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It's next to impossible to avoid the 7 deadly sins!
Pray, prophesy, collect good works, blame others; but only GRACE wins every time!
It's next to impossible to avoid the 7 deadly sins! Pray, prophesy, collect good works, blame others; but only GRACE wins every time!
70 backers pledged $3,167 to help bring this project to life.

About

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$3,167

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 As a gospel minister and serial entrepreneur, I came across a well known investor and saw that he had invented a game designed to teach principles of finance. 

As a game lover myself, I thought this was a brilliant idea and began to brainstorm about a game that could clearly show the principle of God's grace as the power over all of the sin in the world.

I realized that the best games had these five key elements:

  • Competitive
  • Strategic
  • Element of Surprise
  • Nervous Tension
  • Laughter

By taking ideas from some of our favorite games, my wife, Judi and I began inventing and then reinventing this game. We played over and over, making changes wherever we saw room for improvement. We produced a beta version and tested it with multiple friends. 

The laughter and emotion during game play made us know we were on to something. 

Still more tweaking, then another beta version with packaging and artwork before sending it out to some game testers.

We have a great game!!!!

 This Kickstarter campaing will pay for our first production run. We've been quoted a cost of $2150 for 1,080 units. This is with tuck box packaging. We are asking for $3000 to cover all fees and rewards as well as purchase of barcode for retailers.

WHAT WE WOULD RATHER HAVE (STRETCH GOAL)

If we are able to raise 300% of our goal ($9000), we can go with much better packaging, a telescoping box with trays. This has a much bigger and better display presence, and would ensure many more sales.

We plan on distributing to both brick and mortar and online retailers.

 

 HERE'S THE RULES

2-8 PEOPLE CAN PLAY

Deck Contains 64 Cards

Contents: 12 Grace Cards, 7 Deadly Sin Cards, 20 Good Works Cards, 20 Action Cards, 3 Denial Cards, 1 Humility Card, 1 Miracle Card

This game contains the 7 deadly sins, and it's next to impossible to avoid them. If you get one, you must cover it with denial or humility, or... totally get rid of it by GRACE.

You can't cover it with denial very long, and humility alone doesn't save you either. Only GRACE can completely save you from SIN.

The last player standing wins. This will be the one who has most successfully avoided SIN by strategy and, above all, abundance of GRACE!  

IN THE BEGINNING

Take out 3 GRACE Cards and lay them face up near the middle of the table. This is the GRACE OVERFLOW.

Shuffle and deal 5 cards to each player (4 cards if 5 to 8 people are playing), and lay the rest of the cards face down in the middle. This is the DRAW PILE.

If anyone is dealt a SIN Card in the beginning, give it to the dealer, who replaces the card(s) from the top of the deck. We were without sin in the beginning, and nobody starts with sin in this game.

HOW TO PLAY

You have a lot of freedom when it's your turn. God gives us choices, and this game does too. You can play a card face up on the discard pile. Then you follow it's directions (if it's a green action card). 

Or... You can choose to play nothing, holding onto your cards, maybe saving them for later. Just draw a card from the draw pile, and your turn is over. 

If you play a card, your turn is not over yet. You decide. You can play another card, then another, etc. Your turn is not over until you draw from the draw pile. Every turn must end this way. (There is one exception. You can play a SKIP CHURCH card, and you don't have to draw a card from the draw pile.) 

There is no minimum or maximum number of cards you can hold in your hand. You are not trying to get rid of all of your cards, and if you do, you are not out of the game.

EXPLANATION OF THE CARDS

GRACE WINS
GRACE WINS

The GRACE Card saves you from sin. There are more of these cards than any other in the deck, because where sin abounds, grace much MORE abounds. If you draw a SIN Card, you can play the GRACE Card to stay in the game. You then put the SIN Card back in the deck, anywhere you want, as if the sin never happened.

*If someone else wants the right to put the card back into the deck, they can give you a card from their hand. You must take this deal, and give the SIN Card to that player who then puts the card into the deck.

If more than one wants that opportunity, you can look at the cards offered and choose who you want to trade with.

SIN KILLS
SIN KILLS

These cards are bad news! If you get one, you're dead. That's right. The wages of sin is death, and the game is over for you.

Unless... of course you have a GRACE Card, as mentioned before, OR...

You have a HUMILITY Card, or a DENIAL Card. These cards might at least buy you a little time to obtain the GRACE you need.

If you get a SIN Card and have no GRACE to keep you in the game, you may cover it with either DENIAL or HUMILITY (if you have one). 

You place the SIN Card face up in front of you, then cover it by laying either a DENIAL or HUMILITY card face down on top of it. Don't let anyone see which card is covering the SIN in your life.

HUMILITY and DENIAL
HUMILITY and DENIAL

HUMILITY is better than DENIAL, and here is why...

If you have a SIN covered in your life, other players can betray you during their turn, simply by telling you to reveal your SIN.

You then must show how you are covering your SIN Card, If it is DENIAL, you are out of the game. Discard all of your cards.

If you uncover and it is revealed that you are HUMBLE, then the betrayer takes your SIN. Give the betrayer your SIN Card, and discard the HUMILITY Card used to cover your SIN.

The betrayer then must deal with the SIN Card with DENIAL, HUMILITY, or of course, GRACE. The accuser still finishes his turn by drawing from the draw pile, regardless of what the accused does.

*If you draw a GRACE Card while you have a sin covered, you must use that GRACE Card to do away with your covered sin. Discard the GRACE Card and covering card, and the SIN Card goes back into the deck.

GOOD WORKS
GOOD WORKS

These blue cards have no power on their own, but collecting them can have strategic value: 

1. You know how some people think that their good works allow them to judge others? Well, if you collect a matching pair, the GOOD WORKS put you in a position to accuse a player of sin. You play the pair of good works cards on your turn and designate which player must draw 3 cards from the DRAW PILE. I know it sounds bad, but you're trying to win, right? 

You still have to end your turn by drawing a card after that. 

The down side of accusing another player, is that it may hurt your chance of getting a GRACE Card later, because... 

2. Instead of using your GOOD WORKS to accuse someone of sin, you may want to trade them for grace by playing a matching trio of GOOD WORKS Cards. If there is a GRACE Card in the GRACE OVERFLOW, you can grab it. 

ACTION CARDS

These green cards have directions to follow when you play them. They are good cards with strategic value. 

NOT ME
NOT ME

If you are accused of SIN, you can use this card and pass the blame to the next player to your left, even if it's the accuser. If that player plays a NOT ME Card, blame continues to the left until someone draws the required 3 cards from the DRAW PILE.

The accuser still finishes their turn by drawing a card from the DRAW PILE.

TAKE AN OFFERING
TAKE AN OFFERING

 

Every player gives you a card (if they have one). 

PROPHECY
PROPHECY

Take a peak at the top card on the draw pile, then put it back on top. 

PRAY FOR CHANGE
PRAY FOR CHANGE

 

Cut the draw pile. This may be the power you need to change the game. 

SKIP CHURCH
SKIP CHURCH

You don't have to draw a card. This may keep you from being condemned by sin, but you also may miss out on something good. 

MIRACLE
MIRACLE

Trade your hand with another player. This can really shake up the game!

 HAVE FUN! AND REMEMBER... GRACE WINS EVERY TIME!

Risks and challenges

We have completed the artwork for cards, packaging, and instruction booklet. So we are ready to go into production when we receive the Kickstarter funding. Our manufacturer is giving us a 3-4 week production time. Realistically, we can expect the game and rewards to received by our backers in June 2017.

We are thankful, and think highly of our backers, so we will communicate any delays, should any arise.

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Funding period

- (30 days)