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PECAN BALL Each person is to take 6 cards from their deck. This game is designed for two players at a time. Both players roll the dice to see who goes first. At each turn the player draws one card from his deck. The deck is placed face down on the playing service. The Atone-4 card is played with your point card and allows you to add 4 points to your card. The Remove-4 card is played on your opponents card to take away four of his points when they are played against you. The Trinity Card allows you to pick up three cards and the Re-Birth Card allows you to shuffle your cards back into your deck and draw six new cards out for your playing hand. After each of these Specialty Cards are used, they are to be placed in a discard pile. Each Specialty Card can be used in one's turn but only one time.

The goal of "Pecan Ball" is that you are to play your highest point card. Your opponent must play his or hers as well. The smaller number is to roll the two dice. Both dice must be a one, three, or a five to strike out your opponent. If you do strike out your opponent then place your winning card to your right, face up and your opponent places his in his discard file. The loser of the match must draw first for the next match no matter who drew first in the previous one. This way the previous winner has the advantage to play his or her hand last for the next round.

Example:

First player plays point card only.

Second player then plays their point card hoping to have a higher number.

First player can now add up to “2 Son Cards.” Other Specialty Cards may be played at this time also.

Second player follows same rules as first player.

First player can add one more time up to “2 Son Cards,” and other Specialty cards he or she may have.

Second player has the final play following same rules again.

If the points are a tie, roll dice to see who wins match by the highest roll. If you do not have a point card to play after you have picked up a card for your turn, you must pass allowing your opponent to win if he has a point card. If neither side has one then you take turns drawing cards until a point card is picked. That person then plays his card immediately after the point card is drawn. The person at the end of the game with the most points wins. A twenty-minute time limit is preferred.

If you have a Mercy Card when your opponent strikes you out then you can place the Mercy Card down on your losing card. Your opponent must pitch again or roll the dice again giving you a second chance. The Shield Card can be played anytime it is your turn. It removes the points of the Son Cards only. Example: First player plays 2 Son Cards. Your opponent puts down a Shield Card. The Shield Card takes away those two points. The Shield Cards only work against the Son Cards played immediately before your opponent's turn. You cannot use your Shield Card to remove all Son Cards that may have been played in round two or three, at one time. That would take two Shield Cards.

Each of the Specialty Cards and the Number Cards are explained as to their meanings and symbolism in the two original stories and instructions to the "Universal Anxiety" game found on their Web page:

The ongoing dual between good and evil is experienced by a game in Heaven's Aglow titled U.A.

The same game is played on earth but the cards take on different shapes and symbols. The following rules are for the game of U.A. on earth.


UNIVERSAL ANXIETIES (UA)

 

Universal Anxieties (UA)

The game of Universal Anxieties comes from the Novel "The Quiet One". It is played with 60 cards in a deck. The game can be set with a time limit of 20 minutes, one hour, or until one player wins. If you use a time limit the player with the most victories of UA automatically wins. If there are no victories in UA or if it is a tie, the game is decided by the "glorified card" as explained later in these directions. The 60 cards are listed as follows:


·

BASIC DIRECTIONS


The first is called Pecan Ball and the second one is Universal Anxieties. The player to go first will draw one card from the deck and then place his highest number card down challenging his opponent. The contestant may use any of the "J" or "S" cards he may have but only one per play. Once your card is played it must remain there till you win or lose that round.

When you have gone as far as you can it is the other players turn: You do not have to challenge the card played against you in Pecan Ball for three turns. If you do not, then the player with the card expressed wins. Winning in Pecan Ball moves you over to the other game of U.A. The player that loses Pecan Ball places his card at the bottom of this deck.

In Pecan Ball, the higher card number has a choice to make. He either rolls one dice hoping for an even number 2,4,6 (This is called heads) or he can ask his opponent to roll two dice. If either of the two dice is a head the player making the call got a hit and wins. If the two dice are both tails 1, 3, 5 then the hitter is struck out and the pitcher or dice roller wins. Percentage wise, it is always better to ask your opponent to pitch. There are 6 Shield cards for each player. As the game begins your Shield cards are placed to your left in a pile. Each time you win a round in "Pecan Ball" you win a shield to use in UA. If you win 5 shields before your opponent wins any then you win the game automatically. Also, if your number cards when played in Pecan Ball are of equal value to your opponent then you lay your next highest point card down. You do this until one player has a higher point card. The person with the higher points chooses who pitches. Then the extra cards are placed back in your deck. After the first play each player is on their own to decide when to lay down their next card for the game- "Pecan Ball."

When you win a round in Pecan Ball your winning "J" or "S" card is placed to your right on the playing table. To ultimately win the game one must win four matches of UA unless you are playing with a time limit. You cannot actually challenge your opponent in UA until your attack is finalized. This means you must not only have your "J" or "S" card which you won in Pecan Ball but you, at your turn, must place a Son Card and the matching "J" or "S" card to your winning card. Each "J" card has a matching "S" card to go with it.

