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  • Frame Control: Cheating and Relationship Freedom

    Frame Control: Cheating and Relationship Freedom

    7–10 minutes

    One of the things that Manosphere has really missed the mark on, is girls’ cheating behaviour during a relationship. The running assumption is that the moment you turn your back around, she will jump the first squared-jaw guy she will see.

    While cheating certainly does exist out there, modern Game theory has evolved beyond that. Whether or not she will cheat on you is within your hand to either influence or see it coming. The mechanism behind all this is frame control.

    But let us get everything in line.


    The Origins of the Cheating Myth

    It is long known, and a fundamental point of Rollo Tomassi, that men hate the idea of being cuckolded. Evolutionary speaking, being cuckolded is the ultimate loss for the male. He wastes his entire genetic potential to raise another man’s children.

    The reasons for the cheating female are very simple. She is optimizing hypergamy, with the real father providing genetic quality and the fake father providing resources. A point we will come back to later is that this model completely ignores the internal madness that it causes to the female (staying with the beta father).

    Empirically, this model is accurate enough to describe what is happening to large parts of society. Players discovered it, because they were advertising themselves as the Alpha guy, with the girl jumping them being the wife of the Beta.

    With both theory and empirical evidence established, we have the total distortions of the original concepts. Mainstream attention has come to this, with “street reporters” interviewing girls who supposedly fuck 10 guys at the same time and cheat on a dime.


    The cracks to the popular narrative

    This is a topic that has truth and fiction mixed in, so we have a lot of ground to cover.

    It is true, hypergamy doesn’t care, and girls will cheat the average Beta no-hoper. But we need to introduce nuance to the emotional mechanisms for her to do so. Unless we are talking about a total psychopath, which exist but are rare, the girl has to emotionally rationalize her behaviour to herself.

    This becomes doubly more important when we want to investigate who has a relationship with her. Because the tenet of the PUA theory is to be the Player, to be the Alpha archetype, not the Beta. Even if the relationship is casual and non-monogamous from your end, for you, who practice Game, the rules we outlined earlier don’t apply.

    As the Alpha, Sigma, or simply put high-value guy, you enjoy privileges in regards to her sexual behaviour towards you. For the Beta guy, she has no respect, and cheating is easy to ensue. For the Alpha guy, she has respect: she can’t cheat if she somehow doesn’t degrade you in her mind.

    That last line is on the money. It is why frame control matters, and it is why, as (high-value) men, we have significantly more agency than you would otherwise think.


    The roadmap to cheating: Betatization

    Before we delve into frame control in depth, let us first see how the girl gets “freed” from a high-value man. How she instinctually aims to degrade you, so she can jump another guy.

    There is no morality for this. From the female perspective, it is to her advantage to maximize genetic variability for her children. Four children from 4 different fathers, evolutionary speaking, are a better bet than 4 children from one father. For further discussion on this, I refer to the Biology section of this article.

    Therefore, the female has incentive to eventually dump you. In humans, this happens through the well-observed Betatization process, which has been described in the book Practical Female Psychology [by Clare, and South]. It is a five-step process summarised below:

    1. Shit tests. Goal: test boundaries
    2. Seek communication. Goal: befuddle, and obtain footholds after boundaries have softened.
    3. Put him to work. Goal: control and resources obtainment. Capitalize on step 2.
    4. Evolutionary selfishness. Goal: realization of the male’s diminished value, destroy attraction for him.
    5. Self-determination. Goal: free herself from the relationship (or cheat), “I am my own woman”.

    As the authors put it, this is a psychological death for the human male. Cruel, but at least not as cruel as the Mantis or Black Widow sex behaviour where they eat the male as they mate.

    The realization is the following: if she has sex with you, at some point, you had value in her eyes. How fast you will go with the Betatization process is on you (and your life in general, not only your Game). She will cheat on steps 4 or 5, this is when she becomes emotionally free to do whatever she wants. If pieces fall into place, this process might never complete.

    Therefore, we now have a model to explain frame control.


    Frame Control

    I encourage the readers to remind themselves of the true definition of Frame, as this is a term that has been distorted in the Manosphere lately.

    A quick summary follows: Frame is the mental concept of reality in the eyes of the individual. As reality is subjective, Frame is subjective and thus open to being influenced by other agents. For women, with a strong innate preference for emotional communication, controlling the frame is a skill of connecting your worldview with emotional feelings appropriate for her.

    Therefore, your long term goal in the relationship is to not be Betatized. On a practical level, you have to resist the process outlined earlier. Your progress on that process is measured by her emotional reactions to you, on the axis of Male dominance – Female submission. In plain English, how keen and interested she is towards you. The real point both of these concepts measure is power, which indicates the relative Value imbalance (behavioural, built, and innate) between you and her.


    Everything together

    In the relationship, the female’s attacks ultimately manifest in attacks on the male’s self-esteem. They are attacks on respect. Her respect is measured by (positive signals):

    • How much agreeable and,
    • Keen she is to you

    And the opposite of how little (negative signals):

    • Commanding,
    • Nagging and,
    • Disagreeable she is to you.

    The point here is that both aspects will happen at the same time. From your end, you need to be ultra-sensitive to the negative signals and turn them into positive signals. Remember that frame ultimately lies in soft power, so there is a correct and a not correct way to turn things around. Eventually, negative signals reduce to generalized shit tests, so take inspiration from the collective PUA theory.

    I repeat, that it is not a question of not having negative signals; by the laws of female sexuality, these will come. The longer you are dating, the more those will intensify. This is nature telling her she needs to switch partners. However, every situation should be manageable from a strategic viewpoint of agency. The only question is how much you want to invest in the interaction.

    That is why spacing out meetings is so valuable. Simply put, boundaries (phase 1) cannot be tested if you are not next to each other. That is why familiarity breeds content at the deepest level. That is also why dread game is sometimes advocated. The space between meetings will fill those with dopamine (expected reward chemical) and leave less time for the Betatizing process to start. The sweet spot is around 2 times a week, with 3 on special occasions.


    The fruits of frame control

    We now do a full circle. The girl won’t cheat on you unless you have been Betatized. No matter how nagging she is, she won’t cheat as long as you handle the situation properly.

    The corollary also holds that when she is about to cheat, the negative signals will intensify. If you are sensitive to those, you should be able to tell when it is about to happen. It is not magic, it is observation.

    Finally, the nail in the coffin is access to sex. Under normal relationship rules, she shouldn’t be denying you sex, unless there is an obvious and objective reason. You should be able to tell that reason exactly because it is obvious, for example, heavy period.

    [But ultimately, you will be able to tell how credible that reason is vs to how the current situation is (that she denied you sex) relative to the bigger meta-frame of the relation.]

