Devlog #4: A real Hail Mary play


So I sort of half jokingly mentioned this on BlueSky the other day, but I think it may actually be the solution to a gameplay challenge I've had.

As I mentioned in the last devlog, one of the challenges I've been facing in designing this game has been deciding both when a story was over and also when the whole game is over and the players have either won and gained the Dead Pope a sainthood, or just fully failed to convince the New Pope. Enter the rosary.

Rosary - St. Benedict Catholic School - Holmdel, NJ

The rosary, simply put, is meant to structure certain prayers for Catholics, and so without using a physical prop it still provides an interesting structure for the game.

  • Every player must contribute to the story. Each contribution, questioned by the New Pope and rolled againt him for success or failure, is called a bead.
  • Each story must last at least ten beads. Ten beads are called a decade.
  • If a player is successfully convincing, they have completed their bead. If they fail, it falls to the next player to complete their bead.
  • The story is not over until both all the players have spoken, and the story has lasted at least a decade; when both conditions are met, the story ends.
  • After each decade, or story, scores are tallied to decide whether the New Pope has been convinced of the miracle. 
  • Players then go about setting up the next decade/story.
  • The players must convince the New Pope of two miracles to succeed overall. If the players convince the New Pope twice, they win.
  • The players only get five decades to try. If they do not convince the Pope at all, or even only once, they fail and the Old Pope will not be made a Saint.

Damn did I just crush this? Call it divine intervention.

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