I am currently studying Software Engineering and Game Design in University, so I have to write reports like this, I know it can be difficult to write a game from scratch. You should start this sort of thing with the goal of the game. A game is something that has a goal, rules, a pretend reality, and is a play activity. For example, the goal of soccer is to score the most points in the given time, the rules you probably know, the pretend reality is the playing field, and it is a play activity because it is done for fun. For your game, I'm not sure what the goal is, the pretend reality is any literal path, the rules are clear, but I'm not sure this is the sort of thing people would do for fun. From what I gathered, players are to walk along a path while following 69 rules (sometimes 70). This many rules is only practical in a video game because they are all built into the game and the player doesn't have to know them. But you stated that this is a real world game.
There are some rules that seem like they should not be in a real world game, such as Rule # 62: A Hit is any attack from any person that causes bruising, blood release, or physical damage, etc.. People shouldn't and most likely will not be hitting each other to the point of bruising in this game. If they are, nobody is going to be worried about the game anymore.
Another thing that comes to mind is I am wondering about your target audience. Rule number 6 says that the game must be played for a minimum of 8 hours. This sort of time commitment suggests hardcore gamers, as does the commitment it would take to learn all of the rules for the game. But you would have trouble finding this many hardcore gamers in one area, which is why in order to have games with huge learning curves and time commitment you have to take them online (google game dwarf fortress for example). The fact is that most people are casual gamers, and they need for the rules to be simple and the time commitment to be very small. This is why gaming on phones has become so popular, you can learn a game and play it in under 5 minutes, and continue playing it every time you have 5 minutes where you aren't busy.
Also, it seems that the rules of this game are intended to promote virtue in the players. This approach to virtue usually only works on small children (e.g. playing a 'game' where part of the game involves each kid in a class having to say something nice about another kid). The only time this sort of thing works for adults is 'trust building exercises', which are not games, and are not very complicated. For adults it would be better to create a game with Christian themes, rather than Christian inspired rules. Or if you are looking for a game that has no story, it would be better to base it on Bible trivia.
That's my input. I think it's good that you're trying to be innovative. But if you want to stick to real world game style I recommend you take it down about 70 notches. Try getting at one Christian theme, rather than 70. Try to make it more fun, maybe get someone to walk from A to B with a person on their back while everyone shoots water guns at them. I'd say that's about as good a metaphor for the Christian walk as any.