New Testament
Master all 27 books of the New Testament by building canonical sequences and groups. A strategy game for 2–5 players that blends biblical knowledge with the tension of a great card game.
Every rule was designed to teach the canon while you play — no trivia, no quizzes.
The round goes on until someone goes out. If more than one player completes Objective 5, whoever has the fewest cards in hand wins; if still tied, whoever laid down Objective 5 first.
Complete rules, special cards, special cases and optional modes. Version 2.2.
Logos 66 — New Testament is a biblical card game. Players form combinations with the 27 books of the NT, completing objectives in sequence, generally of increasing difficulty. Whoever completes the 5th objective of the chosen group wins (see section 9).
The game combines strategy, memorisation and fellowship — and teaches the Bible without you noticing.
Cards — 90 cards
| Type | Quantity | Description |
|---|---|---|
| Book Cards | 81 | 27 NT books × 3 copies each |
| Wild Cards | 5 | Replaces any book in any combination |
| SOLA SCRIPTURA | 2 | Choose 1 player, give them 1 card of your choice and blindly take 1 card from their hand |
| PERSECUTION | 2 | Blocks the use of Wild Cards for one full cycle |
| Total | 90 |
Interruption Cards — 4 cards (2 of each)
Every card belongs to one of five categories. Knowing them is essential to completing the objectives.
| Category | Books Included |
|---|---|
| 📗 Gospels | Matthew, Mark, Luke, John |
| 📘 Historical | The Acts of the Apostles |
| 📙 Pauline Epistles | Romans, 1 and 2 Corinthians, Galatians, Ephesians, Philippians, Colossians, 1 and 2 Thessalonians, 1 and 2 Timothy, Titus, Philemon |
| 📕 General Epistles | Hebrews, James, 1 and 2 Peter, 1, 2 and 3 John, Jude |
| 📔 Prophetic Book | Revelation |
Run — A set of books in CONSECUTIVE BIBLICAL ORDER. Example: Matthew → Mark → Luke.
Group — A set of books from the SAME CATEGORY, in any order. Example: Galatians + Romans + Ephesians = a group of 3 Pauline Epistles.
For the 27 books in order, with abbreviation, category and chapters, see 27 Books.
The game unfolds in rounds. In each round, players take turns clockwise.
Empty draw pile: if the draw pile runs out, shuffle the cards from the discard pile and use them to form a new draw pile.
First turn of the round: the starting player may, in the DRAW step, take the face-up card from the discard pile instead of drawing from the pile — except Persecution, which stays in the discard pile with its effect active (section 12). If the card is taken, the discard pile stays empty until the next discard. On all other turns, you always draw from the draw pile.
On the turn a player lays down their objective, they lay down the objective cards, discard one card onto the discard pile and pass, without playing any further card — the round carries on normally with the other players. Even if they hold cards that would fit combinations on the table — their own or an opponent’s — they may not play them on that turn.
From their next turn on, a player who has laid down may, in step 2 (ATTEMPT), add cards to combinations already on the table — their own or any opponent’s — as long as the card fits correctly (category, run or numeric criterion).
What each combination on the table accepts
| Combination on the table | What may be added |
|---|---|
| Run | Books that continue the run in biblical order, at either end. A run may not contain a repeated book. |
| Prison Epistles (Ep, Ph, Cl, Phm) | Any of the four, even repeating a book already on the table. |
| Synoptic Gospels (Mt, Mk, Lk) | Any of the three, even repeating. |
| Pastoral Epistles (1Ti, 2Ti, Ti) | Any of the three, even repeating. |
| Johannine Corpus (Jn, 1Jo, 2Jo, 3Jo, Rev) | Any of the five, even repeating. |
| Identical cards (pair or set of three) | Another card of the same book. |
| Pauline letter with fewer than 6 chapters | Any Pauline letter of up to 5 chapters: Ph (4), Cl (4), 1Th (5), 2Th (3), 2Ti (4), Ti (3) or Phm (1). |
| General Epistle with 5 or more chapters | Any General Epistle with 5 chapters or more: Heb (13), Ja (5), 1Pe (5) or 1Jo (5). |
| Books above the Johannine Corpus average (more than 10 chapters) | Any book with more than 10 chapters, except the Gospels and Revelation (which is already part of the Johannine Corpus): Ac (28), Ro (16), 1Co (16), 2Co (13) or Heb (13). |
In the category groups (Prison, Synoptics, Pastorals, Johannine) and in the chapter-count criteria, an added card may repeat a book already on the table. Only a run requires distinct books, in biblical order.