    Because if she ever denies you sex, except under the most extreme situations, the relationship is over. You are Betatized, and you won’t be able to turn it around. Better end it sooner, before the whole thing explodes in your face and hurts you emotionally more. Remember, Betatization is a process of psychological death. The end of the road is you feeling like garbage.


    Supreme frame control

    Contrary to everything we have described, there is the reality of masterful frame control.

    Some people confuse masterful frame control with value discrepancy, but the real interaction is that frame control is easier if you have greater value than her (soft power is easier to impose).

    This is the world where the male does whatever he wants. There have been multiple cases where I have openly told girls I date others, and after a few days of them being indecisive, they decided they don’t care. In one extreme case, I was dating a girl and her best friend at the same time. I was subtle, but both girls were in full knowledge; they just… didn’t care.

    Do everything correctly and the limits of female sexuality are truly unimaginable.

    Standard Manosphere advice aims to target the first stages of a relationship where the Betatization process is yet to take place. I agree with that advice overall; it is easier to swap girls than commit to an increasingly nagging or inquisitive one. However, the latter is also possible, as showcased in this article. Go on, friend, the world is your oyster.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Living the Life: The Daygame Lifestyle

    Living the Life: The Daygame Lifestyle

    7–11 minutes

    Beginners come into Seduction with the mindset that it is an independent skillset. It is something you can turn on and off, and dividends (i.e., hot naked girls) will magically appear for you.

    As many other things in this blog, I am here to dispel that myth. Seduction and specifically Daygame is an aspect of your life that you cannot fully optimize without conscious planning. Beginners should know the tradeoffs of the International Playboy lifestyle and consciously be able to commit to it. Because to reach the peaks, “normal life” is completely incompatible. Serious sacrifices have to be made in the emotional side of things, but also on the Logistical side of life planning. We will explore the latter part.


    Normal Life and Seduction

    First, let’s investigate the cap normal life adds to seduction. Let’s take the average full-time office worker in London and put his life under the microscope.

    The average work occupies 8 to 8.30 hours from his daily life (30 mins for unpaid lunch break). Then a typical commute can be assumed to be another 1.30 hour for that day. On top, adding 2 more hours for winding down for bed and waking up in the morning. Our average person has 12 hours of his life not under his control, or roughly put, 4 hours of daily agency.

    These numbers can be give or take, but realistically speaking, a difference between 4 or 6 hours (the pragmatic cap under the 8-8-8, work-life-sleep model) makes no difference for our calculations.

    Our amigo in question, therefore, has 4 hours to place all his hobbies, interests, and importantly dating. If he has a date for that day, the date will occupy his entire day and therefore he cannot do other approaches. If he is out Daygaming for those 4 hours, his Daygame has to be in the evening (after 5 or 6pm), and any idate he goes has extra time pressure and harder logistics if he wants to maintain a healthy lifestyle on meals and sleep.

    Now, out of those 4 hours of Daygame, assuming 3 approaches per hour, can realistically net him a date on average. Not bad, but…

    • Can he be at his A game? Our plan assumed no rest or downtime after work.
    • Can he sustain this? He has to sacrifice all his daily time for work and Daygame only.
    • Can he digest it emotionally? Daygame is already hard, and now he has to make do with bad logistics on top of that.

    Despite, let’s ignore all this; maybe magically he can solve all his issues. Let’s investigate results instead. In the course of a week, our Player in question can net about 3 dates (on the upper end of his results), with Sunday, let’s say, being a buffer day to swallow any variance.

    Now, if he is good, 3 dates can realistically, on average, net him between 0.5-1 lay, so this is a significant payoff. But I don’t think even top Daygamers can sustain results under this lifestyle.

    Now, on the other hand, our friend traded his entire life for one week to net 3 dates. Just 3 dates. And this assumes professional Daygame results. For the average person, it will be much, much worse.

    Beyond normality

    As you can see, the normal life already caps your Daygame results. Here is your first question. What do you want out of life?

    Because if making it at Daygame is so important to you, you need to work less. There is no other alternative. You need more time in your life. The most successful model I know is immersion-based, a few months of hard work, then a frugal work-free life for the rest of the year. But by definition, this is not the life that will build you a massive stock portfolio or make you a director at your company.

    The Daygame ethos is built on freedom. The famous Player stories maximized for freedom, not for status.


    The Vibe side of the Equation

    Back to our office worker example, we made a big simplification that he can “just” take care of the accumulated emotional strain. Well, this is false.

    Our worker has to deal with work stress, then the constant ups and downs of approaching and rejection, then the same times two during the date. He will have to brave near misses, imperfect logistics, and all the craziness that accompanies being with women for too long.

    Take my word, his vibe will crush within a 2-week period. If he is really devoted, maybe he will last a month. Because vibe is not a magical thing, maintaining a good vibe is an outcome of life decisions.

    Sleep

    Sleep has roughly 3 purposes:

    1. Pass information to long term memory.
    2. Repair the damaged body.
    3. Emotional regulation.

    All three are majorly important, and although it is tempting to focus only on the last one, you should sleep for all three reasons.

    Points 1 and 2 happen during deep sleep, a process that begins around the 2nd hour and is mostly complete by the 6th hour of sleep. While Point 3 is loaded for the latter half of the sleep, the REM sleep, with 80% happening on 6th to 8th hour of sleep.

    But don’t take blog scientific mambo jambo just like this, go test it yourself. For one week, let yourself sleep for as long as you like. Then the next day, sleep for 5 hours. Your entire state will crush. You will be emotionally much more vulnerable, think less clearly, and instinctively avert your eyes when making eye contact with others.

    There are many ways to interpret this, but if you ask me, the 5-hour sleep guy cannot even do Daygame in this state. The next time you hear people praising sleeplessness, remember the relevant statistic that people who average less than 6 hours of sleep have significantly shorter life spans [Why We Sleep – Matthew Walker].

    Purpose

    Daygame is based on Agency. That is a core Red Pill tenet and doubly true on a form of Game that emphasizes freedom. The concepts work empirically because purpose is a core characteristic of the Male Psyche.

    Now, we don’t need to be enlightened buddhist monks, but a self-sourced project, based on your creativity, like writing a book or this blog itself, will do wonders for your vibe.

    Once you taste the true gifts of Male need for “creation”, you will never be able to see the world the same way. The modern workplace that takes away all agency, and most importantly, all interpersonal connections, is slavery to levels never seen before in human history.

    No Roman slave or plantation worker was so psychicaly oppressed as the modern office worker. At the end of the day, life was closer to nature, and people always had the option to escape society and opt out. Now all space is owned by one State or another. People are not allowed any form of subsistence that doesn’t go through the state’s purse (taxation) or is mediated via the State (benefits). The problem is not city life itself; the problem is that there is no other life available than the disgrace of city life.


