Choose a 180–1,000 space board
Follow one readable winding road, take the elevated S-shaped highlands, or switch to the compact route. Choose 180, 500, or 1,000 spaces and play with shortcuts enabled or turn them off.
A free 3D Bible adventure · Ages 2–12
Roll sculpted dice, draw from six shuffled card paths, and travel through 16 Gospel locations. Choose a winding, S-shaped highlands, or compact board from 180 to 1,000 spaces. Study Scripture, survive dangerous encounters, and lift up fellow travelers along the way.
No install or account is required. Choose family-table play, a private invite room, or a public lobby in a modern browser with WebGL.
A winding road with room to grow
Heavens Conquest blends chance, learning, Scripture, and generosity in one richly lit Three.js world. The board is a stylized diorama with region-specific scenery and changing atmosphere. Five Gospel landmarks add timed story challenges and chapter seals to earn along the way.
Follow one readable winding road, take the elevated S-shaped highlands, or switch to the compact route. Choose 180, 500, or 1,000 spaces and play with shortcuts enabled or turn them off.
Choose one, two, or three colored 3D dice. D4, D6, D8, D10, and D12 shapes each bring a different pace to the journey.
One to twelve family players can share the device. Set each name and avatar, then invite apostle companions to fill any open seats in a two-to-twelve-person party.
Each colored space draws from its own recyclable pile. Mission, wayfinding, good deed, Scripture, temptation, and learning cards change what happens on the road.
Earn golden crowns for thoughtful answers and kind actions. Losing every crown removes a traveler from the race, and a player with no crowns cannot be revived.
Hear optional spoken narration, synthesized harp-like music, dice rolls, footsteps, card clicks, and timer tones. Play full-screen, pause, switch camera views, rotate the camera, zoom, or follow another traveler.
Choose a perilous trail with more snares, bandits who can take carried supplies or crowns, costly temptations such as an extra turn or taking from the shared building fund, spiritual-warfare encounters that bind dice until companions help, and Void falls that may end a journey or leave a traveler awaiting revival.
Reach five chapter landmarks to see short, skippable full-screen scenes before the location-based challenge and chapter seal. Journey achievements include Celestial Traveler, Church Builder, Good Samaritan, and Preacher badges saved in the games library on that device.
A few steps along the way
Choose a trail, gather the travelers, and take turns following the road. Most landings bring a new card; crossing five Gospel landmarks adds a story challenge and a chapter seal to pursue.
Six colors, six ways to play
Colored card piles reshuffle their discard pile when they run out, so a long game can keep moving. All four trails change answer rewards, missed-answer penalties, timers, temptation risks, and shortcut requirements together. Correct answers are not marked for the player.
Open a Bible to a Gospel passage and read it aloud, or invite another traveler to answer a short Bible challenge. A correct shared answer rewards both travelers and finds a sanctuary supply. In online rooms, choosing Record shares a short clip for other travelers to hear and confirm; the clip is deleted when review ends.
Answer a Gospel story question, a Scripture location challenge, and a learning puzzle. Pass the number set by your trail to earn a short guide-path advance, capped by board length and the next landmark.
Revive a fallen traveler, deliver someone from the Devil’s Snare, minister to a companion in spiritual warfare, share crowns, or donate a carried supply to the sanctuary. Good Deeds earn progress toward the Good Samaritan badge.
Correct answers and completed Good Deeds find building supplies. Younger and easier trails contribute automatically; older players on advanced trails choose when to give from their packs. Three completed tiers open the sanctuary for refuge, study help, or a room Scripture reading.
Read a World English Bible Updated verse and find its Bible reference. Each correct location is a chance to learn and earn crowns.
Choose a risky shortcut, gamble on an extra turn, or take a supply from the shared building fund for a personal advantage. A failed choice costs crowns or resources; turning away keeps the team’s goal safe.
Practice counting, letters, math, spelling, memory, Bible stories, Bible vocabulary, and interpretation at the selected learning level.
A story told through places
Scenic vignettes and changing camera angles turn the winding path into a journey through the New Testament story.
Fishing boats, a broad lakeside, and hills rising beyond the water.
