Object of the Game - To work together as a family to reach the Celestial Kingdom by applying (matching) each of the necessary principles of growth and fulfillment.



Background - The Celestial Game is based on the 93rd section of the Doctrine and Covenants. In verses 36-37 it states:  the glory of God is intelligence, or in other words, light and truth. Light and truth forsaketh that evil one. Verse 24 explains: truth is knowledge of things as they are, and as they were, and as they are to come.

The importance of this is stressed in verses 27-28:  And no man receiveth a fullness unless he keepeth his commandments. He that keepeth his commandments receiveth truth and light, until he is glorified in truth and knowleth all things.

Verses 19-20 promise:  I give unto you these sayings that you may understand and know what you worship, that you may come unto the father in my name, and in due time receive of his fullness, and be glorified in me as I am in the Father; therefore I say unto you, you shall receive grace for grace.

In other words, It is impossible for a man to be saved in ignorance (D. & C. 131:6). We must search for truth and be able to apply this knowledge in our lives in order to become like our Father in Heaven and enjoy the glorious consequences of righteous living, which is living according to the principles (cause and effect relationships) of joyful living. President David O. McKay declared: Righteousness is happiness. As Christ promised, And ye shall know the truth, and the truth shall make you free (John 8:32).

The idea of truth, then, is basic to the gospel. The principles of the gospel are related to our acquiring, applying, and enjoying righteous, true gospel principles and refraining from evil (degrading) true principles. Take time to discuss these ideas with your family and then take a look at the Celestial game board and cards.

The Celestial Game uses the following as principles of RECEPTION (of truth). These are illustrated in the first row starting from the bottom of the playing board:


  1. Goals
  2. Desire – Seek and Ye Shall Find
  3. Prayer
  4. Faith – (the courage to try)
  1. Study
  2. Gift of the Holy Ghost
  3. Humility (teachableness)

The second row illustrates principles used in the game that help us to apply the truth we acquire and so are called principles of APPLICATION:

  1. Act as if you are what you want to be
  2. Problems – so we can grow in solving them
  3. Planning and Preparation
  4. Repentance
  1. Baptism
  2. Sacrament (renewing resolve)
  3. Be Doers Instead of Hearers Only – Magnify Your Calling
The principles of POWER AND JOY are illustrated in rows 3 and 4:
  1. Word of Wisdom (health)
  2. Healing
  3. Gifts (talents)
  4. Special Day – The Sabbath
  1. Law of Sacrifice – Do unto others as you would have them do unto you – Tithing, etc.
  2. Appreciation
  3. Being True to Yourself
  4. Associating with Good People
The principles of eternal FAMILY BUILDING are illustrated in the top two pictures:
  1. Eternal Marriage
  2. Raising, developing, and binding together our families (including genealogy and temple work)

For each of the illustrations on the board there is a card having the same picture.  There are other cards used in the game that are not illustrated on the board, though some are listed in print for reference.

Four cards representing four categories of sins (principles that stop progress) are used in the game:
  1. Hurting Others
  2. Ultra Sensitivity to Offense
  1. Sins Destructive to Self and Development
  2. Sins of Omission
Six cards represent HELPS available:
  1. Teachers
  2. Prophets
  3. Church
  1. Family
  2. Scriptures
  3. Each Other – fellowshipping

Of course we cannot reach the Celestial Kingdom without Christ.  Everything else is not enough without him.  In fact, we wouldn’t have the other principles and helps without him.  Two of the ways he helps (among others) are through: 

  1. Revelations (marked as an R on the time board)
  2. Warnings (a warning card is included)

You will note that the words love, Christ, and free agency are printed as the foundation for the other principles.  This is assumed in the game although this part of the playing board is not used.  It is there only for recognition of the importance of that foundation for all the other principles.



  1. Shuffle all of the cards and pass them out to each player face down.  Each player places his cards face down in front of him in rows without looking at what they are.  The cards once placed are not to be shifted around.  (The exception is when the devil card turns up – explained below.)  The object of the game is to work as a family to reach the Celestial Kingdom by applying (matching) each of the necessary principles.  This must be done before time runs out.

  1. Before each turn a die is rolled by that player and the time mover is moved that many places on the time board.  When the time mover reaches the finish square – that’s it – the game is over and if all principle cards are not matched on the board – the family has failed to reach the Celestial Kingdom and loses the game.  The time mover must reach the end by exact count of the die, and the game is not over until this happens.

