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CELESTIAL GAME
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Object of the Game - To work together as a
family to reach the Celestial Kingdom by applying (matching) each of
the necessary principles of growth and fulfillment. |
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CELESTIAL GAME
BOARDS AND CARDS |
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| Background
- The Celestial Game is based on
the 93rd section of the Doctrine and Covenants. In verses
36-37 it states: the glory of God is intelligence, or in
other words, light and truth. Light and truth forsaketh that evil
one. Verse 24 explains: truth is knowledge of things as they
are, and as they were, and as they are to come.
The importance
of this is stressed in verses 27-28: And no man receiveth a
fullness unless he keepeth his commandments. He that keepeth his
commandments receiveth truth and light, until he is glorified in
truth and knowleth all things.
Verses 19-20 promise: I give unto you these sayings that
you may understand and know what you worship, that you may come unto
the father in my name, and in due time receive of his fullness, and
be glorified in me as I am in the Father; therefore I say unto you,
you shall receive grace for grace.
In other words, It is impossible for a man to be saved in
ignorance (D. & C. 131:6). We must search for truth and be able
to apply this knowledge in our lives in order to become like our
Father in Heaven and enjoy the glorious consequences of righteous
living, which is living according to the principles (cause and
effect relationships) of joyful living. President David O. McKay
declared: Righteousness is happiness. As Christ promised,
And ye shall know the truth, and the truth shall make you
free (John 8:32).
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| The idea of truth, then, is basic to the gospel. The
principles of the gospel are related to our acquiring, applying, and
enjoying righteous, true gospel principles and refraining from evil
(degrading) true principles. Take time to discuss these ideas with
your family and then take a look at the Celestial game board and
cards. The Celestial Game uses the following as principles of
RECEPTION (of truth). These are illustrated in the first
row starting from the bottom of the playing board: |
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- Goals
- Desire – Seek and Ye Shall Find
- Prayer
- Faith – (the courage to try)
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- Study
- Gift of the Holy Ghost
- Humility (teachableness)
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The second row illustrates principles used in
the game that help us to apply the truth we acquire
and so are called principles of APPLICATION: |
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- Act as if you are what you want to be
- Problems – so we can grow in solving them
- Planning and Preparation
- Repentance
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- Baptism
- Sacrament (renewing resolve)
- Be Doers Instead of Hearers Only – Magnify
Your Calling
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| The principles of POWER AND JOY are
illustrated in rows 3 and 4: |
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- Word of Wisdom (health)
- Healing
- Gifts (talents)
- Special Day – The Sabbath
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- Law of Sacrifice – Do unto others as you
would have them do unto you – Tithing, etc.
- Appreciation
- Being True to Yourself
- Associating with Good People
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| The principles of eternal FAMILY BUILDING are
illustrated in the top two pictures: |
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- Eternal Marriage
- Raising, developing, and binding together
our families (including genealogy and temple work)
For each of the illustrations on the board
there is a card having the same picture. There are other cards used
in the game that are not illustrated on the board, though some are
listed in print for reference. |
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| Four cards representing four categories of sins
(principles that stop progress) are used in the game: |
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- Hurting Others
- Ultra Sensitivity to Offense
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- Sins Destructive to Self and Development
- Sins of Omission
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| Six cards represent HELPS available: |
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- Teachers
- Prophets
- Church
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- Family
- Scriptures
- Each Other – fellowshipping
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Of course we cannot reach the Celestial Kingdom
without Christ. Everything else is not enough without him.
In fact, we wouldn’t have the other principles and helps without
him. Two of the ways he helps (among others) are through:
- Revelations (marked as an R on the
time board)
- Warnings (a warning card is included)
You will note that the words love, Christ, and
free agency are printed as the foundation for the other principles.
This is assumed in the game although this part of the playing board
is not used. It is there only for recognition of the importance of
that foundation for all the other principles. |
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RULES
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Shuffle all of the cards and pass them out
to each player face down. Each player places his cards face
down in front of him in rows without looking at what they are.
The cards once placed are not to be shifted around. (The
exception is when the devil card turns up – explained below.)
The object of the game is to work as a family to reach the
Celestial Kingdom by applying (matching) each of the necessary
principles. This must be done before time runs out.
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Before each turn a die is rolled
by that player and the time mover is moved that many places on
the time board. When the time mover reaches the
finish square – that’s it – the game is over and if all
principle cards are not matched on the board – the family has
failed to reach the Celestial Kingdom and loses the game. The
time mover must reach the end by exact count of the die, and the
game is not over until this happens.
