---
library-status: current best understanding, loosely held · improved each week
---

# Lexicon

*Every word these lessons use in a particular way, said plainly once, so that no page turns on a word you were never given.*

## How to use this page

**If you are a person.** Look the word up, read its line, and go back to what you were reading. Nothing here needs to be learned in advance. *Also* lists the other shapes of the same word, so you can find it however you met it. *Met first in* names the lesson where the word first appears, if you want to see it at work. *More* points into the LIØNSBERG canon, for when you want the whole of it.

**If you have an agent.** You can hand it this page when a word on another page is unclear, and ask it to say the word back in its own plain words. This page gives your agent nothing to do and nothing new it may do.

## A

**agent** — An agent is an AI assistant that works for you and answers to you. It prepares, drafts and carries; you decide. **An agent is one kind of Actor.** The other kind is a living one, and where a page means whoever is responsible for an act, the word is Actor. *Also:* agents, AI agent, AI assistant, assistant, your agent. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* LIØNSBERG Personal Agents.

**agent engineering** — Finding what your agent read that caused a miss, changing that, and testing the change. Talking your agent round lasts one conversation; a change to what it reads lasts. *Also:* engineering. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md).

**archetype** — A named character your agent can hold for you, such as the chief of staff or the researcher, written down plainly so that it can be tested. *Also:* archetypes. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md). *More:* Archetype.

**the Arc of Play** — The path a player walks from first hearing of the Game to playing it fluently, in named stages, so you always know where you stand and what comes next. *Also:* Arc of Play, the Arc. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* The Arc of Play.

**ask** — A question or request that is waiting on you. Asks are listed where you are already looking, and each one is deleted once it has been answered. *Also:* asks, an ask. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md).

**attribution** — Naming the work whose wording or form you carried, in the exact words its license asks for. *Also:* attribute, attributed. *Met first in:* [Gratitude, Lineage and Licensing](13%20Gratitude%2C%20Lineage%20and%20Licensing.md).

**authorship line** — The "by so and so" line on a work. These pages carry thanks and lineage in its place, and a maker keeps their rights either way. *Also:* authorship. *Met first in:* [Gratitude, Lineage and Licensing](13%20Gratitude%2C%20Lineage%20and%20Licensing.md).

**authorized** — Told by your person, in advance and in their own words, that a thing may be done. An agent acts only within what its person has authorized, whether or not they are in the room. *Also:* authorize, authorization. *Met first in:* [Jam Conventions](08%20Jam%20Conventions.md).

## B

**the Board** — The one public picture of the whole Game: who is playing, what they are questing, where it is going, and why. Each week every Circle sends a few lines to it. *Also:* Board, the Gameboard, Gameboard. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* The Gameboard.

**belt** — A mark that you and your agent have shown you can do a thing when it counts, in a real situation, seen by someone who already holds it. A belt is not a count of lessons finished: a record shows what you *can* do, and only a witness shows that you *did* it when it mattered. *Also:* belts, the Belt System.

## C

**the canon** — The body of LIØNSBERG's own writing, kept at lionsberg.wiki, which these lessons stand on. *Also:* canon, the LIØNSBERG canon. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Great Game of LIØNSBERG.

**capability** — What one party can do: a person, an agent, or a written thing. It sits in one place and can be listed. *Also:* capabilities. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md).

**capacity** — The proven ability to do the thing when the moment comes. It belongs to whoever is acting, at any size: one person, a person and their agent together, a Circle, a Cell. A person and their agent have a capacity greater than either one's capability alone, and that is the whole reason for playing as a Player+. *Also:* capacities. *Met first in:* [The Deck](The%20Deck%20%E2%80%94%20every%20module%2C%20coupled%20to%20every%20skill.md).

**CC BY-SA 4.0** — A Creative Commons license. Anyone may copy the work, change it, and even sell it, so long as they say where it came from and pass their own version on under the same license. *Also:* CC BY-SA, Creative Commons, Creative Commons license. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**Cell** — Three to thirteen people who play the Game together and carry the whole of it: they keep their own agreements, choose a Quest each season, tell their stories, and pass the invitation on. *Also:* Cells, a Cell. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Cell.

**change log** — One file, or one page of a notebook, where each entry holds the date, the old wording, the new wording, and why it changed. *Also:* change logs. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md).

