Biblical Card Game

Logos
66

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.

MkMark16 chapters
JnJohn21 chapters
RevRevelation22 chapters
90cards
27NT books
5+5objectives
2–5players
Why Logos 66

What makes this
game different

Every rule was designed to teach the canon while you play — no trivia, no quizzes.

📖
Canonical order matters
Sequences must follow the actual biblical order. To form a sequence, you need to know where each book sits — Mt, Mk, Lk, Jn; Rm, 1Co, 2Co…
📜
Real canonical groups
Synoptic Gospels, Prison Epistles, Johannine Corpus, Pastoral Epistles — objectives use the groupings biblical scholars actually use.
🔁
Wilds and special cards
Wilds stand in for any book. Sola Scriptura forces a blind swap. Persecution blocks Wilds for a full round.
👁
Public progress
Everyone knows which objective each player is on. Tension builds as someone closes in on Objective 5 — the winner.
How to play

Four steps

1
Deal the cards
Each player receives 10 cards. The rest forms the draw pile.
2
Draw and discard
On your turn: draw 1 card from the draw pile, then discard 1 onto the discard pile.
3
Lay down your objective
With the full objective in hand, lay it down. Then try to empty your hand to go out. Whoever laid down advances to the next objective in the following round.
4
Objective 5
Whoever completes Objective 5 of the chosen group wins at the end of the round.
Deck composition

90 cards total

📕
Book Cards
81 cards · 27 books × 3
One card per NT book, 3 copies each. The number of chapters is printed on each card.
⭐
Wild Cards
5 cards
Replaces any book when laying down an objective. Blocked by the Persecution card for one round.
📜
Sola Scriptura
2 cards
You give 1 card to the target and take 1 card blindly from their hand. Only playable against someone who has laid down the objective this round.
🔥
Persecution
2 cards
Blocks all players from using Wild Cards for one full cycle (once around the table).

Complete Objective 5
to win

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.

Player's Manual

Logos 66 — New Testament

Complete rules, special cards, special cases and optional modes. Version 2.2.

2 to 5 players · 30 to 50 minutes · ages 10 and up

1. Introduction

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.

📖 Purpose: Logos 66 was created to learn the Bible naturally, strengthen biblical memory and foster fellowship. You do not learn the Bible by playing. You play… and realise you have already learned.

2. Components

Cards — 90 cards

TypeQuantityDescription
Book Cards8127 NT books × 3 copies each
Wild Cards5Replaces any book in any combination
SOLA SCRIPTURA2Choose 1 player, give them 1 card of your choice and blindly take 1 card from their hand
PERSECUTION2Blocks the use of Wild Cards for one full cycle
Total90

Interruption Cards — 4 cards (2 of each)

3. Categories of the NT Books

Every card belongs to one of five categories. Knowing them is essential to completing the objectives.

CategoryBooks Included
📗 GospelsMatthew, Mark, Luke, John
📘 HistoricalThe Acts of the Apostles
📙 Pauline EpistlesRomans, 1 and 2 Corinthians, Galatians, Ephesians, Philippians, Colossians, 1 and 2 Thessalonians, 1 and 2 Timothy, Titus, Philemon
📕 General EpistlesHebrews, James, 1 and 2 Peter, 1, 2 and 3 John, Jude
📔 Prophetic BookRevelation

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.

Special groups — Some objectives and combinations use specific groups of books:
• Synoptic Gospels — Matthew, Mark and Luke (Mt, Mk, Lk)
• Prison Epistles — Ephesians, Philippians, Colossians and Philemon (Ep, Ph, Cl, Phm)
• Pastoral Epistles — 1 Timothy, 2 Timothy and Titus (1Ti, 2Ti, Ti)
• Johannine Corpus — John, 1, 2 and 3 John and Revelation (Jn, 1Jo, 2Jo, 3Jo, Rev)

For the 27 books in order, with abbreviation, category and chapters, see 27 Books.

4. Setting Up the Game

  1. Decide among yourselves who plays first. The player to their right shuffles and deals the cards.
  2. Shuffle all 90 cards: books, Wild Cards and Interruption Cards.
  3. Deal 10 cards to each player. The rest forms the draw pile.
  4. Turn the top card over to start the discard pile.
Choose which objective group will be used this game: A or B. All players start on Objective 1 of the chosen group. The objective list is shared and open.

5. How to Play

The game unfolds in rounds. In each round, players take turns clockwise.

5.1 The Player's Turn

  1. DRAW — Take 1 card from the draw pile.
  2. ATTEMPT — Try to complete your current objective or, if you laid down on an earlier turn, add cards to the combinations on the table.
  3. DISCARD — You must discard 1 card at the end of your turn.