  1. Players take turns.  On a turn the player turns over one of his cards or any other card still face down in front of any other player and if it matches an illustration on the board for the row in play satisfactory to the the rules below places a penny on that space on the board.  If the family feels that principle is being lived quite well, place the penny heads up. If the family feels that would be a good principle to put extra effort on, place the penny tails up. When the game is finished, discuss any principles the family would like to develop further during the next few months. Place any cards successfully matched to the side in a single pile. If the player cannot use the card turned over, he places it back in the same place face down.  His turn is over and the next player takes his turn.

  1. All of the RECEPTION spaces (row 1) must be matched and covered before any APPLICATION (row 2) spaces may be used.  All of the application spaces must be matched before the PRINCIPLES OF POWER AND JOY spaces (rows 3 and 4) may be used, and the ETERNAL MARRIAGE and FAMILY spaces must be matched last in that order.  At that point, if time has not run out, the family wins.  They enter into the Celestial Kingdom and win the game.

  1. Whenever the time mover lands on an R (for revelation) space the die is tossed again and each of the players my turn over that number of cards and see what they are.  Before the game resumes, however, all of the cards must be turned back.  No cards may be matched until all of the cards are turned back.

  1. Whenever a sin card turns up, that player is not allowed to place any more cards on the board until a repent card is located nor can any cards in front of him be placed on the board by another player.  When the sin card turns up, the player has one more try on that turn to find a repent card before the next player has his turn.  He may try again on his next turn, and any other player turning up a repent card (card showing man or woman erasing sins from a chalkboard – not the father and son repenting) removes all sins on the table, and the sin card or cards still face up are placed face down again.  Until the repent card is found, the sin card remains face up.  Everyone should try to remember where these sins are, so they don’t make the mistake of turning one up, and hindering their progress.

  1. The warning card, when turned up, may be placed on any sin card or devil card located that might give trouble.  The warning card may not be placed on repent cards.  The warning card may be moved around as needed.

  1. Help cards (teacher, prophet, etc.) may be used to substitute for any principle card on the board except for eternal marriage and family development.  Use each help card only once.  Take it off the board when you can replace it with the correct principle card.

  1. Whenever the time mover lands on an X (for extreme trouble) each player has one turn to find the Christ card, but after that if it is not found before the next time a six is rolled, the game is over, and the family loses.  It is vital to be able to find Christ and His card should be located at the first possible moment after the game is started.  Great stress should be given to the importance of this.

  1. The Devil is the author of confusion!  If his card turns up everyone must pick up all the cards that are still face down including the devil card.  One player then shuffles them and re-distributes them evenly face down once again to each player and the game resumes.

  1. A player continues to try to match cards on the board on his turn as long as:

    1. The card turned up can be matched on the board at that time

    2. The card is a “help” card that is substituted for a principle card on the board

    3. The card is a warning card

    4. The card is a Christ card (it is then turned back over)

    5. The card is a repent card (it is then turned back over)

A card turned over that cannot be used at that time must be turned face down in its original position before play resumes.

  1. A player’s turn is over when he can’t match a card he has turned over at that time and it isn’t listed in #11.  After a sin card, which he leaves face up until he repents, he gets one more try on that turn, but then regardless of the card, his turn is over.

 The time mover is moved before each turn begins.


    1. Get acquainted with the cards and the board before playing the game for the first time.

    2. If the family loses, take a few moments and discuss the principles the family neglected to use (match) and their importance in our development toward being like Heavenly Father.  You might also discuss how the family is doing in relation to these principles in real life.

    3. Before the game starts, take one principle card and discuss its importance in our lives and how it fits the gospel plan.  Have a special recognition for the person turning over that card during the game.  (He could choose the next game to be played, make or choose the refreshments, be admired by all, etc.)  That card could be the theme the family is to work on for that week.

    4. The game can be made more difficult or made easier by manipulating some of its elements, such as how often the die is rolled, the unrestricted, continuous use of “helper” cards, whether players may play on cards in front of other players, etc.  For most families the rules as outlined above will provide the best amount of suspense.

We hope you enjoy the game!

© Copyright 1970, 2007 – Brent R. Evans - Learning Success – www.learningsuccess.com