There are 12 Son Cards in each deck and two of every "J" or "S" cards. If you receive an "Atone-4" card, it is placed by your winning shield cards. You can use these cards, four in each deck, anytime to match winning "J" or "S" card from Pecan Ball. This would be in place of the actual card or in place of the Son Card. If you use the Atone-4 cards then you cannot use the card it is taking the place of anymore in the game.


Six "S" cards in each deck have special gifts or talents. An extra card in your deck will explain their gifts or talents. These cards can only be played in UA and not in Pecan Ball. When you have a complete set in UA you can attack your opponent by rolling one dice unless you have a special gift regarding that card. If you roll tails or 1,3,5, you then place that many fiery darts on your opponent's card. If your opponent does not have a match to attack you for three turns, then you win that round of UA. To keep count of the turns you can use extra dice placed on the cards. When you win, your cards are moved face up so that you can keep count of your victories. Your opponent turns his cards face down. They cannot be used again in the game. When the fiery darts that are placed on your card, exceed your "S" card's number then you have lost unless you have a Shield card that you have won. If you do then you can block the attack. The shield only blocks the attack that would kill you. Fiery darts from other rounds are left on your card. The Shield Card that is used is then placed back on your original stack of Shield cards and can be won again through Pecan Ball. If you draw a Mercy Card in the game's progress you can place that at anytime, when your turn, on a card won in Pecan Ball. If you are attacked and would lose the round you can use the Mercy Card. You roll one dice and if the dice shows heads 2, 4, 6 then you saved yourself The Mercy Card is shuffled back into your deck whether it saves you or not. The ReDedicate and Remove 4 Card plus the Sheild Cards can be used any time during the match. Your turn is ended each time by placing a Number Card onto the Playing Field to challenge your opponent or by saying - "Pass." Hope you enjoy the game.



·


12 Justified cards called the Justified league. The critters at this stage have been made valuable by what God has done for them. To be Justified is John 3:16 "For God so loved the world that he gave His only begotten Son that whosoever believes in Him should not perish but have everlasting life." 12 Son Cardsrepresent a life that can be empowered by going to, and thru the Son of God. The card is symbolized by praying and directing hands and the sun representing fire. A life is changed by the Son. · 12 Sanctifried Cardsrepresent the Justified critter's opportunities to change by experiencing the Son's power. We are Sanctifried instead of the Christian term Sanctified to relate our story of the critters sailing in their ship thru the sun. See background story. For the critters that refused God's power, they grew in evil power. Their cards are also listed as "s" cards but their "s" stands for "Selfishfried,"or "Selffried."

· 4 "Atone 4" cards


represent Christ taking our place on the cross. Once He has changed us we are no longer the same, symbolized in the game by not allowing the "J" or "S" cards of that particular critter to be used again. · 3 Rededica"T"e 4 cards symbolize one given another chance by our Lord's forgiveness. 4 fiery darts are removed when this card is used. They represent sins being removed if we rededicate our lives to God. Other fiery darts may remain, for in this life, "What a man soweth that shall he reap."

· 4 Rebirth cards





represent a complete change when one experiences the Living Christ. Your deck of cards is completely replaced with a new hand. · 3 Mercy cards represent hope and forgiveness when all else fails. By using the Mercy card one can escape destruction. · 3 Trinity cards represent the different abilities of the Triune God, the Father, The Son and the Holy Spirit. Three new cards are added to your hand, possibly giving you three new opportunities for play. · 1 Glorified Card represents the final state of one’s life condition. In a tie, both players take turns playing each card from their deck. The first one to turn over the Glorified card wins the game and is glorified in heaven. At this point in the game if one player happens to have the Glorified card in his playing hand, then that person automatically wins. A "Re-Birth" Card allows you to take all your cards in your playing hand, not induding those that are being played in Pecan Ball or UA, and shuffle them back into your deck. You then draw six new cards no matter how many you put back in your deck.

A "Trinity" Card

allows you to add three new cards to your hand while placing the Trinity Card back in your deck.

A "Rededicate 4" Card

Any of these Gift Cards can be used each time it is your turn but only once a turn. Meaning you cannot play two identical Gift Cards at a turn.

If the time limit is being used it must be for either 20 minutes are one hour. When time is called the player with the most UA victories is the champion. If a tie then you are to play the tie breaker. If by chance the tie breaker is a tie then whoever has the most shields won is the victor. Whoever wins first at Pecan Ball decides which side Pecan Ball and UA is to be played on, on the playing table or surface.


If a player has all six shields won at one time then the player may take off two fiery darts from each of his players.

Each of the areas listed in this game are symbols of Christian virtues found in the Holy Bible. Both sides, the Sanctifried Deck and the Selfishfried Deck, will use the same Gift Cards such as the Mercy Card, the Trinity card, etc., for God's desire is truly to save us all and to us his blessings and gifts are applied to bless us in growih and regenerate us from sin. Enjoy the game and see if these symbols don't relate to your everyday life.

To play you will also need 6 dice and 25 fiery darts, which can be pennies, stones, any thing small and countable. With a roll of 2 dice, the larger number goes first. Your deck is face down and you draw the six top cards. The game is actually two games in one.

 

Background

 

 

Three, two, one.. .and a prayer! Swoooooosh!!!!!!!!