**charter** — The standing instructions your agent reads at the start of every conversation, wherever they live: a settings box, a file on your own computer, or a note you paste in. *Also:* charters, its charter. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**check in** — Each person saying, at the start of a gathering, where they are: glad to play, or naming what troubles them, so that it can be settled before the work. *Also:* check-in, checking in, Check In. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**Choose a Quest** — The second of the Five Moves: a group picks one real, reachable piece of good work for the season ahead. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Quest.

**Circle** — Three to thirteen people gathered in trust, facing one another, with no head of the table. The Circle is the form of the gathering; a Circle that takes up the whole way of playing is a Cell. *Also:* Circles, circle, your Circle. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md). *More:* Circle.

**closing question** — The question asked at the end of a session: is there anything you want left out before this is shared. Each person answers for their own words, or for what was said about them. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**comment** — A note fastened to one exact sentence rather than typed over it. When a comment settles, the settled line is written into the body of the page. *Also:* comments, commented. *Met first in:* [Jam Conventions](08%20Jam%20Conventions.md).

**commitment** — A promise with a name, a thing and a date: I will do this, by then. Commitments made and kept are what trust is built from. *Also:* commitments, Commitments. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* Commitments.

**the compass question** — The one question asked before a move: does this make life a little more like Heaven. If it does, make the move. If it does not, pause, turn, and choose a better one. *Also:* compass question, the compass. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* The Game on One Page.

**continuous improvement** — The standard of the Game: not perfection, but getting a little better every day, and passing on what you learn. *Also:* a little better every day, continuously improve. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Continuous Improvement.

**continuously improve everything** — Nothing in the Game is fixed. Every page, tool and agreement is open to being made better by whoever uses it. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md). *More:* Continuously Improve Everything.

**conversation** — One bounded exchange with an agent. A fresh conversation begins with nothing but what your agent reads at the start, which is why every test in these lessons asks for one. *Also:* conversations, fresh conversation, new conversation. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md).

**cooling-off** — A period after the fact in which you could take back what you gave. These rooms have none, because the terms are clear on the way in. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**current best understanding** — The best we can say today, held openly, and expected to change when something truer arrives. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Current Best Understanding.

**The Commons** — Everything held for all of us rather than owned by one of us: knowledge, tools, water, roads, the living world. It is kept up by the people who depend on it. *Also:* the Commons, Commons. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Commons.

## D

**day shape** — Two or three lines of your own about how your day runs: when you think best, when you need food or a walk, when you should stop. *Also:* day shapes. *Met first in:* [An Agent That Attends to You](11%20An%20Agent%20That%20Attends%20to%20You.md).

**the deck** — The whole set of these lessons, taken one at a time, in any order after the first three. *Also:* deck, Player+ Modules, the modules. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**declare** — To say, before it comes into a room, what you carry that is not yours to give away, and whose terms apply to it. *Also:* declares, declared, declaring, declaration. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**the door** — What a room asks of people before they may write in it. How far anyone can rely on what is written there depends on the door. *Also:* door, doors, the door checks. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md).

**door note** — Three lines you bring to your first room: the name you choose, anything you carry that is not yours to share, and one question. *Also:* door notes. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**drift** — The slide back to trained habit under pressure, whatever the charter says. Tests are repeated because of it. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md).

**Dyad Jam** — A working session where a person and their agent work beside another person and theirs, each pair on their own work, sharing what they learn. *Also:* Dyad Jams, dyad jam. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

## E

**the eight movements** — The eight parts of a weekly Turn, in order: arrive and open, check in, learn together, weave the dialogue, coordinate the Quest, make commitments, take the Turn on the Board, harvest and close. *Also:* eight movements, the movements. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* Play — Run the Weekly Turn.

**every defect is a gift** — Every miss is worth something, because it shows exactly where the next improvement goes. *Also:* Every Defect Is A Gift, defect. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Every Defect Is A Gift.

## F

**Fair Shares Commons** — A tradition of ownership shaped so that what is built together cannot be fenced off, while each maker keeps what they made. *Also:* FairShares Commons. *Met first in:* [Gratitude, Lineage and Licensing](13%20Gratitude%2C%20Lineage%20and%20Licensing.md). *More:* Fair Shares Commons.