    These are two examples I am personally highly opinionated on, but smarter people than me would also argue on:

    • Diet
    • Gym and exercise
    • Human connections
    • Financial freedom

    This doesn’t complete the list, but it is a good baseline to ask the question: Is the life that you are leading now, working for, or against the concepts (holistically) we just discussed?


    Against lifestyle status

    The previous sections were focused on what prevents people from entering the Player lifestyle. Now, let us address the distortions of that lifestyle.

    The Daygame dream

    You take the weekend off from your busy life, you arrive in Prague on a Friday evening. You already have plans with your buddies to hit the streets. Lo and behold, Saturday comes, and you have a hot date. It matures to a 3-hour lay, and you see her again on Sunday. Later that day, you have to say a half-heartbroken goodbye (from her side, you are too cool to care) and take your flight back home for your busy work on Monday.

    Is that the dream? Fuck no.

    That whole life is not practical. Too many things are crammed into too little time. Too much emotional volatility to digest in a small time. The principles of this article apply here: You cannot feel emotional reward without an emotional negative.

    You cannot have that life without turning into a soulless robot. The numbers just don’t add up. It is not even your vibe diminishing; it is you making bad decisions.

    But still, that lifestyle is being sold as the dream: the dream of having everything. The girl, the job, the money, the lifestyle, proper high value!

    As everything with internet marketing, it is a status game, either from Players trying to deceive you or, even worse, by non-Players trying to deceive you. The value proposition is obvious, so people can hook and bite. This is the hedonistic type of value, because they cannot advertise the calm, background value that Daygame eventually adds to your life.

    The Daygame Value

    I remind the readers of this article that goes into depth on how Game adds value to your life on a practical level.

    Let us expand and investigate the meta-concepts. For the people who gravitate to Daygame, Daygame is a tool of freedom. It provides geographical independence and release of multiple biochemicals with regards to mating that significantly hinder the male otherwise. Finally, independence itself is a mark of power.

    My happiest moments in life were when I had a cheap bachelor apartment, centrally located, and living frugally. Not when I had overpriced luxury apartments and a job title to match. The former is only possible with Daygame. Once you enable it, you will see how little you need beyond sleep and food to be happy.

    However, to realize all of those benefits, it is imperative to not trap yourself into artificial scarcity. The person who fucks 7 girls in 7 days, doesn’t have time to truly enjoy the experience emotionally. To cram so much adrenaline and emotional instability, he needs to numb himself. The achievement is just for status, and the sexual release aside, he probably didn’t enjoy it that much.

    Give yourself time to enjoy the girls. Don’t chase dopamine spike after dopamine spike (or do it in moderation… we all have our phases). Spread it out and mix it with other vibe-enhancing aspects. Girls are just the cherry on top; this is the result that all Players arrive at.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • The Girl is Your Mirror: Daygame as Therapy

    The Girl is Your Mirror: Daygame as Therapy

    5–8 minutes

    Originally attributed to Tom Torero, this has become a tenet of Daygame. Combined with the discussion on Empathy, these two principles are responsible for much of a Daygamer’s improvement over time.

    I was always interpreting this advice at the second level of thinking (“I know, that you know, that I know”), i.e., the Player needs to observe his feelings, in response to the girl’s reaction, to his approach → then all Inner Game issues are magically revealed.

    However, after discussions with a fellow Daygamer, it came to my understanding that there are multiple ways that this tenet can be interpreted. If done wrong, it actually leads to regression than to improvement.


    Levels of thinking

    This discussion has to begin with a Game Theory topic, explaining the depth of analysis in head-to-head adversarial games.

    This concept has been immortalised in this scene from the old Zorro TV Series. It goes as follows:

    • The villain has two cups, one with wine and one with poison.
    • He offers Zorro a cup, which he has the option to swap.
    • Then they both drink, and the person who got the poison dies.

    It feels like pure chance, right? At the end of the day, Zorro has 50-50 chance of drinking the poison.

    This would be true assuming the participants had no intelligence or motives. What really happens is the following: let us describe it from the person who assigns the cups originally (i.e., the villain):

    • Villain wants Zorro to die → gives him the poison (Level 0)
    • Villain knows that Zorro knows his motives. He assumes Zorro will swap → gives himself the poison (Level 1)
    • Villain knows that Zorro knows he will think at Level 1. Assumes Zorro won’t swap to outplay him → gives Zorro the poison (Level 2)

    In short, Zorro swaps at Levels with odd parity and doesn’t swap at Levels with even parity.

    Therefore, from Villain’s point of view: at step 2N, the Villain gives Zorro the poison, who assumes that he won’t swap. At step 2N+1, he will give himself the poison, assuming Zorro would swap.

    From Zorro’s point of view: if he matches the parity of the Villain’s level of thinking (odd to odd, or even to even), then the Villain gets the poison → Zorro wins

    As you can see, what started as a 50-50 chance has now reduced to a guessing game. Of course, there are infinite ways that both Zorro and Villain can win, justifying the probability, but thinking probabilistically is the mistake. Thinking Empathetically decides who wins and who loses instead.


    Levels of Thinking and Game

    Big discussion about something seemingly unrelated to Game, right? The principles of LDM dictate that seduction is cooperative (win-win), rather than adversarial.

    Wrong, dear friend, because the levels of thinking don’t apply to Player vs Girl, they apply to how Player gets feedback and how he discusses that feedback with peers.

    The Daygame approach

    Level Zero: What is

    This is the basic and malicious judgment level. I am including it only because it is so prominent. It will be for the mental benefit of the Player to learn to catch it quickly and disqualify the person directing the conversation there.

    Level Zero is on holistic value:

    • Did the girl reject you → you must suck.
    • Did you got a meaningless number through absurd flash Game → you are awesome (the number matters)

    At its most deceptive, this is how people judge Game based on outcome, not on intent. Is the girl receptive? That must mean good Game.

    Sadly, this is the signal that most people react to. However,… we are here to get laid, so fuck the world. Let others think like this, you go on and ignore them.

    Level 1: Why is that

    Here is where analysis begins. When you get rejected, it is not because you suck as a whole. It is because some factors of you made you unattractive to her. For example, your vibe was off, your fashion was off, or there was value mismatch between you two.

    By isolating factors, the analysis becomes more mechanistic and impersonal, rather than personal. Good, this is the first step towards improvement, but over-reliance here can cause problems.

    The thinking itself is analytic vs holistic, however it is not synthetic. Sadly, at extremes, this is prone to fatalism. Browse the average online forum, and people reduce seduction to “height”, or “genetics”, or “social circle”. You get the picture.

    Level 2: The factors behind the “why”

    Here is where it gets interesting. It is not about the factors working independently, but it is about how the pieces interact with each other in a complete model.

    It is how your mentality induces your behaviour that the girl interacts based on her prior body language and value. It is also a guideline of possible girl outcomes vs your prior assumptions and personality intricacies.

