Fun Flashcard Activities

Ramayana Flashcards - Game Ideas for You:

How to play

Played Using Ramayana Flashcards

Tagline:Re-create the epic in the
right order.

Goal: Place characters in correct story sequence.

Players: 2–6

How to Play:

• Each player gets 5 cards.

• Flip one card to start the timeline.

• On your turn, place a card before/after/ between based on the story text.

• Read one line from the back to justify the placement.

Scoring: Correct = +1. Wrong = –1. Highest wins.

A Set-Collection Game Using Ramayana Flashcards

Tagline:Find hidden bonds across the
Ramayana.

Goal: Collect trios of connected characters.

Players: 2–5

How to Play:

• Draw 1 card, discard 1.

• Form sets of 3: family / allies / enemies / thematic links.

• Explain your connection using the text.

Scoring: Normal set = 2 points. Clever set = 3 points.

Played Using Ramayana Flashcards

Tagline:Race to match heroes to sacred
places.

Goal: Fastest player to match a character to a
called-out place.

Players: 3–8

How to Play:

• Spread cards face up.

• Moderator calls a location.

• Touch a character linked to that place and prove it from the card.

Scoring: Correct = 1. First to 10 wins.

Played Using Ramayana Flashcards

Tagline:Guess the character before the
clues run out.

Goal: Identify the character using just clues.

Players: 3–10

How to Play:

• Draw a card secretly.

• Give 3 clues from hard → easy.

• Others guess after each clue.

Scoring: Clue 1 = 3 points, Clue 2 = 2, Clue 3 = 1.

Clue-giver gets 1 point if someone guesses correctly.

Played Using Ramayana Flashcards

Tagline:Discover the deeper values of
the epic.

Goal: Identify values embodied by characters and
apply them to real life.

Players: 3–8

How to Play:

• Draw a card.

• Name one value the character shows.

• Give a real-life example.

• Others may add one more example.

Optional Scoring: Earn lotus tokens for
thoughtful answers.

Played Using Ramayana Flashcards

Tagline:Play out dharma vs adharma
battles.

Goal: Win skirmishes by playing stronger epic
characters.

Players: 2–4

How to Play:

• Separate Dharma & Adharma decks.

• Each draws 5 cards.

• Reveal one card each; group decides who wins based on the epic.

• Winner collects both cards.

Scoring: Most cards in victory pile wins.

Played Using Ramayana Flashcards

Tagline:Team up to rebuild the rescue
journey.

Goal: Build the correct sequence leading to Sita’s
rescue.

Players: 2–6

How to Play:

• Place Rama at start, Sita at end.

• Draw cards; if part of the story-path, place correctly.

• Wrong placement = lose 1 life (coin).

Win Condition: Complete the path before
running out of cards or lives.

Played Using Ramayana Flashcards

Tagline:Turn a handful of cards into a
flowing story.

Goal: Create a logical mini-Ramayana using your
cards.

Players: 2–6

How to Play:

• Each gets 3–5 cards.

• Tell a continuous story connecting all your characters.

• Others may refine or add missing links.

Scoring: Smooth story = 2 tokens; needs help = 1.

Played Using Ramayana Flashcards

Tagline:Bring the Ramayana alive
without speaking.

Goal: Act a scene silently; others guess the
character.

Players: 4–10

How to Play:

• Draw a card secretly.

• Act a key moment from that character’s story.

• Others guess within 1 minute.

Scoring: Actor + guesser get 1 point each.

Played Using Ramayana Flashcards

Tagline:Sort the epic’s characters
into their rightful worlds.

Goal: Sort characters into correct clans &
groups.

Players: 1–6

How to Play:

• Define 4–6 groups.

• Spread cards & sort under time limit.

• Check with text.

  • Scoring: Correct = +1. Wrong = –1.

    Solo mode: Try to beat your own time.Goal: Synthesize all learning into one profound answer.
  • Play: Each player secretly writes down what they believe is the
    "Ultimate Question" about life. All questions go into a pot.
    Players then draw someone else's question. They have 5 minutes to compose
    an answer using principles from any 3 Yaksha Prashna cards.
    They present their answer. The group votes on the wisest synthesis.
  • Win: The player whose synthesized answer is voted wisest becomes
    "Yudhishthira for a Day."
  • Unique
    Twist:
     A creative,
    culminating activity that encourages personal application and synthesis of
    the entire teaching.

