Gyan Chaupar — the Game of Knowledge — is the Indian spiritual race game from which the modern children's game Snakes and Ladders descends, though what descended is a husk. In its original form, attested across Jain, Hindu, Sufi, and Vaishnava traditions from at least the eighteenth century, the game's numbered grid mapped a moral and metaphysical cosmology: each square represented a state of consciousness, virtue, or vice; the ladders were the rapid ascents granted by righteous conduct — faith, reliability, knowledge, asceticism; the snakes were the precipitous descents caused by moral failings — anger, greed, pride, worldly attachment. The dice roll introduced fate, karma, or divine will into the player's trajectory, and the interplay between the random throw and the fixed moral topology of the board created what amounted to a playable model of the soul's journey through cyclical existence. The game was not entertainment; it was pedagogy — a contemplative instrument designed to make the non-linear consequences of ethical choice tangible and felt. Andrew Topsfield's foundational 1985 study documents how British colonialists stripped the game of its spiritual content during the nineteenth century, replacing the named virtues and vices with blank squares and marketing the result as a morally simplified children's pastime. The Academy hosts Gyan Chaupar in the Heart School because its central exercise is ethical contemplation: the board is a mirror held up to the player's own moral disposition, and the dice are an invitation to reflect on the relationship between fortune, choice, and consequence.