    This is where failure becomes admissible, because you want failure itself as a filtering mechanism. Not all failures are created equally, and how you manage some failures affects your long-term vibe.

    This level is the ideal for feedback in Seduction.

    Level 3 and beyond: Calibration

    Level 3 and above can be grouped together as Calibration and micro-Calibration. It can be about specific cultural nuances or well-studied body language and personality reading.

    You will develop it naturally with Game exposure, but it shouldn’t matter that much when analysing feedback. This is a long-term project that naturally will fall into place with experience.


    Every piece at its place

    Here is where we connect Game Theory with Seduction even further.

    Did you remember the observation that Zorro can win or lose the Game depending on his level of thinking relative to his opponent? The same is true here. Try to analyze a piece of feedback, for example, a Level 3 minute costume at a Level 1 spot… and you get disaster.

    The point is that as you go deeper, higher structures are revealed to you, but this should not happen at the expense of the foundations. I am not advocating for intellectual elitism, but I am advocating for a correct level of analysis.


    Full Circle

    Therefore, we are ready to close the loop on the “Girl is your Mirror” argument.

    At Level Zero, this is advice about how this girl reacted. It edges toward monomania and will actually hinder your progress rather than assist it.

    At Level One, this is general feedback over big sample sizes. It is averagely useful at understanding isolated changes over long sessions. For example, the new jacket yielded a small spike in results in 20 sets. Maybe this is a good change to adopt.

    At Level Two is where the advice shines. As I stated earlier, it translates to: what does her reaction induce in me? If you get overly anxious when she doesn’t encourage your approach immediately, the point is your anxiety, not her reaction. It revealed your Inner Game gap.

    The True Value of Game

    That final statement is where Daygame will aid your life the most. Emotional progress and stability, i.e., what we call Inner Game, can make a night-and-day difference in the average person’s life.

    Take a broken office dweller and give him a superbabe. Or give him a Lambo. Give him both for fuck’s sake… After the emotional spike wears off… you will find the same broken man. Life’s achievements should come at the end of a bedrock of ability. Unearned riches are more adversarial in the long run.

    Now take the same man and teach him Game and Independence. He will quit his job and be self-sufficient with half of his current needs. That is the point: Happiness is an Inner Game equation as much as it is induced by the external reality.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Find A Wing: now open

    Find A Wing: now open

    1–2 minutes

    Inspired by Tom Torero and Thomas Crown, I am adding a Find A Wing page on my own site as well. Follow the link:

    Click here


    How it works

    Add a comment with:

    1. Your email, or a way for people to contact you*
    2. Your city, location
    3. Your Experience level
    4. Your type of Game

    Then:

    • Any other info at your disclosure
    • Let others reach out to you

    [*Tip: make an anonymous email for this purpose]


    Useful Wing Rules:

    • Meet for a quick coffee to get to know each other before you hit it off.
    • If you have the same type for girls, take turns.
    • Goal number one is vibe protection for both of you.
    • If you catch IOIs for your wing, let him know. Now it is his set, even if out of turn.
    • Avoid value tapping

    Notes on Value Tapping:

    Value Tapping is status games between Wings. This is to be avoided at nearly all costs. The only acceptable scenario is when one wing is much more experienced than the other (and hence the person getting value tapped receives mini coaching).

    This is adversarial due to how serotonin works. If one person claims the leading spot, his serotonin rises -> his vibe rises. The other person experiences a serotonin crash -> his vibe crushes.

    In general aim to make the relationship equal, and avoid nuances like:

    • Walking half a step ahead.
    • Talking more than the other.
    • Humble bragging


    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • How to be a Talker: Verbals Guide in Daygame

    How to be a Talker: Verbals Guide in Daygame

    7–11 minutes

    It always amazed me, I have seen men, not Players per se – normal men, they meet a girl, and they can have… a conversation! And she would even contribute to that conversation, maybe 50% or more!

    Now that is a proposition and a half. Even after being years in Game, I can’t do that. I can’t even do that with men. For me, communication is about:

    • Either people listen to me mesmerized, contributing minimally.*
    • Or no communication at all.
    • The in-between gradations are rare and very context dependent.

    [*Light exaggeration, I would say I talk 60-65% overall. Still is a lot]

    Given the importance of the Investment phase in the LDM, my words should sound close to heresy to the average Daygamer. Well, it shouldn’t be that way, because the aforementioned style of communication is the one of the public orator, it is highly effective and influential.

    I am here to argue my style of communication and give some guidance on it. I think Krauser closely matched that style, but I can’t think of other Daygamers who advocated for it.


    Why to talk more

    Here is where I will break many of the common narratives of Seduction. Because there is a general confusion that talking means something that it is not, some magical end in itself.

    No, no, no… communication, as everything else, is about frame control. Body language is about frame control, and vibe is also about frame control. If people are not advocating on collapsing their body language to be on “equal” terms with the girl… then why do they advocate on collapsing their verbals?

    The push-back to talking too much comes from the caricature pseudo-confidence Narcissist. He is self-obsessed, talks too loudly, and gives little breathing room to others. In short, obnoxious. But this is the same as using the well-known body builder caricature to discuss body language: they are so buffed they can’t fit into the door!

    Both of these examples are on the extreme side and aim to divert discourse to irrelevancy. Talking, if done right, has real, tangible benefits.

    It is easier to control the frame

    Whoever is talking more has more time to establish his reality as common ground. This is the basis of frame control.

    Establishing your morality (read: frame) first is a tangible advantage, because the responder needs to first push back your position before establishing new ground.

    Think of it in an example. We are buddies, and we talk about Maldives. You actually want to talk about Italian food. To do so, you need to 1) close out the discussion on Maldives, 2) find a narrative excuse to pivot to Italian food, 3) establish some ground there, before I can redirect the conversation back to Maldives.

    Introduces tempo and agency in the interaction

    A side-effect of the above is the concept of tempo coming from Strategy. Usually, in a competitive situation, someone has to assume the role of the “attacker” and the other person the role of the “defender”.

    Practically, this means that the “attacker” has choice for his next action, while the “defender” has a lingering need to respond to the attacker’s action before he can freely choose his next move.

    Imagine a boxing match, your opponent comes close and throws a punch. At this very moment, you don’t have freedom of choice; you need to dodge or guard the punch. You can’t choose to punch yourself, because you will be knocked out before you can even throw it. Your opponent has tempo, because after the punch, he has a bigger decision space than you.

    It sub-communicates Power

    Remember our definition of Power, it can be measured by how Party B has to adjust his behaviour to Party A.

    Well, then, by discussion above, Tempo, Agency, and Frame all signify Power. To the eyes of the listeners, this manifests as Social Dominance of Confidence.