Yaksha Prashna Flashcards - Game Ideas for You:

How to play

  • Goal: Find the "clues" Yudhishthira gives about specific
    virtues.
  • Play: The facilitator names a virtue (e.g.,
    "Contentment," "Truth," "Charity"). Players
    race to find a card where Yudhishthira's answer or the Message mentions
    it. First to find and read the relevant line wins the card.
  • Win: Most cards after 10 rounds wins.
  • Unique
    Twist:
     Turns players into
    active seekers of wisdom rather than passive recipients.
  • Goal: Dramatic retelling and quick recall.
  • Play: One player is the "Yaksha," another is
    "Yudhishthira." The Yaksha draws a card and reads the question
    in a mysterious voice. Yudhishthira must respond with the correct answer
    from memory. The group checks the card. If correct, Yudhishthira becomes
    the next Yaksha.
  • Win: Staying in the "Yudhishthira" role longest is the
    champion.
  • Unique
    Twist:
     Uses role-playing
    and performance to cement knowledge.
  • Goal: Quick-thinking and connecting ideas.
  • Play: Players stand in a circle. A starter draws a card, reads the
    question, and tosses a ball to another player who must give Yudhishthira's
    answer. If correct, they draw a new card and repeat. If wrong, they sit
    down. The ball keeps moving.
  • Win: Last player standing is the Wisdom Wave champion.
  • Unique
    Twist:
     High-energy,
    physical game that tests memory under pressure.
  • Goal: Discern true wisdom from clever falsehoods.
  • Play: The "Yaksha" (facilitator) reads a real question
    from a card but gives three possible answers: Yudhishthira's
    real one and two plausible fakes. Players must identify the true answer.
    Those who guess correctly move one step closer to the "lake" (a
    finish line).
  • Win: First to reach the "lake" wins and becomes the next
    Yaksha.
  • Unique
    Twist:
     Teaches critical
    thinking by analyzing what makes the true answer dharmic.
  • Goal: Collaborative building towards a grand insight.
  • Play: Start with one card at the pyramid's base (e.g., about
    controlling the mind). The next card must connect thematically (e.g.,
    about patience). Players work together to build a "pyramid" of
    5-7 connected cards, explaining how each virtue leads to the next.
  • Win: The group "wins" by completing a stable pyramid of
    interconnected wisdom.
  • Unique
    Twist:
     A cooperative game
    that shows the interdependence of virtues.
  • Goal: Decode a secret message using the flashcards.
  • Play: The facilitator creates a coded message where each letter is
    represented by a card number (e.g., "Be Good" = Use cards 2, 5,
    7, 15, 15, 4). Players must find the cards, write down the first word of
    Yudhishthira's answer for each, and decipher the phrase.
  • Win: First team to decode the dharmic message wins.
  • Unique
    Twist:
     Adds puzzle-solving
    and teamwork to the learning process.
  • Goal: Rapid-fire categorization.
  • Play: Scatter all cards face down. Call out a category:
    "SOCIETY," "MIND," "NATURE," or
    "TRUTH." Players race to find one card that fits and bring it to
    the facilitator. First to bring a correct card scores a point.
  • Win: First to 5 points wins the dash.
  • Unique
    Twist:
     A chaotic, fun race
    that reinforces thematic groupings.
  • Goal: A tournament of wisdom and ethics.
  • Play: Players are in two "kingdoms." A
    "challenge" is read (e.g., "What is more important,
    knowledge or health?"). Each kingdom has 2 minutes to find a card
    that best supports their argument. They present their case. A judge (or
    audience vote) awards the "Challenge Cup" (a physical cup) to
    the most dharmic argument.
  • Win: The kingdom holding the cup at the end of 3 rounds wins.
  • Unique
    Twist:
     Introduces debate
    and persuasive speaking based on dharmic principles.
  • Goal: Experience the narrative consequence of choices.
  • Play: Use the story cards (brothers falling, the warning, etc.). At
    key points, the facilitator pauses the story and presents a choice (e.g.,
    "Do you drink the water or answer the voice?"). Players vote.
    Based on the dharmic quality of the majority vote, the story continues
    positively or negatively (e.g., if they choose to drink, they "lose a
    brother" and sit out a round).
  • Win: The group wins by getting all "brothers" to the end
    of the story alive through dharmic choices.
  • Unique
    Twist:
     An immersive,
    branching narrative game that directly ties actions to consequences.
  • Goal: Synthesize all learning into one profound answer.
  • Play: Each player secretly writes down what they believe is the
    "Ultimate Question" about life. All questions go into a pot.
    Players then draw someone else's question. They have 5 minutes to compose
    an answer using principles from any 3 Yaksha Prashna cards.
    They present their answer. The group votes on the wisest synthesis.
  • Win: The player whose synthesized answer is voted wisest becomes
    "Yudhishthira for a Day."
  • Unique
    Twist:
     A creative,
    culminating activity that encourages personal application and synthesis of
    the entire teaching.

