It Came to Pass Card Game

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A heart-pounding, card-slapping game of strategy and fun for Latter-day Saints. Every point in your hand will count against you &mash; like the wages of sin &mash; so discard them as quickly as you can before someone says “Pass” and it‚Äôs time for an accounting. A Charity card is good; a Desolation card is bad . . . and watch out for Justice because someone is sure to feel its effects. Get your hand ready, slide to the edge of your seat, and see if you dare to say, “Pass.”

  • Players: 2-8
  • Ages:8+
  • Genre: Card Game / Rummy-style Scoring
  • Objective: Finish the game with the fewest points.

RULES

Setup: Dealer gives six cards to each player, then puts the rest of the deck face down in the center, turning the top card over to begin a discard pile. Player to the left of the dealer begins play.

Basic Play: Players take turns drawing the top card from either the deck or the discard pile. They then discard any card from their hand to lower their points.
When a player assumes they have a winning hand, they may say “Pass” instead of drawing a card (to try for a score of minus 20 for the round). The passer’s hand is then frozen and cannot be altered for the remainder of the round. The round continues until it again reaches the passer. At that time, the round stops and scores are totaled. (If, at any time, a player reaches zero points, the round stops immediately and scores are totaled.)
Scoring: At the end of the round, each player totals the points of the cards in their hand.  

  • Unbelief Card (20 pts.) This card skips the next player. (After a “Pass,” if the final player discards an Unbelief card, play skips the passer and continues around again until it reaches the passer.)
    Pride Cycle Card (20 pts.) When a player discards a Pride Cycle card, all players give any card from their hand to the player next to them in the direction of play. (A player who has said “Pass” is not included.)
    Secret Combination Card (20 pts.) A player who discards a Secret Combination card forms a team with the next player. They select the best hand of the two and set the other aside. (They do not combine their cards.) Playing subsequent Secret Combination cards can increase the number and size of teams.
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