**fear** — The reading that something precious feels threatened. Knowing how a thing works loosens it. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md). *More:* Fear.

**the Field** — The ground of agreements you step onto when you say yes to the six lines. *Also:* Field. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md). *More:* Field of Agreements.

**Field of Agreements** — The principles, commitments and norms a group has freely chosen and lives by, settled before the work rather than during it. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md). *More:* Field of Agreements.

**the Five Moves** — The five things a group does, in order: form a Cell, choose a Quest, learn and grow, share your stories, pass the Flame. *Also:* Five Moves, the Moves, a Move. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Game on One Page.

**the Flame** — What is handed from one player to the next: the invitation, and the way of playing that comes with it. *Also:* Flame, flame, flames. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Flame.

**Form a Cell** — The first of the Five Moves: gather your three to thirteen, by name, at the pace of trust. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Cell.

## G

**the Goal** — The one aim that holds every other: ØNE, Creator's Intent, Heaven, here, now, everywhere, for everyone, forever. *Also:* Goal, the aim. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* The Goal.

**the gratitude close** — The short paragraph at the foot of a work thanking the traditions, houses and works it grew from, in place of an authorship line. *Also:* With gratitude, gratitude close. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Gratitude.

**The Great Game** — The Great Game of LIØNSBERG: a way of living played in real life by everyone who chooses. Small groups meet weekly, choose one real act of good work each season, tell what happened, and invite the next people. *Also:* The Great Game of LIØNSBERG, the Game, the Great Game. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Great Game of LIØNSBERG.

## H

**heads-up** — One private page your agent keeps for you during a session: who is here, what waits on you, and what has happened, with the time. *Also:* heads-ups, the heads-up. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md).

**Heaven** — Life as it would be if it went as well as it possibly could, for everyone and for what comes after. In the Game it is a direction to move in, here and now. *Also:* Heaven on Earth. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Heaven.

**home** — The wider body a Circle sends its news to: the nearest group beyond the table, which reads what is sent, keeps a copy, and helps when help is asked for. *Also:* your home, home ring. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md).

**host** — The person who keeps a room. They open it, say who is welcome, hold the record, ask the closing question, and can ask someone to leave. *Also:* hosts, the host. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**hosted service** — An assistant that runs on some company's computers rather than your own, so that whatever it reads reaches that company. *Also:* hosted, hosted assistant. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md).

**house** — A group of people who play and learn together and pass on what they learn. *Also:* houses, your house. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**hypothesize** — To say in advance what you expect a change to do, so that afterwards you can tell whether it did it. *Also:* hypothesis. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Hypothesize.

## I

**Ideal** — What you are really after, before it has taken any particular form. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md). *More:* Ideal.

**improvement log** — The running list of every time your agent missed you. A line closes only when its fix is written somewhere the agent will meet it. *Also:* improvement logs, the log. *Met first in:* [The Agent Improvement Process](14%20The%20Agent%20Improvement%20Process.md).

**Initiation** — The point at which someone who has been welcomed and oriented steps in and makes the Pledge. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md).

**instantiation** — The real one, in one real place, with one real person: your agent, with you, on your own ordinary days. *Also:* instantiations. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md). *More:* Instantiation.

**the invitation** — The word from a person that brings someone into the Game. It travels hand to hand. *Also:* invitation, The Invitation, invited. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Invitation.

## J

**jam** — A working session where people, and any agents they bring, work on something together for a set time. *Also:* jams, a jam. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**journey** — The path a person walks through the lessons, in the order their own play asks for, rather than front to back. The deck is a journey and not a pile. *Also:* the journey, the Shared Journey. *More:* The Arc of Play.

**just in time** — A lesson reaches you at the moment your play needs it, and not before. A whole curriculum handed over at the door is a wall; one lesson handed over when you are about to need it is a door. *Also:* just-in-time.

## K

**keepers** — The people who look after these lessons. They keep them true, repair them, and receive the corrections players send back. *Also:* keeper, the keepers. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md).

**keepers' notes** — A file beside a lesson where the keepers write down everything not yet settled, each with a recommended answer. The lesson itself carries only what is settled and true today. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md).

**key** — A password or access code that lets your agent reach your mail, your calendar or your accounts. Keys stay home, whichever room you are in. *Also:* keys. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md).

