The end is nigh and your cult is working hard to bring glory to your deity.
As a group determine:
- Deity's and Cult's Name
- Deity's Symbols and Signs
- Core Rituals and Texts
- Cult Accoutrement
Games last d6 + 2 rounds.
Your Deity's Temperament (DT) starts at 8. If it becomes <1 you immediately lose or >21 the apocalypse ends early.
Your cult membership starts with number of players + 1.
On your turn describe how you carry out a move, roll for DT, then explain the outcome as a mini-sermon.
## Moves
Convert Populace
+3d6/2 members
Evangelize or Complete a Ritual
+d6 members; double a positive DT roll
Purge Heretics (requires >10 members)
-d6 members; +1 to DT
Promote Prophet
+5d6 members; double a negative DT roll
Undercut Rivals
d6+1 members move to your cult
## Rolling DT
Roll 1d6
>3, +d6/2 to your DT (rounding down)
Else, -d6/2 to your DT (rounding up)
## End of Game
Describe how you are the chosen ones and how your deity treats you after the end based on DT + Members (<45 angry, 46-129 ambivalent, 130+ happy).
Bonus: Split into groups as rival cults and compete for apocalyptic salvation!
Notes: This can be as dark or as light-hearted as you’d like so be creative and have some fun.
Thanks: I’d like to thank Sean McCoy for inspiration and feedback he provided.