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Players take turns. On a turn the player
turns over one of his cards or any other card still face down
in front of any other player and if it matches an
illustration on the board for the row in play satisfactory to
the the rules below places a penny on that space on the board.
If the family feels that principle is being lived quite well,
place the penny heads up. If the family feels that would be a
good principle to put extra effort on, place the penny tails up.
When the game is finished, discuss any principles the family
would like to develop further during the next few months. Place
any cards successfully matched to the side in a single pile. If
the player cannot use the card turned over, he places it
back in the same place face down. His turn is over and the next
player takes his turn.
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All of the RECEPTION spaces (row 1)
must be matched and covered before any APPLICATION (row
2) spaces may be used. All of the application spaces must be
matched before the PRINCIPLES OF POWER AND JOY spaces
(rows 3 and 4) may be used, and the ETERNAL MARRIAGE and
FAMILY spaces must be matched last in that order. At
that point, if time has not run out, the family wins. They
enter into the Celestial Kingdom and win the game.
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Whenever the time mover lands on an R
(for revelation) space the die is tossed again and each of the
players my turn over that number of cards and see what they
are. Before the game resumes, however, all of the cards must be
turned back. No cards may be matched until all of the cards are
turned back.
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Whenever a sin card turns up, that
player is not allowed to place any more cards on the board until
a repent card is located nor can any cards in front of him
be placed on the board by another player. When the sin
card turns up, the player has one more try on that turn to find
a repent card before the next player has his turn. He may
try again on his next turn, and any other player turning up a
repent card (card showing man or woman erasing sins from a
chalkboard – not the father and son repenting) removes all sins
on the table, and the sin card or cards still face up are placed
face down again. Until the repent card is found, the sin
card remains face up. Everyone should try to remember where
these sins are, so they don’t make the mistake of turning one
up, and hindering their progress.
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The warning card, when
turned up, may be placed on any sin card or devil card located
that might give trouble. The warning card may not be
placed on repent
cards. The warning card may be moved around as needed.
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Help cards (teacher, prophet, etc.)
may be used to substitute for any principle card on the board
except for eternal marriage and family development. Use each
help card only once. Take it off the board when you can replace
it with the correct principle card.
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Whenever the time mover lands on an X (for
extreme trouble) each player has one turn to find the
Christ card, but after that if it is not found before the
next time a six is rolled, the game is over, and the family
loses. It is vital to be able to find Christ and His
card should be located at the first possible moment after the
game is started. Great stress should be given to the importance
of this.
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The Devil is the author of confusion!
If his card turns up everyone must pick up all the cards that
are still face down including the devil card. One player then
shuffles them and re-distributes them evenly face down once
again to each player and the game resumes.
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A player continues to try to match cards
on the board on his turn as long as:
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The card turned up can be matched on
the board at that time
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The card is a “help” card that is
substituted for a principle card on the board
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The card is a warning card
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The card is a Christ card (it is then
turned back over)
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The card is a repent card (it is
then turned back over)
A card turned over
that cannot be used at that time must be turned face down in its
original position before play resumes.
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A player’s turn is over when he can’t
match a card he has turned over at that time and it isn’t listed
in #11. After a sin card, which he leaves face up until he
repents, he gets one more try on that turn, but then regardless
of the card, his turn is over.
The time mover is moved before
each turn begins.
SUGGESTIONS
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Get acquainted with the cards and the
board before playing the game for the first time.
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If the family loses, take a few
moments and discuss the principles the family neglected to
use (match) and their importance in our development toward
being like Heavenly Father. You might also discuss how the
family is doing in relation to these principles in real
life.
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Before the game starts, take one
principle card and discuss its importance in our lives and
how it fits the gospel plan. Have a special recognition for
the person turning over that card during the game. (He
could choose the next game to be played, make or choose the
refreshments, be admired by all, etc.) That card could be
the theme the family is to work on for that week.
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The game can be made more
difficult or made easier by manipulating some of its
elements, such as how often the die is rolled, the
unrestricted, continuous use of “helper” cards, whether
players may play on cards in front of other players, etc.
For most families the rules as outlined above will provide
the best amount of suspense.
We hope you enjoy the game!
© Copyright 1970, 2007 – Brent R.
Evans - Learning Success –
www.learningsuccess.com |
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CELESTIAL GAME
BOARDS AND CARDS |
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