A lakeside town recalls the place where Jesus taught.
Gather on a hillside for the Sermon on the Mount.
Follow a fishing village on the northern shore.
Walk through a dry, rocky land of trial and temptation.
Palm trees mark the road toward Jericho.
Dark caves and tombs recall the story across the lake.
A stone well stands before a town in the distance.
Water jars recall the wedding feast and a sign of hope.
Ancient stone columns rise among springs and hills.
Remember Mary, Martha, and Lazarus in a quiet village.
Jerusalem city walls frame a prominent sanctuary the travelers rebuild together.
Three crosses stand beyond the city road.
A stone is rolled away from the garden tomb.
Walk with travelers as Scripture is opened along the way.
A warm lamp glows as companions share the good news.
Choose a learning level
Suggested for ages 5 and up, with a grown-up reading prompts for younger learners. Choose an adult-led early learner level, ages 5–7, 8–10, or 11–12. Younger travelers get first letters, counting, simple patterns, and familiar stories; older learners see harder arithmetic, spelling, memory, and interpretation questions. Online rooms should be parent-managed and supervised; ages 8+ are suggested. Choose Gentle, Pilgrim, Narrow, or Hardcore for the trail.
Good to know
A party has two to twelve travelers. One to twelve family players can share one device; online rooms let travelers join from separate devices. Apostle companions fill seats left open when the host begins.
Turns and choices are shorter, missed actions cost more crowns, temptations are less likely to succeed, and extra snares, bandits, Void falls, and spiritual-warfare encounters appear. Bandits can take carried sanctuary supplies or crowns. Travelers under attack need distinct companions to restore their full dice.
Yes. Create a private room and share its link or 12-character invite code, or browse open public lobbies across every learning level and trail setting. Rooms matching your settings appear first. The host keeps the game open while everyone plays. Rooms have no chat; the Host can remove travelers from a room; private invites expire when the journey starts, and unused rooms close automatically.
Players choose a game name and avatar. Room settings, positions, crowns, sanctuary progress, prompts, and selected actions are temporarily synchronized so each device follows the same game. A short-lived room key is saved in that browser to restore the same traveler seat after reconnecting; it is cleared when the player quits or the game confirms that the room has expired. No account, real name, or chat is sent. A short Scripture clip is sent only when the player explicitly chooses Record, is available to room travelers with a valid session during the review, and is cleared when the room review ends or times out, or the room closes. Other room travelers confirm online readings by listening to the clip; online recording does not use browser speech recognition. Choose a nickname rather than a real name.
No. In an online room, the player can use a short Scripture-study question or continue without speaking crowns. In family-table play, a nearby family witness can confirm the full verse. Online recording is optional and starts only after the player chooses Record and grants browser permission; the short clip is shared for peer confirmation and deleted when the review ends. Reviewers can give feedback about background noise, unclear words, or a different verse. A separate private report can alert the Host to review potentially inappropriate audio and decide whether to remove a traveler. Browser speech services may have their own privacy terms.
The whole company gathers stone, timber, clay roof tiles, and mortar. Gentle and Pilgrim trails add supplies automatically; on Narrow and Hardcore trails for older learners, each traveler carries supplies and chooses when to donate. Three visible tiers scale with the party size on advanced trails. Completing the refuge gives every living traveler one crown blessing while the race to the Celestial Kingdom continues.
Scripture mission and reference cards use the World English Bible Updated (WEBU), a modern-English public-domain translation. Players are invited to open their own Bible and explore the passage. Recent question and verse references are remembered on the device to reduce repeats between journeys.
Journey counts, family victories, earned game badges, and best crown total stay in this browser on this device. Online room progress is kept on the server only long enough to run the room and is deleted when the session expires. Optional first-party game analytics does not receive scores or answers.
A witness trial can leave a traveler waiting for help. A Good Deed card may revive that traveler. Someone who runs out of crowns or rolls triple six with three dice is out and cannot be revived.
No. Seals and their bonus crowns reward learning at five Gospel landmarks. The winner is the first living traveler with at least one crown to reach the Celestial Kingdom.