Rudra is one of the names of Shiva. All creation goes through three phases. The manifestation is accompanied by the maintenance of the arisen form and inevitably ends with disintegration or destruction. These three processes - creation, maintenance (preservation) and destruction are carried out by the three forces of the Almighty, not created by anyone, but creating everything. From his will, the Creator (Brahma), the Protector (Vishnu) and the Destroyer (Shiva) were born. These three forces are interdependent and related. Creation takes place according to the will of the Lord, according to his will, the created is preserved and in the end is destroyed. Without the destruction of false self-identification - the concept of a separate reality, individual ego - true union (yoga) is impossible. Thus, Shiva, destroying the false ego, connects the individual consciousness with its cosmic source. Rudra-loka is one of the three central squares of the upper row of the playing board, where the divine forces responsible for all creation are located, to unity with which everyone who seeks liberation strives. The pursuit of correct knowledge leads the player to the abode of Shiva. Here he comes to the realization of cosmic good, the essence of which is truth, and form is beauty.

68. Cosmic Consciousness (Vaikuntha-loka)

Rising above all lokas, beyond all limits, there is Vaikuntha - the loka of Cosmic Consciousness, the life force (prana) of all manifested reality. This loka also consists of an element called mahat, which is the source of all other elements. Before starting the game, the participant accepts the importance and significance of this plane of Being, which will always be his goal. Vaikuntha is the abode of Vishnu, a place that every follower of Hinduism hopes to reach by completing existence in its current form. Here is the Cosmic Consciousness, since Vishnu, being the Truth, is the patron and protector of consciousness in its ascent. The points dropped on the Karma die correspond to the player's vibration level. The dice determines both the position of the player on the field and the path traveled and forthcoming. The player can follow the discipline of Ashtanga Yoga, the Eightfold Path, gradually passing level by level. Or, following the Dharma, become a bhakta - a spiritual devotee. All paths lead to one goal. Whatever the path of the player among all the countless possibilities, he has now reached the abode of Vishnu. Vishnu serving as the essence of creation, Truth. It is located directly above the plane of reality, since Truth is the highest reality. The game is over. What happens now depends on the player. The nature of the space game is simple - it is about discovering new combinations. With what new karmas, with what companions will the player be able to re-enter the game, striving again to find a state that will be his real haven? He can continue this game of hide and seek with himself or remain forever outside the game. Or he may return back to Earth to help other seekers reach their goal.

69. Plane of the Absolute (Brahma-loka)

On one side of Vaikuntha-loka is still Rudra, and on the other - so far Brahma. Together they form the triad of Brahma, Vishnu and Shiva in the center of the top row of the playing board. Those who are entrenched in the truth dwell here without fear of the subsequent return to the fulfillment of karmic roles. Practitioners of mercy also come here, and they stay in the abode of Brahma without fear. Brahma is the creator of the material world, the active principle of the noumenon, the force that transforms consciousness into countless forms and reflections. His abode is Brahma-loka. The player who reaches this place merges with this absolute power, this subtle principle. Despite the fact that Brahma-loka is located next to the plane of Cosmic Consciousness, Brahma cannot liberate the player. The game must go on. Brahma determines the form of the game, but there is something else besides the form. Only Truth, comprehended on the path of spiritual devotion or by gradually moving up the yoga ladder to the Highest Good (Shiva), can bestow final liberation.

70. Sattvaguna

Sattva itself is the mode of goodness that promotes the fulfillment of the Dharma. Sattvaguna is synonymous with light, essence, true nature and higher levels of vibration. A calm, serene state of meditation leading to samadhi is realized when sattva prevails. But the three gunas in the world of karma always exist together and sattva sooner or later turns out to be mixed with rajas (passion) or tamas (ignorance). Impure sattva is always subject to the influence of karma. Pure sattva is not different from the Cosmic Consciousness, the Supreme Truth. Sat and means<истина>.

71. Rajoguna

Rajoguna is activity in consciousness, or active consciousness. The player who has reached the eighth row, but has failed in his attempt to realize the Cosmic Consciousness, is carried forward by the forces of karma and activity. This activity is the cause of all suffering, it presupposes the presence of a doer who inevitably falls victim to his ambitions and expectations of the fruits of the activity. Any obstacle on the way to the desired goal creates pain and suffering.

72. Tamoguna

Tamoguna hides the truth so that the rope looks like a snake and the snake looks like a rope. Darkness is the main hallmark of Tamoguna, and its nature is passivity. A player entering here immediately leaves the level of cosmic forces and returns to earth to search for a new path of ascent. What happens next depends only on the player and the One Who is the Truth.