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At the center of the Ten Year Game are the events. They're interesting, and wildly diverse, but they all have something in common.

Each event is a modern praxis. What's that?
Praxis is the flip side of logos, according to some. Logos is the meaning that you hold onto with your brain, and praxis is a kind of a meaningful event where you "think" with your hands and your ears and the experience of being with other people.

What makes a praxis? Well, there's usually a set of rules that's easy to learn. It's usually done with other people. They're light on ideas. And, strangely, they're not very practical. A yard sale wouldn't be a praxis; but putting all your possessions on your lawn and
giving them away to friends might be.

Best of all, a good praxis is kind of magical. It allows ten people to be doing the same thing, yet each has a separate experience. Some are thousands of years old and get hacked and reinterpreted by every new civilization. Look at fasting. Some are brand new. Look at flash mobs.

Praxes are the building blocks of the Ten Year Game. In fact, the Ten Year Game is kind of a way to rediscover praxis. So how do you make one?

Here are a few examples to get you started.


  • Carnival
  • Pilgrimage
  • Graffiti
  • Decorating trees
  • A day of rest
  • Dances
  • Bonfires
  • Wearing special clothes
  • Scapegoating and shunning
  • Giving charity
  • Stunts
  • Hospitality
  • Incubation
  • Tee-peeing houses
  • Processions
  • Prostrations
  • Circumambulation
  • Ritual combat
  • Sacrifice!

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The Praxes


    • Flowers on Gravestones
    • Fasting
    • Going on a quest
    • Walking on coals
    • Head shaving
    • Songs
    • Pranks
    • Storytelling
    • Making special objects
    • Jinxes and curses
    • Libations
    • Feasts
    • Initiations
    • Swearing an oath
    • Baptisms
    • Funerals
    • Spring cleaning
    • and on and on...
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