The round ends immediately when a player runs out of cards in hand. That player has GONE OUT.
At the end of each round:
The Wild Card replaces any book card in any combination.
Interruption Cards are Active Events — they take up no place in combinations. When discarded, they interrupt the normal flow of play and change the situation for every player before the next turn. Discarding an Interruption Card counts as the mandatory discard of the turn (step 3) — so it can only be played on your own turn. An Interruption Card drawn in the DRAW step may be discarded and activated on the same turn.
Activation: Discard this card. It may only be played against a player who has laid down the objective this round and still has cards in hand — the suspicion being that they are holding back a strategic card.
The Effect: The active player gives 1 card of their choice to the target player. The target then shows all their cards with the backs toward the active player, who takes 1 card blindly from the opponent’s hand, without knowing which one it is.
Note: The target player may not refuse the swap or hide how many cards they hold. If they have only 1 card in hand, the active player takes it with no choice. The active player may not back out of the swap after seeing the opponent’s cards.
Important: The active player chooses the card they give, but not the one they take — that is the risk of the card.
Activation: Discard this card during your turn to begin a period of restriction.
Duration: The effect lasts one full cycle — it begins the moment the card is discarded and ends when the turn returns to the player who played it — or earlier, if the round ends.
Effect: While Persecution is active, no player may use Wild Cards in any way — neither to lay down objectives nor to add them to combinations on the table. Wild Cards become dead cards in hand.
Without Wilds: Players whose objective is complete using only real book cards (no Wilds) may lay down as usual — Persecution rewards no one: it merely suspends the advantage Wilds give over those who do not have them.
Wilds already on the table: Wild Cards laid down before Persecution stay where they are. The effect only prevents new Wild Cards from reaching the table.
Each objective describes the combination the player must assemble from the cards in hand. The objectives are split into two groups (A and B), each with three levels of difficulty.
The objectives are split into two groups of 5 — Objectives A and Objectives B. The table picks one group before starting, and it is shared by all players. Each player advances through the list independently. The objectives are public — everyone knows everyone else’s progress. There are no physical objective cards: the list is printed in this manual and available online for reference on a phone. Whoever completes Objective 5 of the chosen group wins (see section 9). The colour indicates the difficulty: green = easy · yellow = medium · red = hard.
The full list is on the Objectives page.
When a player lays down Objective 5 of the chosen group, the round does not end there: it carries on normally until a player goes out. Meanwhile, other players may also complete Objective 5. At the end of that round:
A variant for more competitive games. Points are recorded every round and serve as the tie-breaker at the end. Fewer points is better.
At the end of each round (when a player goes out by emptying their hand):
Wild Cards and Interruption Cards left in hand count as ordinary cards (1 point each). Each player keeps a running total on a separate sheet.
Victory in Scoring Mode — in the round where someone completes Objective 5:
You are given a challenge, build combinations with your cards, help expand the table
and try to be the first to finish. — Col 3:16
The objectives are split into two groups of 5. Before the game starts, the table picks which group will be used — everyone works through the same list in order, each at their own pace. Objectives are public.
