Sunday, September 23, 2018

Bad dwarves, card games, and Sunday thoughts

The Apprentice is here for the weekend, and she brought a card game that she thrifted (that's my girl). If you've played Mille Bornes, it's a bit like that: you're either a good dwarf miner, or a bad dwarf saboteur, and only you know which type of card you've gotten. The object is to build a path of cards towards three other mystery cards, two rocks and one gold (again you don't know which is which, although there are opportunities to find out). If you can guess who's acting like a friendly dwarf or a saboteur, you can either try to help them or stymie them; but they might be bluffing. If the good dwarves get to the gold, they share it; if the saboteurs keep them away, they keep it themselves. Simple, right? Kids could play this; you don't even have to be able to read.

Here's the thought: sometimes making good choices is about discernment, trying to figure out what the saboteurs are in our lives and squashing them.  (I said what, not who.) What are the positive and negative factors? You can waste a lot of time trying to tell one from the other, and sometimes the saboteurs are going to win even if you slow them down with broken-pickaxe cards. 

The other approach is to keep going with our own tasks (building the road to the goal/gold). You take the good with the bad, extend grace whenever possible, and realize that, in real life, good and evil can switch places. Or what began as evil, God can turn You might be better using your turn to put down a path card instead of strewing broken-pickaxes around.

It won't help anyone win the card game, but it might help with the bigger story.

No comments: