How to Play Pearls of Wisdom
The basic rules of the game are listed below, or if you need more help try the presentation or our video tutorials.
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STEP-BY-STEP GUIDE
The Aim of the Game
This is a learning game designed for those over the age of 14, for 4 up to 12 players or teams. Learn about the Bible, the Scripture context and the Hebrew letters.
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HOW TO WIN Pearls of Wisdom
Each player aims to collect a minimum of 10 Scroll Cards (Bible books) to then claim the Pearl of Great Price and move to earth at the centre of the board to win the game.
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THE RULES
These rules are in 8 sections as a step-by-step guide for your first game experience.
Please also see the FAQs for common queries in addition to these rules.
INDEX
Section 1 – GET READY TO PLAY | Board | Jewels | Dice
Section 2 – Tribe Character Card
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Section 3 – Start Playing | Board design
Symbols Snake | Angel Wings | Ladder | 2 Fish | Cross | Finger
Section 4 – Scroll Cards & Questions
Section 5 – Hebrew Zone & Hebrew Cards
Section 6 – Scroll Contests
Section 7 – The Four Winds and Earth
Section 8 – Scroll Card Sets & Benefits
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GET READY TO PLAY
PREPARE THE SCROLL CARDS
The Scroll cards represent the 66 books in the Bible and these are represented on the board spaces 1 – 66. Genesis to Revelation.
FIRST –
Allocate one player to look after the Scroll card deck and to ask the Scroll card questions during play...
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THEN –
Allocate another player with either a Bible or a smart device with this game website and the Tecarta Bible App loaded for checking question answers. More on this later…
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SECTION 1
SET-UP the board
and play pieces
FIRST –
Empty out the pouch contents…
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THEN –
Open up the board…
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NEXT –
Place the Pearl and gold stand on the centre of the board…earth
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THEN –
Place the RED (devil) dice and the RED (demon) counter on the earth centre near the Pearl...
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SET-UP the Jewels
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NEXT –
Place all 12 Jewels back into the pouch ready for each player to draw out as a playing piece…
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THEN –
Each player randomly draws out a jewel piece from the pouch without looking.
(These represent the Tribe character playing pieces for this game session)
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SECTION 2
Tribe Character Card
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NEXT –
According to the colour of the jewel piece drawn from the pouch find the matching Tribe character card e.g. Turquoise jewel is number 1. REUBEN - the turquoise card…
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WHY? –
The Tribe character card determines player benefits, such as numerical value, for this game which will be explained later…
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NEXT –
Each player should find their start position on the board edge and place the Jewel there, ready to start.
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THEN –
The player with the lowest RED Tribe card number should start first. i.e. 1 being first and 12 last, according to those drawn from the pouch…
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Are you ready
to play?
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– CROSS CHECK –
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The Pearl and Red Dice and counter should be on the earth space
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Each player should now have a Tribe Character card and their Jewel piece positioned on their start position
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One player should now have the Scroll Card Deck to find the cards and ask the questions
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One player should now have a Bible or App and game website, in order to find question answers
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Place the Hebrew Cards and Pearl Cards on one of the board corners…
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SECTION 3
Start playing
first moves
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NEXT –
The first player throws all THREE dice together
THEN –
Refer to the Symbol Dice Guide card for moving instructions... Players follow in turn…
CHECK –
First check Tribe Character card benefits before moving as it may influence the move...
WHEN –
Starting from Genesis move counter-clockwise according to the dice throw, or move as any Dice Symbol directs…
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NEXT –
Now move the Red counter, starting on space 66 (Revelation) clockwise, by the amount shown on the Red dice...
THEN –
On every turn the red demon counter is moved by players clockwise towards Genesis (at Genesis the demon counter must start again at Revelation space 66)...
If it moves onto a player moving piece, or if a player moves onto it during play, they must go back to their start position and miss a turn
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DICE SYMBOL 1
SNAKE
the sign of hindrance
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When throwing this symbol move backwards the number shown on the BLACK and RED dice combined.
UNLESS you are on your start space, or on GENESIS, in which case you cannot move and miss a turn instead.
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DICE SYMBOL 2
ANGEL WINGS
the sign of protection
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On this turn move forward around the board protected from dangers.
PROTECTED –
When collecting a Scroll card from the deck there's no need to answer the question - unless you want to.
PROTECTED –
On this turn if moving onto a space of another player no need to answer a card question.
PROTECTED –
Avoid a contest when moving onto the same space as another player piece!
