Suggested Flow
Read
Everyone reads the sixteen cards and keeps three, alone, without discussion. 15 min.
Defend
In groups of four, everyone argues for their choices; the group keeps only three. 25 min.
Deliberate
Pooling and vote: the class keeps six sanctuaries or more. 25 min.
Translate
Each selected sanctuary becomes a concrete gesture for the class or the school: the class contributes to writing the charter. 25 min.
The rule of the game: to sanctuarise is to protect. The joker card allows the class to propose a sanctuary that the game has not anticipated. The workshop can be played on this page or with printed cards.
The Sixteen Cards
Our Charter
Choose sanctuaries above: they will appear here, with one line for writing the concrete gesture that protects each one.
Nothing is stored or transmitted: your choices and gestures remain in this page and disappear when it is closed. Copy or print the charter before leaving.