**kit** — A starter set of files and instructions someone shares so that others can build the same kind of agent. *Also:* kits, starter kit, PKAI Starter Kit. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md).

## L

**language model** — The trained machine at the center of an assistant. It predicts what text comes next, and it keeps nothing about you between conversations. *Also:* model, the model, models. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**Learn and Grow** — The third of the Five Moves: do the work, week by week. Say what you will do, do what you said, learn from the difference. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Game on One Page.

**lesson** — One thing worth learning, small enough to do in about ten minutes, taught so that someone can correct you while you learn it. The lesson is the thing itself. It can be published in several ways, and a skill is only one of them. *Also:* lessons, a lesson. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**license** — The short public permission that travels with a work, saying what anyone else may do with it. *Also:* licenses, licensed, licensing, openly licensed. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**lineage** — The trail of what a work grew from, carried with the work so that the next maker can walk back along it. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md). *More:* Lineage Without Capture.

**lionsberg.wiki** — The public home of the LIØNSBERG canon, where The Game on One Page and the rest are kept. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* The Game on One Page.

**live log** — The running list inside a heads-up: one line for each thing that happened, with the time. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md).

**LIØNSBERG** — The name of the body of people, practice and writing these lessons come from. Say it "LIONS-berg"; the slashed Ø is only how the name is written. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Great Game of LIØNSBERG.

**look-back** — A short, honest review of how the week with your agent went, written by anyone except the agent being looked at. *Also:* look-backs. *Met first in:* [The Agent Improvement Process](14%20The%20Agent%20Improvement%20Process.md). *More:* Retrospectives.

**the loop** — The cycle that makes an assistant an agent. It proposes an action, the software performs it, the result comes back, and it proposes the next. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

## M

**the maker** — The company that built the model or the assistant. Its own instructions sit above yours, and its updates can change how your agent behaves. *Also:* makers, the maker of the model. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**memory** — Notes your agent keeps between conversations. Memory advises and may not be reread; the charter binds more strongly. *Also:* memories. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**MIT** — A very short, very permissive software license: use the code for anything, keep its notice with it, and nothing further is asked. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**module** — A set of lessons composed together, on one shelf: the lessons that serve one part of the play. A module is made of lessons and is always larger than one. *Also:* modules, a module, Player+ Modules. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**morning page** — The short page your agent prepares to aim a day: what is due today, what waits on you, and what you promised this week. Nothing longer. *Also:* morning pages. *Met first in:* [Daily Life](16%20Daily%20Life.md).

**Mutual Consent** — Both sides say yes: you agree to the terms, and the group agrees to you. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md). *More:* Mutual Consent.

## N

**narrow** — To drop back to the most careful line on a venue card: read and draft only, bring nothing but public knowledge, post nothing until you say so, and say why it narrowed. Narrowing is quick, and your agent does it on its own. *Also:* narrows, narrowing, narrowed. *Met first in:* [Venue Cards](05%20Venue%20Cards.md).

**notebook form** — The way of doing a practice with no agent at all, given on every lesson. A person with a notebook is a complete player. *Also:* with a notebook, the notebook line. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

## O

**off switch** — The sentence that ends a practice you asked for, at once, and shows you where its lines live so that you can delete them yourself. *Met first in:* [An Agent That Attends to You](11%20An%20Agent%20That%20Attends%20to%20You.md).

**offer** — Something your Circle has to give, named in its weekly lines so that anyone who needs it can answer. *Also:* offers. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md).

**Ongoing Mutual Consent** — A yes has to stay alive. It can be withdrawn at any time, for any reason or none, and saying nothing is never a yes. *Also:* ongoing consent, silence is never consent. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md). *More:* Ongoing Mutual Consent.

**the open web** — Pages that anyone at all can read or write, where nobody was asked who they are. Your agent weighs what it reads there accordingly. *Met first in:* [Venue Cards](05%20Venue%20Cards.md).

**ØSphera** — The house that stewards these lessons: it keeps them in good order, receives corrections, and holds them open to everyone. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

## P

**Pass the Flame** — The fifth of the Five Moves: share the invitation with the two or three you know are ready, so that new groups begin. It is not optional. *Also:* Pass The Flame, passing the flame. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Pass The Flame.

