Bible Game · Chapter 26
Naaman's Washing
Naaman, commander of the army of the king of Aram, comes to be healed of his leprosy. A great and high man stands at the door with his chariots and horses. But the prophet does not even come out — he sends a servant with only a message: “Go, wash seven times in the Jordan.” Naaman turns his chariot away in a rage. You stand there by the river. — This game does not ask whether the washing actually healed him, or whether God works through humble means. It settles only one thing: what was the reason he refused?
Old Testament · 2 Kings 5 · before a commander who turns away at the river
Unfamiliar words in this case
- prophet — one who received God's word and spoke it plainly to king and people. Not a fortune-teller, but one who names right and wrong without fear. Also called a seer.
- chariot — a horse-drawn war cart, a mark of a great commander’s might and standing.
The painting in this case
Lambert Jacobsz · c. 1630 · oil on canvas · The Leiden Collection. After his healing, the great commander stands before the prophet Elisha with gifts — the same man who once stormed off at being told to wash in a river. Elisha raises a hand and refuses them.
A Bible detective game: read the Hebrew and Greek alongside the text, cross-examine the witnesses, and work out what actually happened. Not a quiz you memorize — you win by reading, weighing, and judging. Free, in Korean and English.
This game makes no theological judgments. Every verdict rests only on the narrative facts the text itself states.
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