Enter The Game
The move from reading to playing: do the work, keep track of commitments, learn from every cycle, grow.
Entering is not a ceremony. It is the fifth of the earliest Plays, and it is what happens after a Cell is gathered and a Quest is chosen: the table starts keeping the week. A person who has read everything and never kept a Turn has not entered; a person who has read nothing and kept four Turns has.
It is load-bearing because the corpus is large and the entry is small, and people mistake the first for the second. A whole curriculum at the door is a wall; one lesson when you are about to need it is a door. Entering means the Game begins supplying its own instruction: the gap teaches planning, the request teaches federation, the story teaches voice. Everything else — the Pattern Language, the Pillars, the Path — is pulled in as the play asks for it, which is what Just in time means here.
How it is played. Keep The Turn this week, not next season. Write the commitments down and tick them in front of people. Count what was kept. Tell one story. Put something in the middle. Carry the Flame to two or three within the week. When something is missing, ask for the lesson you need rather than the whole shelf. And expect the first season to teach you more about your table than any reading would: The first season is the named adoption sequence for a group that is already at work.
Also called: entering the Game Stands on: Cross The Threshold · Form a Cell · Choose a Quest · The Invitation Opens onto: The Turn · Do the Work · The first season · The LIØNSBERG Quick Start Guide · The Arc of Play · Just in time In play: door · table Sources: The LIØNSBERG Playbook, §Your First Moves, item 5 (draft) · The LIØNSBERG Operating System §20 (draft) · the Player+ Modules lexicon, just in time · lionsberg.wiki: The LIØNSBERG Playbook Open: This is listed as a first move in the Playbook but has no Play card of its own, unlike the moves around it; whether it is a Play or the name for the state of playing is unsettled.