Bible Codes!
GAME SETUP
First, divide four or more players into two opposing teams and designate a team ‘leader’ for each side. One side will be the ‘X’ team, and the other will be the ‘O’ team.
Second, make the game ‘map.’ To do so, draw a five by five grid on a piece of paper, so that there is a large square full of 25 smaller squares. Write 9 X’s and 8 O’s randomly into any empty squares in your grid. Place 25 Bible Quest™ Review Card Game cards onto the table in a five card by five card grid on the table. Your paper grid now serves as a ‘map’ of the cards on the table. So, if an ‘X’ appears in the up-most, left-most square in the grid, then it corresponds to the card in the up-most, top-most position on the table. The team leaders for each side will be the only players able to see the game ‘map,’ and they ought to be in agreement which direction the map is to be held.
EXAMPLE:
X O O - O
X X - - O
O - X X O
- X - - X
O X - X O
GAME PLAY
The ‘X’ team goes first. The ‘X’ Team Leader will say a single word, followed by a number. The word is the ‘code’ for the cards that the team leader is trying to get their team to guess. For instance, if the code is ‘apostle,’ then the ‘Peter,’ ‘John,’ and ‘Paul’ cards on the table could all apply. The number that the team leader states is the amount of cards on the table the team leader believes that their code applies to. The team leader may ONLY state one code word and ONLY state one number – they should not say ANYTHING ELSE (or wink, or gesture, or anything!). Once the code and number are stated, the team leader’s teammates must try to guess which cards their intrepid commander has tried to lead them to. Note that it is entirely possible that the team leader could make a mistake and give a clue that could apply to a card that they do NOT want their team to select! Shhhh!!! Once the code and number is stated, the team leader needs to be blank-faced and silent!
Cards are selected ONLY by physical touch, not by questions or ‘almost touches’ or anything of the sort. If a current team’s teammate touches a card with their finger, it is counted as a ‘final answer,’ and their team leader may look at the game map and then tell them, “Yes, that card is one of ours,” “No, that card is one of the other team’s,” or “No, that card is neither team’s.”
• If the card belongs to the team leader’s own team, the teammates turn over the card (to indicate it had already been selected) and give their team a point. They may then guess again!
• If the card belongs to the opposing team, then the card is still flipped, but the opposing team earns a point and the current team’s turn is OVER! Play passes to the opposing team.
• If the card belongs to neither team, the card is flipped over, no one gets a point, and the current team’s turn is OVER! Play passes to the opposing team.
The current team may continue guessing, provided that they keep getting accurate cards, until they have guessed a number of cards equal to the ‘number’ that their team leader called out at the beginning of their turn. As long as all of their guesses that they have made so far have scored their own cards this turn, the current team may make ONE MORE GUESS. So, the maximum number of guesses any team can make in a turn is the number that their leader calls out, plus one more. After all of their guesses have been used, the current team’s turn is over, and play passes to the opposing team.
WINNING THE GAME
Play continues until one side or the other successfully scores all of their cards on the game map.
MODIFICATIONS
The game can be made more challenging if team leaders are not allowed to make code words based on physical descriptions of people on the cards or their timeline seals. Maximum learning can be achieved by reading each card’s clues every time it is guessed by either team.
This game was based on the fantastic party game of Code Words, which I highly recommend.