For club directors and youth leaders

A Bible adventure for Pathfinder clubs and youth groups

Hand out nothing: the club plays on the phones already in their pockets. Split into rooms of up to six, walk a chapter of the Bible together, and race to pass its quiz. No download, no typed chat, no ads.

Revelation 1, The Baptism of Jesus and four open lands are free for every player.

How a club plays

Rooms of up to six, as many rooms as you need

A room holds up to six players. A club of thirty runs five rooms: a leader or a senior member hosts each one, starts it, and reads out its code. Every room can walk the same chapter, so the rooms can compare quiz scores at the end.

Inside a room, players see each other walk the map, talk to the people of the chapter, and find what the chapter names. When every member passes the quiz, each earns a party bonus, so the fast readers wait for the slow ones and help them through.

Some chapters carry an activity that needs teamwork: holding up Moses' hands at Rephidim in Exodus 17 is hard alone and easy with helpers; marching round Jericho in Joshua 6 is done together. Activities earn bronze, silver and gold medals.

Mount Sinai in the game, fire and cloud above the tents of Israel
Mount Sinai, from the story scene The Fourth Commandment. The game itself, not a mock-up.

Safety

Nothing to moderate

  • No typed chat, anywhere. Players speak with a wheel of set phrases and emotes ("Follow me!", "Well done!", "Amen!", wave, pray, cheer). Nothing a player types reaches another player.
  • Children are protected by default. A member under 13 signs up with a parent's email, and the parent confirms before the child can play with anyone. After that a child shares rooms only with players on their friends list, and other players see "Scribe" and a number, never a child's username.
  • Players can block and report. A blocked player can never be in a room with the one who blocked them.

Before the meeting

The leader's checklist

  1. Accounts, the week before. One per member. Send the sign-up link home: parents of members under 13 confirm by email.
  2. Friend codes. Members under 13 share rooms only with friends. Under Friends, each player has a friend code; have each room's host add the members of their room.
  3. Hosts. Choose one host per six members, and tell each which chapter to open.
  4. A connection. Wi-Fi or mobile data on every phone while the rooms play.
  5. A screen. A projector or television for the leader's room helps the club follow along.
  6. The chapter. On a first meeting, play Revelation 1 or The Baptism of Jesus: both are free for every member. Other chapters open in Bible order as members play through the books, and need a subscription for each player.

The printable class plan gives a 20-minute timing and discussion questions that work for a club meeting as well as a class.

What it costs a club

The free chapters and lands cost the club nothing, with rooms, quizzes and medals. Other chapters are $9.99 a month or $79.99 a year for each player who plays them; one leader's subscription does not open them for the club. See pricing.

The Last Scribe is an independent project. It is not produced, sponsored or endorsed by the General Conference of Seventh-day Adventists, the Pathfinder or Adventurer ministries, or any conference or church.

Questions leaders ask

How many can play at once?

Six to a room, and as many rooms as you like. A club of thirty runs five rooms side by side.

Do members need to bring anything?

A phone, tablet or laptop with a modern browser, and their own account. Nothing to download.

Can a younger member play with the older ones?

Yes, once a parent has confirmed the younger member's account and the two are friends in the game, added by friend code.

Teaching a Sabbath School class? See Sabbath School. More in the FAQ and on the features page.

Next meeting: five rooms on Patmos.

Revelation 1 is free for every member. Pick your hosts and read out the codes.

Play free