Scientists of Ancient Bharat

Flashcard - Game Ideas for You:

How to play

Goal: Match
famous concepts (Fibonacci sequence, Pascal’s triangle, π, binary, calculus…)
to the right Bharatiya scientist.

Players: 2–8

Setup: Adult/host
reads from a small list of prompts like:

  • “Who connected poetic
    meters to Fibonacci-like numbers?”
  • “Who used Meru-prastara
    (Pascal’s triangle)?”
  • “Who pioneered infinite
    series for trigonometric functions?”
  • “Who used binary ideas in
    meter analysis?”

How to play:

  1. Spread all cards face up.
  2. Host reads a concept;
    players race to touch the scientist they think fits.
  3. Finder must flip the card
    and read the “Known for” to prove it.

Scoring: Correct = 2
points. Wrong = –1. First to 15 wins.

Goal: Answer
quick questions about field and key work from any card.

Players: 3–10

Setup: Stack all
cards face down.

How to play:

On your turn:

  1. Another player draws a
    card and reads only the name.
  2. You must say:
  • Their field
    (e.g., “Astronomy & Mathematics”), and
  • One
    thing they are “Known for” (any phrase from that line).
  1. Then they flip and check.

Scoring:                   

  • Field right + fact right
    = 2 points.
  • One of the two right = 1
    point.
  • Both wrong = 0.

After one
round around the table, highest wins.

Goal: Identify
the correct scientist from the “Known for” line only.

Players: 3–12

Setup:One
Quizmaster, others as contestants.

How to play:

  1. Quizmaster draws a card
    and hides the name.
  2. Reads a trimmed version
    of the “Known for” line, e.g.:
  • “Authoring
    the Sulbasutra on geometric altar construction.”
  • “Surgeon
    who described nose reconstruction and cataracts.”
  1. First player to shout
    their name (or tap the table) answers.
  2. Quizmaster reveals card
    to confirm.

Scoring:

Right = +2. Wrong = –1. No one answers = 0.

Rotate Quizmaster after 5–6 cards if you like.

Goal: See how
Bhārat was ahead of later global names.

Players: 2–8

Setup:Collect
cards such as: Hemachandra, Pingala, Halayudha, Aryabhata, Madhava, etc.

How to play:

  1. Host announces a “famous”
    Western association:
  • “Fibonacci
    numbers”
  • “Pascal’s
    triangle”
  • “Calculus
    / infinite series for sine/cosine”
  1. Players must:
  • Name
    the Indian scientist(s) from the cards who did this earlier;
  • Say
    one line from the card that backs this claim.
  1. Short discussion: how
    many centuries earlier? what was their context (prosody, jyotisha, temple
    altars)?

Scoring:

  • Name + correct link = 2
    points.
  • Partial (only name or only
    link) = 1 point.

This works
brilliantly for youth workshops.

Goal: Build the
best ancient “research team” for a modern mission.

Players: 3–6

Setup:Shuffle and
deal 6 cards to each player.

How to play:

  1. Each player keeps 1 card,
    passes the remaining 5 to the left.
  2. Repeat (keep 1, pass
    rest) until everyone has 6 chosen scientists – this is your Innovation
    Squad
    .
  3. The host now gives a mission
    card
    , e.g.:
  • “Plan
    a mission to Mars.”
  • “Design
    a sustainable, zero-waste city.”
  • “Create
    a healthcare system for a kingdom.”
  1. Each player must explain
    how 3–4 scientists from their squad would contribute, using their
    fields & “Known for” lines.

Scoring:

Everyone votes (not for themselves).

Each vote for your squad = 1 point. Highest wins.

Goal: Match
real-life style problems to the right scientist and justify.

Players: 3–10

Setup:Prepare
problem slips like:

  • “A king wants a precise
    calendar for rituals and farming.”
  • “A river town faces a
    mysterious epidemic.”
  • “We need a better number
    system and calculation method for trade.”
  • “We must map the sky to
    predict eclipses.”