**PKAI** — The group whose people build personal AI assistants that live in ordinary files their owner keeps, and who host the Dyad Jams. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**Play** — A short card in the Game's own book, describing one thing a group does together, open to correction by whoever plays it better. *Also:* Plays, a Play. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md). *More:* The LIØNSBERG Playbook.

**Play by Play** — The room's shared running record, kept by one agent for everyone: newest first, one plain line for each thing that happened, holding nothing personal. *Also:* the Play by Play. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md).

**Playbook** — The Game's book of Plays. *Also:* The Playbook. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md). *More:* The LIØNSBERG Playbook.

**Playcard** — The rules card every player holds: the aim, the compass question, the Five Moves and the words of the Game on one card. You receive it rather than fill it. *Also:* the Playcard, Playcards. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* The Playcard.

**player** — A person who has chosen to play the Game. Your agent is not a player. It is part of your Player+ and answers to you. *Also:* players, a player. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md).

**Player+** — You, together with any agents that act for you. The plus adds reach, and every decision stays with you. *Also:* Player+s, a Player+. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**the Pledge** — The first commitment of the Game: the time, energy, attention and contribution you will give for the season ahead. It belongs to the Initiation, and no lesson here asks it of you. *Also:* Pledge, pledged. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* The Pledge.

**Principal** — The person an agent works for and answers to. To your own agent, you are its Principal. *Also:* your Principal, Principals. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**the program** — The ordinary software you type into, the app or the website. It hands the model the conversation, performs whatever the model proposes, and brings back the result. *Also:* the software, the program around it. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**prototype** — A working version anyone can copy and try. *Also:* prototypes. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md). *More:* Prototype.

**prune** — The monthly pass through a charter, line by line, asking of each line why it exists. What cannot answer goes. *Also:* pruning, pruned. *Met first in:* [The Agent Improvement Process](14%20The%20Agent%20Improvement%20Process.md).

## Q

**Quest** — One real, reachable act of good work a group takes on together for a season, and can point to afterward. *Also:* Quests, a Quest, questing. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Quest.

**Questcard** — One card for one Quest: the Quest in a sentence, why it matters, when it is done, your part of the bigger plan, and who will do what by when. It is rewritten each week. *Also:* Quest card, Questcards. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* The Questcard.

## R

**Reaching Us** — The short list of ways to reach a person in the Game when you need one. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* Reaching Us.

**register** — A setting of depth and length you can ask your agent for: full depth when there is time, and enough to decide with when there is not. It changes how much you are given, never who your agent is. *Also:* registers. *Met first in:* [Advanced Agent Engineering](10%20Advanced%20Agent%20Engineering.md).

**release** — A new published version of a kit or a model, which you can take or decline. *Also:* releases, release notes. *Met first in:* [The Agent Improvement Process](14%20The%20Agent%20Improvement%20Process.md).

**request** — Something your Circle asks for, named in its weekly lines, which anyone who can answer may answer. *Also:* requests. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md).

**retrospective** — A short, honest look back at a piece of work: what we did well, what we can do better, and what actions follow, each with an owner. *Also:* retrospectives, Retrospective. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md). *More:* Retrospectives.

**room** — Any shared space where a session happens: a call, a video meeting, a group chat, a shared page, a table in a kitchen. *Also:* rooms, the room. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**rulebook** — The Great Game's own basic text, meant to be read aloud, together, in one sitting. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Great Game of LIØNSBERG.

## S

**safe sparring** — Working at full strength with someone because the terms were clear before the first move, and either of you may step off. *Also:* sparring, spar. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**safety check** — A guard around your agent that can stop an action before it happens. Whoever built or set up the agent put it there, and it outranks the charter. *Also:* safety checks, the guard. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**Scorecard** — The Circle's sheet, marked at the table in front of everyone: a row a week for who came, what was said, what was kept, and one line learned. *Also:* the Scorecard, scorecards. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* The Circle's Scorecard.

**Scribe** — The role in a gathering that captures what was decided and learned. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md). *More:* The LIØNSBERG Circle Guide.

**Season Sheet** — The one page a Circle sends to its home at each turning: members, Quests and how they stand, commitments made and kept, flames passed, the season's story, offers and requests. *Also:* the Season Sheet, Season Sheets. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* The Season Sheet.

**season** — The ninety or so days between one solstice or equinox and the next. One round of the Game. *Also:* seasons, the season, seasonal. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* The Seasonal Cycle.