    Who should attempt this

    It should be plainly obvious that the fact that only two Daygamers ever advocated for this, Me and Krauser, means that it is not a universal strategy. It is something that is personality-driven. It will also screen some girls out and attract others (usually the introverted and feminine ones).

    I will make my case on why I can’t stand “equal” communication, and the reader can assess the fit by proxy on how much the text resonates with his personality.

    Equal communication is smokes and mirrors

    Remember the example above? The non-Gamer friends that can engage in 50-50 conversations? Well… I spend much time observing them. After a while, I realized how directionless this form of speaking is.

    • The discussions didn’t evolve to any depth.
    • The range of topics was unfocused, everyone could say whatever he/she wanted.
    • It didn’t build anything towards real connection or attraction, because of the above.

    In short, this was the female type of communication. Everyone taking turns to speak their mind. All have to speak, and you are not allowed to harshly judge anyone for speaking.

    Speaking itself is passive-aggressive because it is a form of indirect attack on status. When you let people rumble, they speak on their status markers. When everything is emotional and personalized, opinions and facts become weapons to showcase allegiance and status.

    And this is the point: it dilutes the purpose of connection. When you mix status into words, then a superficial persona is cast above your ID. Your personality itself is a social weapon… it is a layer, not the real thing! You cannot truly connect with the girls because there is a barrier to true communication!

    Can you really stand listening to girls?

    For real… have you heard women talking? Can you go stand still and listen to branching stories of events and how those make them feel? What is the purpose of the story, you ask? To express their feelings! Not the story itself.

    This is not to stereotype (albeit, still ok with me), but it is to show why it feels so insufferable. It does, because it makes the whole thing a zero-sum game. She gets a tangible benefit; you don’t.

    When the goal of communication is to express feelings, the expectation is that the listener will sympathize. She gets to direct the emotional direction, and more often than not, they will focus on frustrations and negative feelings. In short:

    • You get negativity forced upon you.
    • She gets a status boost. She has power over you by imposing the emotional setting.

    You lost, she won. That is why venting and rumbling feel so insufferable. You are being duped.

    From the bird’s eye view, you have been derailed. Seduction is about win-win interactions. You have been subverted.


    How to talk more

    Now onto the real stuff, how to talk more. There are some hard principles that should not be violated. This is the distinguishing difference between the insufferable idiot and the calibrated Player.

    • The communication is on the listener’s terms.
    • Make pauses, Calibrate.
    • Redefine Investment.
    • Responsibility is on you, more than ever.

    The communication is on the listener’s terms

    This is one piece of wisdom, from the otherwise trashy book “Surrounded by idiots”. It is doubly important for Daygame.

    In short, it means that you are not speaking for yourself. You are speaking for the girl, the listener. You want to talk about Aerodynamics and how airplanes fly… tough luck. If she isn’t into it, drop it.

    It comes to frame, remember that a frame (or a frame battle) can be established when both parties are willing to engage. If you don’t make the discussion about her, she won’t engage.

    Remember the discussion on tempo. Tempo means freedom of action, but it doesn’t mean absence of responsibility of action. In our boxing example, if after you throw the punch, you decide to drop your hands and stare at the ceiling, then your opponent will floor you. Just because you can decide to withdraw, throw a second punch, or manoeuvre, it doesn’t mean you can do everything and anything.


    Make pauses, Calibrate

    Just because you talk more, doesn’t mean she shouldn’t talk at all. Give her the chance to engage with pauses. This will let you calibrate on her communications style. She might be more flirty, she might be more passive. You will have to adapt to her. Stop talking and let her speak if it is for the progression of the interaction.

    Because you are controlling the course of things, you need to become very sensitive to frame control. You need to know when to pivot topics and when to proceed in the absence of signal. This can come from experience or probing tactics. Pauses and strategic passes to her are the probing tactics.


    Redifine investment

    Investment is not about who talks anymore. It is about how much more she does for you, over her normal behaviour. If she is an introvert who doesn’t talk much, talking even a little is investment. If she lets some kino, it is a substitute of talking. If she listens attentively and actively on a demanding topic, it is investement.

    This ties to a bigger concept, that you should appreciate her effort in general. Her effort is relative to who she is as a person. Not to the established norms. If she doesn’t kiss on the first date, but kisses you, that is big investment and interest. It doesn’t matter you didn’t hook up.


    Responsibility is on you, more than ever

    Remember the first rule of Agency:

    You have freedom of action, but full responsibility of said action

    You want control and agency over the interaction… you have to earn it. You have to say interesting things, you have to make her world more colourful.

    You want to control the frame? The foundation of frame control is soft power. You need to be worthy for her to want you to lead.

    Talking too much is not a blanket strategy because it is easier. It is a harder adaptation we have to resort to because our personalities don’t match other options.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Infield or No Infield: How to Practice Daygame

    Infield or No Infield: How to Practice Daygame

    2–3 minutes

    “Infield” or “no Infield” practice sounds like a standalone argument in the abstract, but it is not. Practice needs direction; otherwise, it reduces to aimlessly going through the motions. It achieves nothing.

    Most coaches and Gurus will argue that there is nothing to lose by spamming sets, and action is better than inaction. But this is false. Every rejection matters. It shouldn’t matter for the long term, but hell it matters for the short term. Remember, your Self can see your life objectively, by spamming and getting rejection after rejection you are punching the deepest part of your Soul.

    Every rejection has a cost, that is why Krauser called it a catabolic reaction in Mastery. In neurochemical terms, when your brain is starved of three key ones that determine happiness:

    • Dopamine (expected reward)
    • Oxytocin (belonging, being cared)
    • Serotonin (status)

    That is the chain from real world events → neurochemicals → psychology. It is both inescapable and futile to fight it. Therefore, the solution is not to try to suppress this reaction (at least past the beginner stage), the solution is to be conscious on how you engage with it.

    Disclaimer: This is not an argument against approaching. It is an argument against spam approaching or pointlessly approaching without calibration.


    The Daygame skillset

    The Daygame skillset is comprised by five pillars:

    All of these are equally important and equally relevant for our success in the field. A Player needs all of them for consistent results. One won’t cut it, two won’t cut it. It is all or nothing. Seduction is “winner takes all” because of the laws of hypergamy. 


    How to engage infield

    This is where newbies need to be especially careful. When we are talking about learning Daygame, we obviously need to practice. But we do infield work for specifically two goals that we shouldn’t confuse:

    1. To get results
    2. To learn/practice technique.

    Things collapse when number 2 doesn’t directly lead to number 1. This is a big paradox, right?