THEN –
After moving end the turn…
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DICE SYMBOL 3
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LADDER
the sign of movement
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On this turn move strategically in ANY DIRECTION except backwards according to the score on the black dice
PLUS when moving the demon counter go in any direction to catch an opponent!
TIP –
This symbol is the way to change circle levels and move across the black border lines to get into the Hebrew Zone or move onto the earth centre etc. (see diagram 1)
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DICE SYMBOL 5
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CROSS
the sign of grace
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Donate the score to the next player who then adds this to their score before moving.
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On this turn move the red counter back onto the earth!
(Any player there is then sent back to their start space and misses a turn).
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SECTION 4
Scroll Cards & Questions
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NEXT –
Find the associated Scroll Card in the main deck, or with the player who has it…
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WHEN –
the moving player already owns that Scroll card, they can have another turn without answering a question
OR –
The assigned player asks the SCROLL WISDOM question according to the BLACK dice number just thrown as also indicated on the Scroll card.
NEXT –
The assigned player checks the answer by looking up the Bible reference using a Bible or the weblinks here.
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IF answered correctly the player adds that Scroll card from the main deck to their collection and then immediately takes another turn to move again.
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IF answered incorrectly or unknown the player should read out that Scroll card description text (or use the website links to play the audio version)
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THEN –
The player keeps the Scroll card and ends their turn.
IF –
The Scroll card already belongs to another player that player asks the related question:..
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THEN –
IF the moving player answers correctly they do not take that Scroll card, but take another turn…
IF answering incorrectly the player should go to back to their start position...
PLUS if that Scroll card is also part of a complete Scroll card set they must also give ALL of their Scroll cards to the Scroll card set owner (unless protected by Angel Wings, a Pearl Card or a Tribe Character Benefit).
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SECTION 5
Hebrew Zone & Hebrew Cards
The 22 black and white Hebrew Zone board spaces on the outer perimeter with associated Hebrew Cards, Aleph to Taw, reflect the Hebrew Alphabet letters. Players should move counter-clockwise around the Hebrew Zone.
WHY? –
Collect Hebrew cards when stopping on the corresponding Hebrew Zone space.
(Learn Hebrew and claim Scroll Cards from other players when available)
(see diagram above).
NEXT –
Read out the Hebrew Card's meanings and use the weblink audio to hear the 119th Psalm...
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WHEN –
Another player moves onto any Hebrew zone space they collect that Hebrew card from the previous owner***
NEXT –
The new owner can then claim the Scroll Cards linked to that Hebrew Card from all players (if available).
NO – Scroll cards should be taken from the main Scroll card deck using Hebrew cards.
EXCEPTIONS –
Any player that owns a completed Scroll card set does not need give up their Scroll Cards for any reason.
*** Some Tribe character card benefits or Pearl Cards may overrule this.
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SECTION 6
Scroll Card Contest
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WHEN –
Player’s Jewels moves onto the SAME SPACE (on any part of the board), they must contest for Scroll cards with each other...
NEXT – HOW TO CONTEST
Each player throws the black and red dice once with the highest score claiming victory. If players throw the same number the contest is decided by their Tribe card’s numerical value PLUS add any Hebrew card letter values together to boost the overall scores.
THEN –
The losing player must give ALL their Scroll cards to the opponent and move back to their start position.
NEXT –
The winning player ends the turn.
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SECTION 7
The Four Winds and Earth
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ENTER –
The Four Winds from board space 66 or when using the Dice Ladder symbol
THEN –
Players should move around the Four Winds until the Symbol dice directs otherwise
WHY? –
You can ‘skip’ around the winds using the Ladder symbol to reach other board spaces, or enter earth via these winds to win the game
EXIT the four winds –
Throw the Ladder or Finger symbol (Pearl card) otherwise move around the winds on next turns.
If throwing the Snake symbol go backwards and out via space 66.
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ENTER EARTH –
Throw the Ladder symbol +3 or more to cross all barriers or enter from anywhere on the board via a Pearl card direction.
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EXIT EARTH –
Throw LADDER or FINGER symbols and follow instructions
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SECTION 8
Scroll Card Sets and Benefits
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The Scroll Cards are arranged in 13 themed coloured sets which players may try to collect during play. These vary in size with ‘Acts’ being just 1 card and ‘Epistles and Church’ being 14 cards.
A complete Scroll Card Set is protected for the rest of the game and cannot be lost to any other player for any reason including contests.
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