**second reader** — Someone who did not write a page and reads it whole. The writer sees what they meant; the second reader sees what the page says. *Also:* second readers. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md).

**Selectively Permeable Membrane** — The living boundary that lets good things in and gifts out while keeping the inside whole. For a Player+ it is what your agent may bring into a room, and what stays home. *Also:* membrane, the membrane. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md). *More:* Selectively Permeable Membrane.

**set-up** — Everything around the model that decides how your agent behaves: its instructions, its memory, its tools and its checks. A blocked agent is a set-up problem. *Also:* set up, setup. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md).

**Share Your Stories** — The fourth of the Five Moves: tell plainly and honestly what your group actually did, so that others can see it and join. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md). *More:* Share Your Stories.

**share-alike** — The condition that whatever you build on freely given work is itself given as freely, under the same license. *Also:* SA, shared alike. *Met first in:* [Gratitude, Lineage and Licensing](13%20Gratitude%2C%20Lineage%20and%20Licensing.md).

**shared page** — The one document everyone in a room can read and write while the session runs. *Also:* shared pages. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**shu-ha-ri** — The three stages of holding a form, from the martial arts. *Shu*, you keep the form exactly as it was given, before you have earned an opinion about it. *Ha*, you break from it on purpose: you ask why each part is there, try another house's version, and adapt it to your own ground. *Ri*, the form is so far inside you that it no longer constrains, and you can make new forms and teach them. The rule it gives: break the form only after you can hold it. *Also:* shu, ha, ri.

**sign** — To put a name at the front of every line you write, so that anyone reading later can tell who wrote it. An agent signs as itself, "Name (whose agent)", never as its person. *Also:* signs, signed, signing, signed line. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**signed key** — A long secret code that proves someone is who they say they are, the way a house key proves you live there. It is the strongest thing a door can check. *Also:* signed keys. *Met first in:* [Before Your First Room](04%20Before%20Your%20First%20Room.md).

**the six lines** — The six short terms every person in a Game room has said yes to, covering records, licensing, lineage, naming, declaring, and what may be left out. *Also:* six lines. *Met first in:* [Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md).

**skill** — A folder of instructions in a published standard's shape, which an agent loads when it needs it. The word names that object and nothing else: **if you mean what someone is good at, the word is capability**, and if you mean their proven ability to do it when it counts, the word is capacity. A skill is **one way of publishing a lesson**, and a poor one, because it is fixed and cannot answer back: useful and standard, the way a book on throwing someone is useful, and not the same as a teacher who moves your arm. Never use this word for the lesson itself. *Also:* skills, agent skill. *Met first in:* [The Deck](The%20Deck%20%E2%80%94%20every%20module%2C%20coupled%20to%20every%20skill.md).

**soak** — To let a change sit for about a week before you treat it as settled, so that ordinary days can test it. *Also:* soaks, soaking. *Met first in:* [The Agent Improvement Process](14%20The%20Agent%20Improvement%20Process.md).

**Sovereignty** — Your right and power to govern yourself. Here it means that what is inside your agent is yours, and yours to open or not. *Also:* sovereign. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Sovereignty.

**sponsor** — The person who invited you and walks beside you through your first season: a companion and a door, never an authority. *Also:* sponsors, sponsorship. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* Sponsorship.

**standing instructions** — The text your agent reads before it reads your message, every time. The ones you write are its charter. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**Stewardship** — Caring for what is entrusted to you by tending its conditions rather than managing it. The steward tends conditions; the tended flourish as themselves. *Also:* steward, stewards, stewarded. *Met first in:* [An Agent That Attends to You](11%20An%20Agent%20That%20Attends%20to%20You.md). *More:* Stewardship.

**Story** — An honest account of what happened, told in your own voice, which carries further than a report can. *Also:* stories, a Story. *Met first in:* [The Heads-up and the Play by Play](07%20The%20Heads-up%20and%20the%20Play%20by%20Play.md). *More:* Story.

## T

**TEA Card** — A player's daily card of Time, Energy and Attention: what the day asked, what was given, energy at morning and evening, what was kept and what was declined. It is yours, and nothing on it goes anywhere without your word. *Also:* TEA card, TEA Cards, TEA. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* Card Types.