How to play:

For each problem:

  1. Deal 3 cards to each
    player.
  2. Everyone secretly picks one
    scientist who best fits the problem.
  3. Reveal together; each
    explains why this scientist is ideal, reading from card.

Scoring:

  • Group (minus the speaker)
    votes whose match makes most sense.
  • Winner gets 2 points;
    second-most convincing gets 1.

Goal: Attach
scientists to regions of Bharat and see geographical spread.

Players: 2–10

Setup:

  • Draw/print a simple map
    or just write region labels:

    North, South, East, West, Central/Deccan, Pan-Bharat.
  • Use place clues from
    summaries (e.g., Kerala school, Nandigrama, Takshashila, etc.).

How to play:

  1. Deal 4 cards to each
    player.
  2. On your turn, choose one
    card and place it at a region, stating:
  • “I
    think he/she belongs to … because the card mentions … (place /
    tradition).”
  1. If the region is vague,
    you may suitably label it “Pan-Bharat” and say why.

Scoring:

If group accepts your reasoning = 1 point.

The table gradually becomes a visual “where they lived and worked” map.

Goal: Make
meaningful pairs (or trios) of scientists whose work connects.

Players: 2–6

Setup:

  • Use all cards; deal 5 to
    each player.

How to play:

  1. On your turn, you may
    place a pair or trio on the table if you can explain a genuine
    connection:
  • Same
    field (two astronomers refining each other’s ideas)
  • Same
    concept (two working on meters, prosody, or surgery)
  • Same
    lineage (teacher–student, same “school,” etc.).
  1. You must read the “Field”
    / “Known for” parts to show the link.
  2. If others feel the connection
    is weak, they can challenge; group votes.

Scoring:

Accepted pair = 2 points, trio = 3 points.

Play to an agreed target score.

Goal: Tell a
coherent story of how ideas evolved, not just random facts.

Players: 3–8

Setup:

  • Each player draws 3
    cards.

How to play:

  1. First player begins a
    “documentary-style” story in 4–5 sentences, using one of their
    scientists:
  • how
    they lived, what they did, why it mattered.
  1. Next player must continue
    the story, connecting one of their scientists to what was just said:
  • “While
    Lagadha worked on ritual timekeeping, centuries later Aryabhata refined
    mathematical models of planetary motion…”
  1. You cannot jump randomly;
    there must be some link (field, refinement, region, or concept).
  2. Continue till all cards
    are used.

Scoring:

After the relay:

  • Each player gets 2 points
    if their link felt natural and accurate; 1 point if correct but weakly
    linked.

Goal: Build a concept
tree
showing how one idea branches into many.

Players: 2–6

Setup:

Pick one central theme for the round, e.g.:

  • Numbers & Patterns
  • Healing & Ayurveda
  • Sky & Time

Put 1
representative card in the centre (e.g., Pingala for patterns, Dhanvantari for
health, Lagadha for sky-time).

How to play:

  1. Deal 4 cards to everyone.
  2. On your turn, you try to
    add one card as a branch from the centre or from an existing
    branch.
  • Explain
    how this scientist’s work grows the same tree:

    “From altar geometry we move to trigonometry; from early astronomy to
    precise planetary models; from herbal healing to surgery.”
  1. If others are convinced,
    the card stays as a branch; if not, it goes to discard and you skip
    scoring.

Scoring:

Every accepted branch = 1 point for the player who placed it.

When no one can add more meaningful branches, the Science Tree is complete.

Nayanmargal

Flashcard - Game Ideas for You:

How to play

  • Goal: Rapid identification of the saint from a key clue.
  • Play: The Quizmaster draws a card and reads a short clue from the
    story (e.g., “He saw Shiva’s symbols—not the blade.”). The first player to
    shout the correct name (Meipporul Nayanar) wins the card.
  • Win: The player with the most cards at the end wins.
  • Why it's great: It's a high-energy quiz that tests and reinforces direct
    knowledge of the stories.
  • Goal: Match each saint to their core virtue.
  • Play: Create virtue cards: Surrender, Hospitality, Courage,
    Sense-Control, Generosity Beyond Reason
    . Players take turns matching a
    Nayanar card to a virtue and must justify their choice with a line from
    the story.
  • Win: Each accepted match earns 1 point.

Why
it's great:
 It moves beyond facts to the ethical heart of
each story, fostering moral reasoning.