    To be in number 1 mode, we need mastery over all 5 pillars. However, only Technique is directly practiced infield. The other pillars take input from infield practice, but need to be addressed also outside of the field. We cannot solve Inner Game infield, we cannot solve Logistics infield. That is why the newbie needs to do enough infield work to practice Technique, but then needs to moderate it to allow work on the other pillars. Throwing yourself into set after set, after some point, won’t help you on its own.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Ego, Id and You | Daygame Psychology Primer

    Ego, Id and You | Daygame Psychology Primer

    6–8 minutes

    It is a common observation, a beginner starts with Daygame, sticks with it for a while, and then eventually gives up. The psychological strain is too big for him to handle. The whole thing is not worth the trouble and is speculative for the most part.

    Or so he thinks…

    Because what happened, really? The above story sounds plausible, but that is a massive misdirection. The beginner gave up on Daygame, but his life will stay static for the most part. He just traded short-term pain for long-term anxiety. The deal is against him. However, as you read the first paragraph with ease and no friction, so in the beginner’s mind, the story made sense. Let us build a model to understand what happens.


    A model of the Soul

    There is much interplay happening in our brains. We have our goals, but we also have the millions of excuses that come up against those goals. Hence, improvement isn’t a linear path of setting a target and advancing towards there. Instead, what happens is your brain tries to subvert you every step of the way. For a brain that is evolved for survival in the savannah, maintaining coherence and the status quo is much more important.

    These are the roots of the so-called Ego-traps. Game is full of those because it deals with one of the two fundamental aspects of life. The purpose of all organisms, evolutionary speaking, is Survival and Replication. Game is the Replication aspect itself. To be able to address the issue of Ego traps, we need to first verbalise the issue. For much of the Daygame community, myself included, a mix of concepts from Jung and Freud has helped. 

    The Self

    Call this the id, the true self, or the inner core. It is the very deepest part of your Soul. It can see the world objectively. In terms of winning and losing. In terms of advantages and disadvantages. Dopamine, Serotonin, Oxytocin, and Endorphin: the mechanics are neurochemical.

    You might reframe your life situation all you want, but your Self knows. It knows your true part in the world, your true value, and all your self-deceptions. Essentially, this is the unconscious. We can infer its existence because even for people living under the spell of constructed realities, the following welfare aphorism tells another story:

    If external narratives can fully rewrite the Self, then a man indoctrinated into a false worldview would feel fulfilled.

    But he doesn’t — which means something inside him contradicts the narrative. That contradiction proves something deeper and more fundamental exists: an objective psychological core.


    The Consciousness

    In short, You. I mean, You with a capital Y. The entity reading and parsing this. Your inner monologue. The observable part of your brain. All the thoughts and ambitions that you can verbalise. 

    The advantages of Consciousness is that it can see far into the future via the interplay of df-PFC (logical) and vm-PFC (emotional) centers. This is why your consciousness is your biggest ally in your journey. It can provide long-term guardrails while the other parts of the brain will be reacting to chemicals.

    However, and this is important, Consciousness can only see what the Self and the Ego allow it to see. You cannot rule your brain with Dictatorial Logic Power; you need to allow yourself to be human (for lack of a better term). Even something as simple as vision, it is actually largely regulated via the unconcious as seen in the schemantic below:

    Consciousness is labelled as PFC in the front of the head


    The Ego

    The bridge between the Self and You. If you observe your thoughts, sometimes you will see that they have gone astray. You didn’t skip gym because it was raining, you skipped because your Self doesn’t like gym. It will whisper in your ear ambitions and the plans of the Self. Sometimes it will work for you, sometimes against you. It is the voice that tells you to stand up and fight for yourself; it is also the voice that tells you to go hide and give up. 

    Your Ego is usually described as your inner self-image. The beliefs you have about your own being. This is accurate enough, because remember, you cannot observe stuff your Self doesn’t allow you to.

    The only realistic way to bypass your own Ego is by objective outcomes. Something impersonal, so you don’t mix the emotional mechanism of your brain. This is not perfect, because it is essentially judging by outcome, not by process, but at least it decouples a lot of inner frustration.


    The interplay

    Here is the psychic interplay that happens during your rebirth as a Player. You start with an Ego, that is, your inner image of yourself. That image is both affected by your Consciousness and your Self. As you put environmental pressure (infield time) on your self-image, your Ego will have to die and be reborn. It will have to reinvent itself in a new image. However, none of these steps is easy, so let us see what is going on.

    Beginner stage

    Every time you practice Daygame and face rejection, your Self registers this as a survival threat. It is a punch in all three relevant neurochemicals: Dopamine (expected reward), Oxytocin (belonging), and Serotonin (status). Your Self won’t just stand there and take it. It will fight back.

    In practical terms, this interplay makes your Self class with your Consciousness. This is why your Ego reacts by subverting your thoughts. It gets contradictory signals. This is where all the excuses stem from, and this is where all the criticism against Game is targeted. It aims to dominate a person already facing mental strain into an external Ego rebirth (usually of the society/feminist-approved variety).

    Intermidiate stage

    This will be the state of things until you get results competence. Then your Self will start being on your side.  This sounds good in theory, but it is exactly what causes Daygame addiction. Essentially, Daygame becomes the mechanism of all the happy feelings in your life, so you obsessively return to it. I repeat, the switch of the Self leads to addiction, not happiness.

    This is where you risk forfeiting other aspects of your life to the pursuit of Game. It is a hedonistic trap with all its pitfalls. The Self can only tunnel vision to the source of happy chemicals and chase it like a drug addict chases the next shot of heroin. Let this go for long enough, and your (objective) Value will diminish back to the Beginner stage. But now you will have intermediate expectations. You built a hell and called it home.

    Advanced stage

    The last battle is training your Ego itself. So far, the Ego was a tool used by the Self and Consciousness. Not once was the Ego used for its true purpose: stabilizing the relationship between the two. This can only happen when your Consciousness has discovered your true individual biases, likes, and dislikes. Then, through lived experience, it has convinced the Self to cooperate with it to construct the sovereign Ego.

    Only then can the Ego engage at critical moments to self-correct course. Life is not about winning everything (impulse); it is either about not living emotionally at all (cognition). It is about sovereign selective focus. Achieve this, and you can balance impulses (Self) with cognition (Consciousness), this is the true path to happiness.


    Psychology in action

    Therefore, the mental Game of Seduction is about training our inner mechanisms of the soul to work for us. Their behaviour is fixed conceptually, and that makes their behaviour and their impact on our thoughts predictable.

    This concept is also freeing, because it lets us focus on understanding what is important for us specifically. All the guru advice works up to the intermediate stage; afterwards, it is up to us to carve our own path. No Guru can help discover the innate needs of your Self.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Feedback in Daygame: Coaching and Advice under Microscope

    Feedback in Daygame: Coaching and Advice under Microscope

    8–12 minutes

    Seduction is an emotionally loaded topic with Ego traps being ten-a-penny. Sadly, as much as lonely a road as it is, in some way or another, we need to learn from someone. That is the required process of “learning” and “getting feedback”.