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.

⚠️ Fundamental rule: A player MAY ONLY lay down if they complete the ENTIRE objective. Partial lay-downs are not allowed.

5.2 Completing the Objective (Laying Down)

  1. Show the combination to the other players. If no one objects, the objective is complete.
  2. Lay the cards on the table. From this moment on, the goal for the round becomes emptying your hand completely.

5.3 Expanding the Table after Laying Down

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 tableWhat may be added
RunBooks 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 chaptersAny 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 chaptersAny 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.

🤝 Shared table: Combinations on the table are open to everyone who has already laid down. Helping to expand an opponent’s table can be the fastest way to empty your hand — but only from your turn after laying down.

5.4 Going Out — Emptying Your Hand

The round ends immediately when a player runs out of cards in hand. That player has GONE OUT.

5.5 End of the Round

At the end of each round:

  • Whoever laid down the objective in that round advances to the next objective of the group. Whoever did not lay down stays on the same objective.
  • All cards — hands, table, discard pile and draw pile — are gathered and shuffled. 10 cards are dealt again to each player and a new round begins, as in Setting Up (section 4).
  • The start passes to the next player, clockwise: whoever started the previous round shuffles and deals the cards, and the player to their left starts the new round — as in Rummy and other card games.

6. Special Cards

⭐ Wild Card

The Wild Card replaces any book card in any combination.

🚫 The Wild Card is inviolable: Once on the table, a Wild Card CANNOT be replaced by any player, even if you hold the real card. Its position is final.

7. Interruption Cards

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.

📜 SOLA SCRIPTURA — A Chosen and Blind Swap

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.

🔥 PERSECUTION — The Silence of the Wild Cards

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.

8. Objectives

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.

📌 Key terms: "Run" = books in consecutive biblical order | "Group" = books from the same category | "Chapter sum" = add up the chapters of every card used | "Pauline" = the Pauline Epistles category | "General Epistles" = Hebrews through Jude

The full list is on the Objectives page.

9. Victory

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:

  • If only one player completed Objective 5, that player wins.
  • If two or more players completed Objective 5, the winner is whoever has the fewest cards in hand when the round ended — if one of them went out, they have zero cards and win.
  • If there is still a tie in the number of cards, whoever laid down Objective 5 first wins.

10. Learning Mode (Optional)

  • When laying down, read each book's name aloud.
  • For runs, state the number of chapters of each book.
  • For groups, name the category that unites them.
Recommended for discipleship groups, Sunday school and families with children. It slows the game down, but is extraordinarily effective for biblical memorisation.

11. Scoring Mode (Optional)

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):

  • The player who went out: 0 points.
  • A player who laid down the objective of the round but still holds cards: 1 point per card left in hand.
  • A player who did not lay down the objective: 10 points, regardless of how many cards they hold.

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:

  1. If only one player completed Objective 5, that player wins — even if the player who went out is someone else (for example, a player still on Objective 4).
  2. If two or more players completed Objective 5 in the same round, the winner is whoever went out.
  3. If the player who went out was not on Objective 5, the winner is, among those who completed Objective 5, the one with the fewest accumulated points in the game.
Without Scoring Mode the standard rule in section 9 applies: whoever completes Objective 5 of the chosen group wins, with the tie-breakers of that section. Note: in Scoring Mode the tie-break is different — if the player who went out completed Objective 5, they win, even with more accumulated points.

12. Special Cases

  • Sola Scriptura turned up at the start: it has no effect when turned up. The first player may take it (section 5.1) and use it later as usual.
  • Persecution turned up at the start: it counts as played by no one and stays active until the end of the round — no one may use Wild Cards to lay down objectives or add them to the table.
  • No play in the ATTEMPT step: if they cannot or do not want to lay down or add cards, the player goes straight to the discard.
  • Lay down only with cards from your hand: the objective must be assembled only with cards from your own hand. Cards already on the table cannot be used to complete the objective.
  • Wild Card with a declared book: when laying down a Wild Card, the player declares which book it represents. It counts as that book until the end of the round and cannot be reinterpreted. In a run, it takes that book’s position and may not repeat a book already in it; in combinations that allow repetition, it may; in pairs and sets of three, it represents the book of the pair or set.
💡 Why memorise the chapters?: Several objectives depend on chapter counts: the Pauline letter with fewer than 6 chapters, the General Epistle with 5 or more, the books above the Johannine Corpus average. A player who knows the counts by heart spots combinations in their own hand while everyone else is still working them out — and gains a real sense of how much weight each book carries within the New Testament. The 27 books add up to 260 chapters.

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

Objectives List

Objectives A & B

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.