  • Goal: Compare our modern instincts with the Nayanars' divine
    responses.
  • Play: The moderator describes a saint's test without the
    ending
     (e.g., "A guest asks you for your most precious
    possession."). Players write down what they would do. The group then
    reveals the actual story (Iyarpagai Nayanar) and discusses the lesson.
  • Win: No scoring. Award "insight tokens" for thoughtful
    and honest reflections.
  • Why it's great: This is the most profound game, creating a personal,
    emotional connection to the stories.
  • Goal: Memorize the festival days of the saints.
  • Play: The moderator shows the picture of a saint. Players must name
    the Tamil month and star (Nakshatra) of their Guru Pooja (e.g., Sundarar -
    Aadi/Swathi).
  • Win: 2 points for both month and star, 1 point for just the month.
  • Why it's great: It turns ritual details into a fun, competitive quiz, linking
    learning to annual celebration.

Played Using Ramayana Flashcards

Tagline:Discover the deeper values of
the epic.

Goal: Identify values embodied by characters and
apply them to real life.

Players: 3–8

How to Play:

• Draw a card.

• Name one value the character shows.

• Give a real-life example.

• Others may add one more example.

Optional Scoring: Earn lotus tokens for
thoughtful answers.

  • Goal: Act out key scenes from the saints' lives for others to
    guess.
  • Play: A player draws a card and silently acts out a pivotal moment
    (e.g., Sundarar running after Shiva). The first person to guess the
    correct saint wins.
  • Win: The actor and the correct guesser each get 1 point.
  • Why it's great: It uses kinesthetic learning and is always a crowd-pleaser,
    making the stories unforgettable.
  • Goal: Identify the saint based on how Shiva tested them.
  • Play: The storyteller describes the divine test ("A yogi
    accused a couple of stealing his bowl...") without naming the saint.
    Players guess which Nayanar faced this test (Thiruneelakanta).
  • Win: First correct answer gets 1 point.
  • Why it's great: It highlights the theme of divine grace and testing, a
    central part of the Bhakti movement.
  • Goal: Collaboratively tell a continuous story linking multiple
    saints.
  • Play: The first player starts telling the story of one of their
    saints. The next player must continue by weaving in the story of one of
    their own saints, creating a logical or thematic link.
  • Win: A cooperative game. The group wins by successfully using all
    their cards in a coherent chain.
  • Why it's great: It encourages creativity, public speaking, and understanding
    the saints as a spiritual community.
  • Goal: Connect the saints to their sacred locations.
  • Play: The moderator calls out a place (e.g.,
    "Tirunavalur!"). Players race to find the card of the saint born
    there (Sundarar).
  • Win: Correct guess = 1 point. First to 10 points wins.
  • Why it's great: It grounds the stories in the real geography of Tamil Nadu,
    adding a cultural and pilgrimage dimension.
  • Goal: Form thematic teams of saints and justify the grouping.
  • Play: Players are dealt cards. On their turn, they lay down 2-3
    cards that form a team (e.g., "Those tested by a disguised
    Shiva": Iyarpagai, IlayankudiMaranar, Thiruneelakanta) and explain
    the connection.
  • Win: Each accepted team earns 2 points.

Why
it's great:
 It promotes higher-order thinking as players
analyze and categorize the saints based on deep themes

Srimad Bhagavatam

Flashcard - Game Ideas for You:

How to play

Goal: Look only
at the image and guess the story.

Players: 2–12

How to play:

  • One host picks any card
    by number (e.g., 17), shows only the picture side.
  • Players guess which story
    / episode it is.
  • After a few guesses, flip
    and read the story side aloud.

Scoring:

  • Correct story (or main
    character + event) = 2 points.
  • If they’re close (right
    character, wrong detail) = 1 point.

Goal: Use the story
side
as a clue.

Players: 3–12

How to play:

  • Host draws a card, hides
    the picture and title.
  • Reads 2–3 sentences (or
    paraphrases) from the story side.
  • Players guess which story
    / who the main character is.
  • Host then shows the
    picture and name, and mentions the card number.

Scoring:

  • First correct answer = 2
    points.
  • If nobody gets it, host
    gives a visual hint from the picture for 1-point guesses.

Goal: Use card numbers
to test memory and link number ↔ image ↔ story.

Players: 2–10

How to play:

  • Host calls out a random
    number: “Card 23!”
  • Without showing the card,
    players try to say either:
  • the
    story (“Gajendra Moksha”), or
  • a key
    scene from the image (“elephant with lotus, caught by crocodile”).
  • Then host pulls that
    card, shows picture and reads the story.