    Seduction advice inadvertently has to cut deep. This is the case because being a Player is a combination of ID, habits, and skills in all areas of life. Hence, much of the advice out there has the practitioner either remaking their entire life or engaging in highly counter-intuitive behaviour. This is normal, and it is part of the process. However, this leaves the student at a vulnerable spot. He needs to trust people he has never met, on the barest hint of authority.

    Take the wrong advice to heart, and your life might end up much worse than it started. In this post, we will try to decouple this part: try to demystify how people should process learning and feedback on this topic.


    Who comes into Seduction, why maliciousness exists

    Internet Alphas aside, it is a fact of life that, for most people, making it as a Player requires conscious effort and deep introspection. Well… most people cannot even begin to do this. It is theory of mind at the deepest lever, and nature just didn’t produce people who can reflect like this en masse.

    The path to being a Player is only open to a minority of men who can put in the work, are intelligent enough, and have the capacity for self-reflection. Similarly, the path to becoming a billionaire out of nothing is not open to everyone; it is a combination of luck, genetics, and society. All the hard work comes after this bedrock.

    The point is that where there is value, there are scammers. So both categories, seduction and getting rich quick, attract scammers or people who have tried and failed miserably. There are people who want the status without the work, and there are people who will confuse that status as “success” instead of their original goal.

    We are ready now to produce our first psychographic profile. Take a moment and look at the world around you, with your own eyes and your own perception. Has it been easy for you to knock out a girl or make her attracted to you? Maybe you had flukes and lucky moments, but do you have a repeatable strategy?

    Unless you were born a Natural or life made you an Alpha, the answer should be an astounding NO.

    Therefore, screen out all the people who claim Seduction is easy or resort to oversimplifications. Seduction is not easy; you wouldn’t need to learn it if it were easy. It is not simple either, because you would be able to make the theory yourself. Seduction is complicated, nuanced, and hard to master. The only people who will engage with that are people really desperate with no other options in their life.

    Some of them might succeed after all the adversity. These are the true coaches, and this is who you should strive to follow and learn from. These are the people who have made changes to their lives in equal measure with what you need to do. Calibrate your learning with people that had to walk the same path.

    Want to learn from someone who finds Seduction easy? Are you in the same situation as him for his advice to be applicable to you? (assuming he is not a scammer)

    To find such people, it is not enough to read an origin story. You can tell their journey from their writing. Their writing cuts deeper, is more precise, and honest. There is a line in nature to higher complexity. Engagement with something should be the opposite of entropy (regression into chaos); otherwise, it is wasted effort. Read Roissy, Krauser, Rollo, or Mystery, and their journey is engraved into their material. This is what you should be looking for.


    Eastern Mysticism and Seduction

    I was recently reading “Eye of Shiva” by Amaury de Riencourt. It is an interesting book in itself (at least parts of it), but there was a line that struck me.

    In the West, Objectivism and Materialism have shaped the mind to believe in objective knowledge. For example, take mathematics: you learn addition to learn… addition. The point is to take 2 and 5 together and produce the result, 7. What matters is the outcome of the addition, the answer. Therefore, knowledge is independent of the student, and knowledge is the goal itself.

    In short, what we are taught in the West is that the process can be boxed, standardized, and repeated by everyone. This is how school works, this is why everyone knows the same addition.

    Now, take Eastern Mysticism, knowledge and endgoal outcomes are fairly simple. However, this is half the picture, because how Mystics arrive at the conclusion is the point itself. For this goal, to guide the student into his own form of realization, it is a long tradition that teaching is adjusted to the needs of the student by a master. Teaching is personal, calibrated and evolving in real time.

    Seduction is similar to that; there might be some principles of confident or attractive behaviour, but the way it applies to each participant is different. To contrast the earlier example, Eastern Mysticism would say: for you specifically, the way you arrive at the result that 2+5=7 is the whole discipline itself. What matters is not the result, the 7, what matters is how you understood and felt the 5+2 part.

    Therefore, when it comes to emotional learning and realization that are required for Seduction, the process has to be highly personalized; the process is not independent from the student, it is intermingled! Seduction is closer to Eastern philosophy than to Western mind!

    There are qualitative differences in how material is written and interpreted for the students, because for each student, the way to learn and understand it is different. Even if the end result is the same.


    Coaching and mentoring

    We can put coaching into perspective now. What is the coach’s true task? Take the known material and pop out a full-blown discipline that is applicable and calibrated to the student. Because adjusting the material to the student is a new discipline by itself.

    A coaching session, in action

    As you can see, this is a process that requires commitment and time far beyond what people from either side (mainly from the coach’s though) are willing to invest. Even if the coach charges you 2,000$ for his course, is he giving you a personalized path to walk upon, or is he giving you a packaged process like “addition” that we discussed before?

    This reveals the limits of coaching. Simply put, it is my hard belief that it cannot really help people past the intermediate stage. Because it goes contrary to the true process of learning Seduction. It gets even worse when the student wants to transition to advanced stages and has to walk his own path. Getting caged into a packaged version of things, usually from the coach’s personal experiences, leads only to ruin and inhibition.

    Disclaimer: There probably is value in coaching for the beginner stages, because there the student gets some initial (but usually short-lived) confidence and can set some good habits straight.


    On advice and fighting other people’s Ego

    The earlier sections focused on learning. This section will focus on advice in general. The problem with getting advice is that it is always an Ego fight. The majority of advice out there is shit, either in forums or in video form (for example, infields). Because, similar to female competition, advice is not meant as advice; it is meant as a status game.

    Advice is aimed at proving the person giving advice is in a higher position (and validating his worldview), while putting the person asking the advice in a lower position (and invalidating his viewpoint). Simply put, this is why so much advice is being given without justification. Providing justification would equate the two participants on equal status level, it would make them a band together against an impersonal problem… but you see, doing this (being equal) is not the point!

    Even worse, advice many times is not only aimed at as a status game. To solidify the status discrepancy the advice aims at domination. That is why advice is counter-productive, by making the person engage in self-harming behaviour; it is essentially domination without doing the dirty work. It is quite plausible that some unconscious part of the person taking the advice, his Self (Jung), knows what’s up, and therefore engaging in that behaviour is an unconscious act of submission. The next time you question why 99% of relationship advice out there edges people to “break up” instead of actually solving the problem… now you know why.

    The root cause of all this is the Ego. The process is mainly unconscious and not deliberate, however still usually harmful to the person receiving it. The Ego as a structure aims to preserve the person’s worldview, to protect the individual from the chaos of an unstructured world and social relationships. In the latter perspective, most of the ideas and objects become survival threats that require immediate or extreme action or reassessment. In short, people aim to protect themselves before they give advice to others. Just accept it for what it is, and it will resolve much confusion. Explore my essay on the history of thought, and much of this will make sense.