| No. | Objective |
|---|---|
| 1 | Easy 2 separate runs of 3 consecutive books (anywhere in the NT) |
| 2 | Easy All the Prison Epistles (Ep, Ph, Cl, Phm) + 1 Pauline letter with fewer than 6 chapters (e.g. Ph, Cl, 1Th, 2Th, 2Ti, Ti or Phm) |
| 3 | Medium 1 run of 8 consecutive books (anywhere in the NT) |
| 4 | Hard The Synoptic Gospels (Mt, Mk, Lk) + the Pastoral Epistles (1Ti, 2Ti, Ti) — two separate groups |
| 5 | Hard The complete Johannine Corpus (Jn, 1Jo, 2Jo, 3Jo, Rev) + 2 books (excluding the Gospels and Revelation) each with more chapters than the Johannine Corpus average (average = 10 ch.): only Ac, Ro, 1Co, 2Co or Heb qualify |
| No. | Objective |
|---|---|
| 1 | Easy 1 run of 3 consecutive books (anywhere) + 3 identical cards (any book) |
| 2 | Easy 1 run of 4 books within the General Epistles (Heb, Ja, 1Pe, 2Pe, 1Jo, 2Jo, 3Jo, Jd) + 3 identical cards |
| 3 | Medium 1 run of 7 consecutive books starting or ending with 1 Peter (1Pe-2Pe-1Jo-2Jo-3Jo-Jd-Rev or 1Ti-2Ti-Ti-Phm-Heb-Ja-1Pe) |
| 4 | Hard 1 run of 5 books including Acts + any 2 General Epistles with 5 or more chapters, which may be identical (Heb-13, Ja-5, 1Pe-5 or 1Jo-5) |
| 5 | Hard 1 run of 9 consecutive books starting with any Gospel (Mt, Mk, Lk or Jn) |
"Run" = books in consecutive biblical order. "Group" = books from the same canonical category. "General Epistles" = Heb through Jude (Hebrews is a General Epistle in this game). "Pauline" = Rm through Phm.
Unsure which books belong to which group? See the Biblical Reference page.
Three groups need explanation to play well — and to learn more about the New Testament.
Ephesians, Philippians, Colossians, and Philemon were written by Paul during his imprisonment in Rome (around 60–62 AD). They are called the "Prison Letters" or "Captivity Epistles."
Matthew, Mark, and Luke are called "Synoptic" (from Greek synoptikos, "seen together") because they present Jesus's life similarly and can be read in parallel. John has a distinct perspective and is not Synoptic.
The Pastoral Epistles (1Ti, 2Ti, Tit) are Paul's letters to individual pastors with guidance on ministry and church organization.
Synoptic Gospels
Pastoral Epistles
The Johannine Corpus gathers the 5 books attributed to the Apostle John: the Gospel of John, three letters (1Jn, 2Jn, 3Jn), and Revelation. Together they span from the Incarnation to the end of time.
Complete reference, in canonical order. The number in the first column is the book’s position in the New Testament — it is what defines the runs. The chapter column settles the objectives that depend on counting.
| No. | Book | Abbr. | Category | Ch. |
|---|---|---|---|---|
| 1 | Matthew | Mt | Gospels | 28 |
| 2 | Mark | Mk | Gospels | 16 |
| 3 | Luke | Lk | Gospels | 24 |
| 4 | John | Jn | Gospels | 21 |
| 5 | Acts | Acts | Historical | 28 |
| 6 | Romans | Rom | Pauline | 16 |
| 7 | 1 Corinthians | 1Co | Pauline | 16 |
| 8 | 2 Corinthians | 2Co | Pauline | 13 |
| 9 | Galatians | Gal | Pauline | 6 |
| 10 | Ephesians | Eph | Pauline | 6 |
| 11 | Philippians | Php | Pauline | 4 |
| 12 | Colossians | Col | Pauline | 4 |
| 13 | 1 Thessalonians | 1Th | Pauline | 5 |
| 14 | 2 Thessalonians | 2Th | Pauline | 3 |
| 15 | 1 Timothy | 1Tm | Pauline | 6 |
| 16 | 2 Timothy | 2Tm | Pauline | 4 |
| 17 | Titus | Tit | Pauline | 3 |
| 18 | Philemon | Phm | Pauline | 1 |
| 19 | Hebrews | Heb | General Epistles | 13 |
| 20 | James | Jas | General Epistles | 5 |
| 21 | 1 Peter | 1Pe | General Epistles | 5 |
| 22 | 2 Peter | 2Pe | General Epistles | 3 |
| 23 | 1 John | 1Jn | General Epistles | 5 |
| 24 | 2 John | 2Jn | General Epistles | 1 |
| 25 | 3 John | 3Jn | General Epistles | 1 |
| 26 | Jude | Jude | General Epistles | 1 |
| 27 | Revelation | Rev | Prophetic Book | 22 |
The order of the New Testament, left to right. Each book’s position is what defines the runs. The big number on each card is its chapter count.
27 books · 260 chapters · 3 copies of each book in the deck