A Fun Board Game for Jehovah's Witnesses
Romans 10:14c says: 'How, in turn, will they hear without someone to
preach?' True Christians are known throughout the earth for their
house-to-house ministry. Having offered themselves willingly in
preaching and teaching activities, each Kingdom Publisher often
reflects on the question 'How, in turn, will I preach without knowing
the scriptures?
You asked for it! We've delivered.
Ever since the Revised
New World Translation was announced in 2013, we've been inundated with requests to update our popular House2House game. We are excited as your are about the new version, which in now ready.
Some improvements over the Classic House2House game are as follows:
- All cited scriptures are from the revised 2013 edition of the New World Translation
- The standard playing board has been change to a magnetic board
- The new magnetic board and tiles make it so you have a different 'territory card' every time
- The artwork has been improved
Well-designed board games have been shown to be quite helpful in teaching, especially for kids, because the learning takes place as a side consequence of the actual playing, which is mainly for fun. This Jehovah's Witnesses board game, called the House to House Board Game, is fun, family oriented, and geared toward the interactive learning of Bible Scriptures. It encourages the family to join in an activity to promote bonding while helping them better understand God's Word. The game includes three sets of cards:
-
Scriptural question cards
- How-would-you-respond-cards
- Conversation stopper cards
There's also a playing board, playing pieces, a die, timer, score sheet and 'miss turn' card holders. Scriptures found in Bible Topics for Discussion, located on the last pages of the Revised New World Translation (2013 edition), are used to answer the scriptural questions, while answers to the how-would-you-respond and conversation stopper questions are from Reasoning from the Scriptures. This House 2 House board game is a fun, family and interactive learning game that will help publishers to get to know most of the scriptures that can be used in every form of the Christian ministry. Furthermore, this board game for Jehovah's Witnesses encourages family bonding and is meaningful, purposeful fun.
AGES: For every family member (don't let the small
children play with the small pieces, which could be a choking hazard)
PLAYERS: 2 or more.
PLAYING TIME: 30-60 minutes
REQUIRED ACCESSORIES (not included): Revised New World
Translation of the Holy Scriptures, Reasoning from the Scriptures
THE GOAL: To become familiar with selected
scriptures found in
Bible Topics for Discussion (these are
located at the last few pages of the
New World Translation of the
Holy Scriptures
), and How Would You Respond and Conversation
Stoppers (these are located in the book
Reasoning from the
Scriptures
). Knowing and using these scriptures can enable any
Kingdom Publisher acquire sufficient 'Bible studies', 'Return visits', 'Magazines', 'Brochures', 'Hours' while covering preaching territories
- on the board. For the purpose of playing this game, you will be
performing well if you acquire the most score in the following order - 'Bible studies', 'Return visits', 'Magazines', 'Brochures', 'Hours.'
GAME RULES:
Click here to download the game rules in .pdf format.
GAME PIECES:
- 1 magnetic board
- 88 hexagonal magnetic tiles
- 1 score sheet
- 4 pawns
- 1 deck (160 cards) of Scriptural Questions cards
- 1 deck (70 cards) of How Would You Respond cards
- 1 deck (13 cards) of Conversation Stoppers cards
- 1 timer (30 seconds)
Check out our TOP 5 REASONS why family board games are so important. Click here to visit our blog!
FAQ's:
Question: When a publisher reaches the meeting point, do they just stop there and not take any more turns until all but the last person gets there? I noticed in the example setup video that it was setup so that one of the starting points lead straight to the meeting point within 5 spaces or so, with no turns, and we ended up with a similar setup in our game so we weren't sure what to do once that player reached the middle very early on.
Answer: Yes, you can do that. In addition, just as in the ministry, one tries to go to uncovered territories until a set time for all members to return. You can do same, allowing a player to move to such territory until, say, 30 minutes have passed (if that is the set time for all player to return).
Question: When passing over a "conversation stopper" or "How would you answer?" space, without actually landing on that space, do you still stop and draw the corresponding card? Or only if you land on that space?
Answer: You need to land on the space to draw that card.
Question: Do you count placements, return visits, studies, time, etc. for every space you pass over, or only the one you land on?
Answer: On the one you land on.
HELPFUL TIPS:
Uncovered Territories: Play with the aim of
exploring uncovered territories on the board since this could enable
you to further increase your number of 'Bible Studies', 'Return
Visits', 'Books', 'Magazines' and 'Time'. Avoid crowded territories,
since you may end up being moved backwards regularly (due to
displacement).
Score sheet: The original copy of the scores
should be kept, while you make copies of it for future use.
Decks of Scriptural Cards:
For many, starting with few cards in a deck might be ideal to allow
familiarization with those sets of questions and answers. In other
instances, you may want to use the whole deck or decks (depending on
the skill level or number of participants)
Sand Timer:
The Sand Timer provides the responding publisher with 30 seconds in
which to respond. The Sand Timer also identifies who has the current
turn (since it remains with the questioning publisher), this must be
passed along as the turn passes to the next publisher.
Conversation Stoppers - Losing turns:
Conversation stoppers, as the name implies, are usually said
to stop publishers in their tracks. If a suitable response that may
lead to a brief discussion cannot be provided, then that opportunity is
lost. Thus, in playing this game if the publisher cannot provide an
adequate response, he/she loses a turn.