    On valuable advice

    Regardless, it is a fact of life that advice is required a decent amount of time, and also not all advice is shit. We now aim to investigate this part.

    The first saving grace is the realization we had earlier on emotional learning. Much alike to earlier discussion, advice is not decoupled from the person giving the advice. Therefore, the advice is as good as the person giving it, and also as good as the person’s goals align with yours. There will be people who are willing to band with you and face a problem together; these people are your friends.

    The second saving grace is that for advice to be effective, it doesn’t need to be correct. Think about it, why do we ask for advice? To learn something we cannot think of ourselves. Hence, the value of advice is on the different viewpoint. The new information. How this advice is processed and practiced is your responsibility as the recipient. It is like individual puzzle pieces that you have to filter out and connect at the end. Take true ownership of your own actions, and the process for this will become both evident and actionable.

    However, be highly critical of when people’s goals are not aligning with yours. The more people are engaged in the status game, the less good the advice will be, sometimes fatally so. This is even worse when coupled with the halo effect, the fact that we perceive people of status as competent. Like all evolutionary traps, the halo effect aims to maintain the status hierarchy and promote group cohesion, i.e., keep you in place. Advice should always be justified and ideally, falsifiable.



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Advanced Daygame Statistics

    Advanced Daygame Statistics

    1–2 minutes

    To contrast with the earlier post on Early Daygame statistics, let us see some advanced Daygame statistics. This was a period of 5 months, in a small city with a lazy work rate during late autumn and winter (a few years back). High volume was not possible, so this was calibrated and strategic Daygame.

    Overall, I believe I did at most 150 sets in the 5 months I lived there. This is a perfect example of Daygame aiding my life, not as an end in itself. I had 4 lays and multiple near misses because I was redlining escalation. Three of these lays became mini LTRs. 

    The progression itself shows the full gamut of ups and downs. Some weeks I was slaying it, some I was too lazy to approach, some were filled with near misses. That is the point I aim to showcase, the variance of Daygame even when the statistics are good overall.

    The first month, I only did 7 sets, then Week 1 begins at the start of the second month, all the way until I moved out in Week 14.


    Month 1 (full period)

    Approaches: 7

    Dates: 1

    Lays: 1


    Week 1

    Approaches: 5

    Numbers: 3

    Dates: 1

    Near misses: 1


    Week 2

    Approaches: 8

    Numbers: 2


    Week 3

    Approaches:  15

    Numbers: 7

    Dates: 2 

    iDates: 3 (long 2-hour, 2-hour kiss-close, 30 min)

    Near misses: 1, and an idate that got cockblocked last minute


    Week 4

    Approaches: 15

    Numbers: 4

    Dates: 2

    iDates: 1

    Lays: 2 


    Week 5

    Approaches: 8

    Numbers: 4


    Week 6 

    Approaches: 18

    Numbers: 5

    Dates: 1 and 1 that flaked


    Week 7  

    Approaches: 5

    Numbers: 1

    Dates: 1 

    Near misses: 1


    Week  8

    Approaches: 7

    Numbers: 1

    Dates: 1


    Week  9

    Approaches: 5

    Numbers: 2

    Near misses: 1


    Week  10

    Dates: 1


    Week  11

    Approaches: 17

    Numbers: 9

    Dates: 1 (and 1 cancelled )


    Week  12

    Dates: 1 

    Lays: 1


    Week  13-14

    Approaches: 30

    Numbers: 6


    Statistics:

    Appreciate Game
    ————————

    Learning Stage stats
    Advanced Daygame stats
    2025 Daygame stats



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


    Site Map


  • Intro | The Origins of Blue Pill series

    Intro | The Origins of Blue Pill series

    2–3 minutes

    This is Part 0 of the Origins of Blue Pill mega article.
    Part one
    Part two
    Part three
    Orientation

    The concept of Blue Pill started from gender dynamics. It was a metaphor to explain the fiction that society provided compared to the reality that Players found. 

    A reality so raw, unforgiving, and unignorable that it gave the perception of a grand conspiracy. A matrix encompassing our lives. Metaphorically speaking, the concept is the exact truth. 

    This matrix metaphor extends to non-gender topics. People found the same dynamics playing out in other areas of life, for example, political systems like communism, or social norms like the myth of infinite progress. Once under scrutiny, the mechanics are the same. Deep structural lies that threaten our entire perception of reality. This is the Blue Pill in its generalized form.

    In its generalized form, Blue Pill is Social Programming. A totalitarian philosophical system that is imposed on humans from the moment they are born, with the aim of action inhibition. Social Programming creates a judge in the minds of humans. A judge who enforces social will in the absence of social instruments.

    Aside: “Total” in philosophical sense means all-encompassing. 

    Sounds far-fetched? Here is the definition of Social Programming as used in common language:

    Social programming (uncountable)

    1 The gradual shaping of our thinking and beliefs by the society around us—whether through institutions, authority, or simply absorbing norms over time.

    2 The set of societal ideas and assumptions that become embedded in our minds and influence how we perceive the world.

    Social Programming is the ultimate control weapon. It weaponizes one’s own mind against the person itself. Literally, it is about society claiming ownership of a part of your brain. 


    Scope

    What we will show is that this is not a planned or constructed evil. It arises naturally from the way humans evolved. Actually, for the largest part of our evolutionary history, it worked for the benefit of the individual by promoting group cohesion and group survival.

    However, as in so many other ways, Modernity has distorted our evolutionary weapons. What used to be a group cohesion tool has turned into an inhibition tool, a political radicalization tool, and a tool that isolates the individual. This is the effect of social media, the press, and the impersonal institutions that govern our lives.

    This series is not doom and gloom. We will show how Blue Pill is a natural human condition, but we will show how the illusion breaks. As a society, we have done it before. We have faced the illusion head-on and won. We aim to learn from those victories.


    Reader orientation

    What follows is a demanding deep dive into philosophy, ancient history, politics, and cultural analysis. To assist the reader, this page contains the arguments of the series summarized into bullet points.

    Acknowledgements

    The series draw heavy inspiration from Bronze Age Mindset, Sex and Power in History, and Selective Breeding and the Birth of Philosophy by Bronze Age Pervert, Aumory de Riencourt, and Costin Alamariu. Each of these authors addressed key pieces of the puzzle with remarkable insight. In this work, we synthesize their contributions to reveal a broader perspective.


    This is Part 0 of the Origins of Blue Pill mega article.
    Part one
    Part two
    Part three
    Orientation



    This essay explores one aspect of a larger structure. On its own, it stands, but it is not the whole model.

    The book connects these pieces into a single structure: frame, value, power, escalation, calibration — not as advice, but as a theory of how the Game actually works.

    If you want the complete system rather than individual essays, start here:

    The Deep Structure of Game


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