Easy (1–2)
Medium (3)
Hard (4–5)

Objectives A

No.Objective
1Easy
2 separate runs of 3 consecutive books (anywhere in the NT)
2Easy
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)
3Medium
1 run of 8 consecutive books (anywhere in the NT)
4Hard
The Synoptic Gospels (Mt, Mk, Lk) + the Pastoral Epistles (1Ti, 2Ti, Ti) — two separate groups
5Hard
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

Objectives B

No.Objective
1Easy
1 run of 3 consecutive books (anywhere) + 3 identical cards (any book)
2Easy
1 run of 4 books within the General Epistles (Heb, Ja, 1Pe, 2Pe, 1Jo, 2Jo, 3Jo, Jd) + 3 identical cards
3Medium
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)
4Hard
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)
5Hard
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.

Biblical Reference

Canonical Groups
Used in the Objectives

Three groups need explanation to play well — and to learn more about the New Testament.

Objective A2

Prison Epistles
+ 1 Pauline letter with fewer than 6 chapters

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."

EphEphesians6 chapters
PhpPhilippians4 chapters
ColColossians4 chapters
PhmPhilemon1 chapter
What counts as "a Pauline letter with fewer than 6 chapters"?
Any letter attributed to Paul with 5 or fewer chapters. Valid options: Php (4), Col (4), 1Th (5), 2Th (3), 2Ti (4), Tit (3), and Phm (1). Note that Eph has 6 chapters — it does not qualify. The Prison Epistles themselves (Php, Col, Phm) may serve as the 5th card, but you need 3 different copies: at least one of each.

Objective A4

Synoptic Gospels
+ Pastoral Epistles — two separate groups

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

MtMatthew28 ch.
MkMark16 ch.
LkLuke24 ch.

Pastoral Epistles

1Ti1 Timothy6 ch.
2Ti2 Timothy4 ch.
TitTitus3 ch.
"Two separate groups" means the 6 cards are divided into two distinct subsets: the 3 Synoptics (Mt, Mk, Lk) and the 3 Pastorals (1Ti, 2Ti, Tit). They do not need to form a single sequence.

Objective A5

Johannine Corpus
+ 2 books with more chapters than the group's average

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.

JnJohn21 chapters
1Jn1 John5 chapters
2Jn2 John1 chapter
3Jn3 John1 chapter
RevRevelation22 chapters
Johannine Corpus Average Calculation
John21 ch.
1 John5 ch.
2 John1 ch.
3 John1 ch.
Revelation22 ch.
Total (5 books)50 ch.
Average (50 ÷ 5)= 10 chapters
Which books have more than 10 chapters (excluding the Gospels and Revelation)?
Five: Acts (28), Rom (16), 1Co (16), 2Co (13) and Heb (13). The 4 Gospels are excluded by the objective’s rule, and Revelation (22) is already part of the Johannine Corpus.
To complete Objective A5 you need 7 cards: Jn + 1Jn + 2Jn + 3Jn + Rev + 2 of the five valid options (Acts, Rom, 1Co, 2Co, Heb).

Appendix

The 27 Books
category and chapter count of each book

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.BookAbbr.CategoryCh.
1MatthewMtGospels28
2MarkMkGospels16
3LukeLkGospels24
4JohnJnGospels21
5ActsActsHistorical28
6RomansRomPauline16
71 Corinthians1CoPauline16
82 Corinthians2CoPauline13
9GalatiansGalPauline6
10EphesiansEphPauline6
11PhilippiansPhpPauline4
12ColossiansColPauline4
131 Thessalonians1ThPauline5
142 Thessalonians2ThPauline3
151 Timothy1TmPauline6
162 Timothy2TmPauline4
17TitusTitPauline3
18PhilemonPhmPauline1
19HebrewsHebGeneral Epistles13
20JamesJasGeneral Epistles5
211 Peter1PeGeneral Epistles5
222 Peter2PeGeneral Epistles3
231 John1JnGeneral Epistles5
242 John2JnGeneral Epistles1
253 John3JnGeneral Epistles1
26JudeJudeGeneral Epistles1
27RevelationRevProphetic Book22
The 27 books add up to 260 chapters.
Books with more than 10 chapters (excluding the Gospels and Revelation): Acts (28), Rom (16), 1Co (16), 2Co (13), Heb (13). Pauline letters with fewer than 6: Php (4), Col (4), 1Th (5), 2Th (3), 2Tm (4), Tit (3), Phm (1). General Epistles with 5 or more: Heb (13), Jas (5), 1Pe (5), 1Jn (5).
Quick reference

The 27 Books
in order

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.

GospelsHistoricalPauline EpistlesGeneral EpistlesProphetic Book

    27 books · 260 chapters · 3 copies of each book in the deck