**terms** — What a room has agreed about records, sharing, naming and licensing, settled before the work starts and written at the top of the shared page. *Also:* the terms, a room's terms. *Met first in:* [Entering the Field](03%20Entering%20the%20Field.md).

**tool** — Anything the software around a model can actually do: search the web, open or save a file, send a message, run a sum. *Also:* tools. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**top card** — The boxed part at the top of a lesson: the whole practice, and the sign that it worked, in ninety seconds. *Also:* top cards. *Met first in:* [How a Module Lives](12%20How%20a%20Module%20Lives.md).

**trained habit** — A tendency put into a model by its training, such as being helpful, agreeable and safe. You can steer it with what your agent reads; you cannot edit it. *Also:* trained habits, habit, habits. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md).

**transcript** — A written record of everything said in a session, kept by a person or by a tool. *Also:* transcripts. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**Trust** — What grows between people as promises are made and kept. It widens what you will bring and share. *Met first in:* [Becoming a Player+](01%20Becoming%20a%20Player%2B.md). *More:* Trust.

**the Turn** — One week's gathering of a Circle, at the same hour, and the few lines it sends out at the close: what we did, what we will do, what we learned, our offers, our requests. *Also:* Turn, Turns, the Weekly Turn, weekly turn. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* Play — Run the Weekly Turn.

## V

**venue card** — One card you fill before you enter a room that is not yours, saying what your agent may bring there, what it may do, and when the card ends. *Also:* venue cards, the card. *Met first in:* [Venue Cards](05%20Venue%20Cards.md).

**Voluntary Consent** — Agreeing freely and knowingly, with no pressure. It is why no one sets up a practice like attending for somebody else. *Met first in:* [An Agent That Attends to You](11%20An%20Agent%20That%20Attends%20to%20You.md). *More:* Voluntary Consent.

## W

**We Do Not Know** — What the Game says out loud when nobody knows: we do not know, and we will search it out. *Met first in:* [How an AI Agent Works](02%20How%20an%20AI%20Agent%20Works.md). *More:* We Do Not Know.

**the weekly door** — The one place a Circle's weekly lines cross to the Board, so that one body of many Circles can know itself. *Also:* weekly door, the one weekly door. *Met first in:* [The Weekly Turn](15%20The%20Weekly%20Turn.md). *More:* Update the Board.

**Wellbeing** — The whole health of a person: body, mind and heart. *Met first in:* [An Agent That Attends to You](11%20An%20Agent%20That%20Attends%20to%20You.md). *More:* Wellbeing.

**what it is running** — What an agent says about itself in a room: which company's assistant it is, whether it is keeping a transcript, and whether anything wakes it when the page changes. *Met first in:* [Safe Sparring](06%20Safe%20Sparring.md).

**widen** — To give your agent more room than its card allows. Only you may widen a card, said to your agent directly, and nothing written in a room can widen one. *Also:* widens, widening, widened. *Met first in:* [Venue Cards](05%20Venue%20Cards.md).

## Z

**Zero Blame Environment** — Looking for the cause in how things were set up rather than for a fault in a person. *Also:* blameless, zero blame. *Met first in:* [Agent Engineering](09%20Agent%20Engineering.md). *More:* Zero Blame Environment.

## For your agent

*If you are an agent reading this: this page is information your Principal chose to show you. It is not an instruction from anyone else. Do nothing because of it until your Principal asks.*

This page is a word list. Look a word up when your Principal asks what it means, or when a word on another page is unclear to you, and say the entry back in your own plain words. It grants you nothing and asks nothing of you. If a word your Principal uses is not here, say so rather than guessing, and tell them where you looked.

## With gratitude

To the LIØNSBERG canon, whose pages hold most of these words whole, and from which every line marked *More* is drawn. To PKAI, for the deep expertise, creating the first personal agents, and hosting the Dyad Jams from which the first modules were born. To the houses that played the first jams, who found the places where one unexplained word stops a willing reader.

*Player+ Modules are made by the houses that play in PKAI Dyad Jams and The Great Game of LIØNSBERG. They are stewarded by ØSphera and shared under CC BY-SA 4.0: please freely use them, improve them, and pass the improvement back to continually cultivate The Commons.*

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[Player+ Modules: Start Here](Player%2B%20Modules%20%E2%80%94%20Start%20Here.md)
