They examined the Scriptures every day to see if what Paul said was true — Acts 17:11

Bible Game — Free Bible Detective Puzzles · 30 Cases

A Bible detective game. You read the original text — Hebrew and Greek — alongside the translation, cross-examine several witnesses, and discern the truth of the case. Not a quiz you memorize: you win by reading, weighing, and judging. Free, in Korean and English.

Thirty cases to examine:

  1. Solomon's Judgment — When there is no evidence, read the truth in the reaction, not the words.
  2. Caesar's Coin — A question that loses either way — do not answer it; turn it back.
  3. The Grainfields on the Sabbath — A rule pressed as absolute falls to a single exception within the text.
  4. Naboth's Vineyard — The surer a piece of evidence looks, the more it is worth doubting once more.
  5. The Testing in the Wilderness — Even true Scripture, placed in the wrong context, serves a lie.
  6. Job and the Three Friends — Do not read another's suffering as the wage of sin.
  7. The Trial That Night — When testimonies do not agree, the charge does not stand.
  8. What Achan Hid — Narrow the many one by one; find the hidden one by elimination.
  9. Fire on Carmel — To tell true from false, the test itself must first be honest.
  10. The Night of Nicodemus — When one word holds two meanings, whoever hears only one goes astray.
  11. The Serpent in the Garden — A quoted word must always be held against what was first said.
  12. Ananias and Sapphira — When two, questioned apart, speak the same lie, it is a pact.
  13. The Twelve Scouts — Ask whether 'we cannot' is a fact, or a verdict fear passed first.
  14. Nathan and David — Before you judge, test whether the measure you lay on others catches you too.
  15. Micaiah and the Four Hundred Prophets — Truth stands on independent witnesses, not on many mouths.
  16. The Gibeonites' Worn Provisions — Ask what the evidence truly proves — without leaping ahead.
  17. Nehemiah and the Hired Prophet — Ask whom the word serves — even when it wears a holy robe.
  18. Isaac and the Two Sons — When signals disagree, trust the one that cannot be faked.
  19. Nathanael and 'Come and See' — Do not prejudge by the reputation of the source — come and see.
  20. The Widow's Two Mites — Weigh much and little not by the amount, but by what it was to the giver.
  21. The Man Born Blind — Hold to the fact many attest; leave the unanswerable theology outside the verdict.
  22. Gideon's Fleece — Don't rush at one striking result; reverse the test to rule out an ordinary explanation.
  23. The Writing on the Wall — A stuck answer may lie not in new information, but in reading what is already there differently.
  24. The Empty Tomb and the Guards — A claim that contradicts itself, however widely it spreads, cannot stand.
  25. The Altar East of the Jordan — Before condemning an alarming appearance as the worst, ask first — an innocent meaning may be there.
  26. Naaman's Washing — Refusing a thing for being lowly and simple is only an expectation of grandeur, not a measure of true or false.
  27. Hananiah and Jeremiah — Not confidence or eloquence, but whether the word comes to pass, is the measure of true prophecy.
  28. The Council of the Priests — An enemy's admission, from one full of reasons to deny it, weighs more than a partisan's testimony.
  29. David's Sling — What you have proven through experience, however lowly, is more trustworthy than what is impressive but untested.
  30. A Bowl of Stew — The immediate looms large and the distant looks small — do not weigh the momentary and the enduring on the same scale.

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This game makes no theological judgments. Every verdict rests only on the narrative facts the text itself states.

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