Every sin has a story! What’s yours?
Warning: Not for the faint of heart, or the strong of faith!
Each round begins with the Devil’s Advocate (the judge for the round) drawing a card and reading it aloud. Most cards are Evil Temptations: situations that set up the sin the other players will be “committing” in their short, written responses.
The first player to receive seven Sin Points wins!
Mingled in the deck are Divine Intervention cards that give God a chance to influence the game through any number of means. You’d think it would be wise to stay on God’s good side in most matters, but… well, you’ll see. Such are the Almighty’s endlessly touted “mysterious ways.”
Digital Deadlies: People’s handwriting, in general, often sucks, and it can break the flow of a game when struggling to read what others have written. Never fear! You could use your handy smartphones to write your responses and send them to the round’s reader by whatever messaging service suits your collective fancy.
Pure Evil: In order to win, the player must collect at least one Sin Point from each of the Seven Deadly Sins. Granted, this will make the game last longer, but Rome wasn’t burned down in a day. Wait… maybe it was?
Speed Sinning: In a time crunch to get to Hell? Instead of rolling the Die of Fate each turn, play a seven-round game of each Deadly Sin. Whoever’s in the lead at the end wins!
God is Dead: Remove all the Divine Intervention cards from the deck and proceed, you adorable, little atheists.