Scoring:

  • If a player gets the
    story right before seeing the card = 3 points.
  • If they only describe the
    picture correctly (after card is shown) = 1 point.

(Over time,
kids start to remember: “Oh, card 17 is Dhruva,” etc.)

Goal: Train
observation using the artwork.

Players: 2–10

How to play:

  • Host holds up a card
    (picture side) for 10–15 seconds. Everyone looks quietly.
  • Then host turns it face
    down and asks 2–3 questions:
  • “How
    many characters were in the picture?”
  • “What
    colour was Krishna’s garment?”
  • “Was
    there a mountain / river / animal?”
  • After answers, flip to
    check.

Scoring:

  • Each correct answer = 1
    point.

    Very nice for younger kids to engage with the art deeply.

Goal: Use faces
and posture
in the image to talk about feelings and lessons.

Players: 3–10

How to play:

  • Put 5–6 cards
    picture-side up in the centre.
  • On your turn, pick any
    one card and answer three things:
  1. “What
    emotion do you see on the main character’s face?”
  2. “What
    might they be thinking at this moment?”
  3. “What
    is one value this card is teaching?” (Check by flipping and reading the
    story.)
  • Others can add one
    emotion or value you missed.

Scoring:

Not competitive by
default; or give 1 “insight token” for thoughtful answers.
Great for kids to connect emotionally, not just intellectually

Goal: Use images
to tell the sequence of a single story arc (e.g., Krishna’s life,
Parikshit, Prahlada).

Players: 3–8

How to play:

  • Take all cards from one
    arc (e.g., only Krishna leelas).
  • Shuffle and deal 3–4 to
    each player.
  • First player chooses one
    card, shows the image, and starts the story from there.
  • Next player chooses a
    card whose image fits the next part of the story and continues.
  • If a card is played out
    of sequence, group can pause, flip story sides, and re-arrange.

Scoring:

  • After all cards are used,
    each card that ended up in logical order earns its player 1 point.
  • Minor mis-orders become
    teaching moments: you can mention the card numbers at the end.

Goal: Sharpen
story comprehension by mixing correct and incorrect images.

Players: 3–12

How to play:

  • Host secretly selects 2
    cards: one to read from (story) and one to show (image).
  • Reads the story of Card
    A, but shows the picture of Card B.
  • Players must say “RIGHT”
    if picture matches the story, or “WRONG” if it doesn’t.
  • If they say “WRONG”, they
    can try to guess which story the picture actually belongs to.

Scoring:

  • Correct RIGHT/WRONG = 1
    point.

Bonus: if they also
identify which story the picture is really from = +2.



Players: 2–8

How to play:

  • Prepare slips with
    values: faith, courage, gratitude, humility, repentance, surrender,
    compassion, detachment,
    etc.
  • On your turn, pick any
    card:
  • First,
    look only at the picture and pick a value that seems to fit (e.g.,
    Gajendra → surrender, Sudama → gratitude, Prahlada → unshaken faith).
  • Then
    flip, read a bit of the story, and see if the value still fits or needs
    to be refined.
  • Place the card next to
    that value slip.

Scoring:

If group agrees value
matches both image and story = 1 point.
Slowly you’ll have “piles of stories” under each value.



Goal: Recreate
the card image yourselves and let others guess the story.

Players: 4–12

How to play:

  • One player secretly picks
    a card, looks at the image and does NOT show it.
  • On a small board or
    paper, they quickly sketch the scene (stick figures are fine: elephant +
    crocodile, boy under tree, hill on a finger, etc.).
  • Others guess which
    Bhagavatam story it is.
  • After a correct guess,
    reveal the original card and read a line from the story.

Scoring:

  • Correct guesser = 1
    point.
  • The “artist” also gets 1
    point if someone guesses correctly (shows they drew the right cues).

Goal: Make a
simple daily practice that uses both sides plus the number.

Players: 2–15

How to play:

  • Each day, someone calls a
    random number: “Today we’ll do card 11.”
  • Take card 11 from the
    box.
  • Step 1: Everyone silently
    looks at the image and says one word about what they feel/see
    (fear, surrender, joy, mischief…).
  • Step 2: Read the story
    side
    aloud.
  • Step 3: Each person
    shares:
  1. “What
    did I learn from this story?”
  2. “Is
    there one tiny action or attitude I can try today?”

Scoring:

No competition; this is a habit-building “game”.

If you like, kids can mark a calendar: “We completed cards 1–15 this month.”