In our congregation, we decided we need to pay more attention to resources that can support the curriculums. We want resources that are fun for kids, don’t feel like weekday school, don’t require any teacher preparation, and support the learning that takes place in the regular curriculums.
Like, for example, board games and card games. We already use a couple of board games in our Sunday school: (1) Wildcraft, a cooperative board game that teaches about herbs, supports some of our ecology courses; and (2) Moksha Patam, a board game that simulates karma, rebirth, etc., supports one of our world religions curriculums.
Ideally, we’d like to have one relevant board game per quarter per age group that we can give to teachers. And while we were talking this over in the curriculum review committee, I started dreaming up a card game about Moses leading the Israelites to freedom across the wilderness. Then I had a day of study leave today, so I could prototype this game, provisionally called: “Exodus, The Card Game.”
The game borrows its basic structure from the classic card game Mille Bornes (if you don’t know Milles Bornes, it will be easier to understand this blog post if you first read the Wikipedia article).
Although I’m borrowing the basic structure of the game from Mille Bornes, there are significant differences. Mostly, Exodus is a faster-paced game, more suited to the short time allotted to Sunday school classes. And I had to make other changes to fit the narrative of the book of Exodus — I wanted to make sure that as you play you get some sense of the narrative of Exodus…such as the fact that G-d released fiery serpents that attacked the Israelites, but then G-d told Moses to make a brass serpent that would heal serpents bites (Num. 21:6-8). Before researching this game, I didn’t even remember about the fiery serpents. It’s a pretty strange thing to include in the narrative, and one of my learning goals (and part of my theological interpretation) for Exodus, The Card Game is to help kids understand that the story of Exodus is pretty weird. It’s not trying to be an accurate historical account, nor is it some kind of scientific explanation — rather, it is a narrative filled with fantastical elements that reveal G-d’s character.
My other big learning goal and theological component for the game is, not surprisingly, to give some understanding of G-d’s character. First and foremost, G-d is not all kittens-and-rainbows, as for example when G-d sends the fiery serpents to bite the Israelites. Second, G-d does not follow human logic and is ultimately unknowable by humans; this is symbolized for the Israelites in part by spelling G-d’s name without vowels: “YHWH” (this idiosyncratic spelling is retained in the game in the English name for G-d). Third, while G-d is not omnibenevolent, G-d does want justice for humans and for the land; this theological interpretation of G-d’s character is communicated by the social justice flavor of the G-d Given Right Cards. A lesser fourth point is that G-d’s power do have some limits to them; G-d is not wholly omnipotent. So it is the game tries to help the players get a small sense of G-d’s character.
Above: Sample cards from the prototype deck
More details about the game below. If I ever put the game into production, I’ll let you know how you can get a copy….
Update 4/14/18: Major revisions to game rules and narrative now complete. Both images updated. I won’t revise this post any more; any future rules revisions will be incorporated into the production game (if it’s ever put into production). Continue reading