The critters sailed toward the bright morning Son! But wait, another thing was happening at the same time. Six critters far off to the left had boarded the Evil Kudzu Vine and they were being swung around and around and finally let go as they sailed toward the bright Son. "What will happen?" cried the Swampland critters. For everyone knew that the good Lord would freely save us all. God offered salvation or justification to all. That is why these critters were the "Justified League" but would they be filled with the Son's power making them Sanctifried or.. .would they go the opposite direction and became


 

 

Selfishfried? Return next week for the final conclusion of the battle between good and evil in... Universal Anxieties.


 

 

 

Long, long, long time ago in a far away place on the Withlacoochee River, all the critters were gathered around Ol' Grandma Toad. You see it was the holiday called Toady Day. That was a special time each year when all the critters celebrated the oldest toad of their town. Nobody knew her age. She must have been around 100 years old or as Jr. Toady liked to say, "Maybe a thousand!" When he said that, all the critters ribbitted instead of laughing in her honor.

"0l' Ms. Toady," began Reverend BullyWink Bullfrog, "What on this special day can we give you?" Without a moments hesitation she ribbitted out, "I want you all to be.. .SANCTIFRIED!!!!"

 

Well, all the critters knew exactly what that meant. The chosen ones gathered their belongings that they would need for their very important trip. One by one they filed up to the spaceship. The ship happened to be Mrs. Maggie Nolia. She had been saving one powerful limb for just this special day. Slowly, she bent over and all the critters held down that powerful branch of hers so it wouldn't spring out of sight before the prayer was offered. Our space travelers were: Squirrelly Girly, Wolfy, Maggie Nolia, Jr. Alligator, Wally Wabbit, and BullyWink Bullfrog. BullyWink was the last to board the spaceship, "Maggie Nolia." He was suited up with the full armor of God. He had on the helmet of salvation which appeared to simply be a green froggy helmet. He then placed on his very large olive green goggles as s shield of faith to protect his eyes. The final extra to his outfit was his froggy umbrella that was the sword of God's spirit to attack the evil that he most definitely would face.

 

Long long long time ago in a far away place on the Withlacoochee River the two critter spaceships, the "Maggie Nolia," and the "Evil Kudzu Vine," collided on the planet, Maininmoon. They had both sailed right through the Son's Beam, S.O.N.'s beam. The Maggie Nolia ship had been Sanctifried! In other words, they had been filled with the Lord's Spirit, his love, and his direction. The other ship had rejected God's power of being in the Justified League. They did not receive his free gift or his direction, so they were Selfishfried! They only thought of themselves and could care less what God wanted for them in their lives. The two ships hit the breaks the best that they could and with a loud screech that would make even Ms. Screechy Owl proud. ..Screeeeeeeeeeeeeeeeeech!!!! They rammed their two ships together,"Bammmmmmmm!!

Immediately, all the critters came pouring onto the new moon's surface. They were each surprised that going thru the Son's beam had allowed each of them to change. They had new powers. For instance, Squirrelly Girly had become Squirrelly Twirly. She could spin so fast now that nobody could hardly see her as she started to twirl. Walley Wabbit became leaping Hare and he could jump higher than ever before. Even BullyWink Bullfrog had new powers as his goggles seemed to give him abilities to see like no frog had ever seen before, to go boldly where no green toad had ever been...but... the critters realized the Evil Kudzu critters were powerful as well but their powers were used only for their selfishness.

Slimey the Snake had become Scaley Ssssssss and the Buzz Brothers, Charlie Buzz and Barley Buzz, had become the Sneaky Twins. Immediately the twins attacked the good guys, trying to force them off their new home. They tried to hit Leaping Hare but he bounded straight up in the air and came down crunching their noggins. They cried for mercy and the goodness of God inside of Walley Wabbit eased up on his crunch. WolfY, Guardian of the Wolves, appeared to be in trouble so he called out for Trinity Power and three critters, The Rev., Power Bark who used to be Maggie Nolia, and Jr. Gator came in to help in a flash.

The Turk Brawler Brothers teamed up to attack Squirrelly and It looked like she was a goner but she held up her faith in Jesus who gave his all for her, His life for her life that he had atoned for her. I want you to know that she regained all her strength and powers as Jesus lived thru her. She began to twirl so fast that her tornado style of spin sent those turkeys gobbling away.

We will be back!" yelled and gobbled the Selfishfried critters," We'll be back!" They shouted as they ran away to fight another day. "We win!" ribbitted the Rev. "God has given us new powers to fight the evil since we are now the "Sanctifried League!!!!!!"

Wow kids, to be Sanctifried means to allow God to control your life thru his Son's spirit. God wants us to fight off the evil of selfishness and be filled with his Spirit. Always be prepared in season and out of season to fight the battle against evil. Join the Sanctifried League today!

 

can be used to take off 4 fiery darts on any card but must be used before an attack is issued that would kill the card. . 

Universal Anxieties Card Games are designed and developed by

Rev. Eddie Fulford and family.

Copywrite 2003 - Dunnellon, Florida


 


 



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