Chapter 1

Getting started

Rejoice! is a building-and-operations game where theology drives the architecture. You choose a faith and one of its eighty traditions (Christian, Jewish, Muslim, Buddhist, Hindu, Sikh, Jain, Shinto, or of Chinese religion), build or inherit a house of worship, and then run it week by week: its money, its staff and volunteers, its ministries, and the building itself. This chapter walks you from the title screen to your first gathering.

The game speaks your tradition's language. A gurdwara has a granthi, a darbar hall, and the Sunday diwan; a synagogue has a rabbi, a sanctuary, and Shabbat; an Islamic center has an imam, a prayer hall, and Jumu'ah; a Hindu temple has a head priest, a shrine hall, and darshan all day; a Zen center has a teacher and a zendo; a Shinto shrine has a chief priest, a haiden, and its open hours; a Baptist church has a pastor, a sanctuary, and a Sunday service. Where this guide means every tradition, it calls the place the house of worship (or the building), its people the congregation, whoever leads them the leader, the room they gather in the worship room, and the week's main gathering the main service; and it says so plainly when something belongs to one faith only, such as communion and baptism (Christian) or the minyan (Jewish). Screens are named as the game names them in a church (Church → Services); in yours the screen carries your tradition's own word: Synagogue → Services, Islamic center → Services, Gurdwara → Services, Shrine → Services. Faiths and traditions covers the traditions of every faith: what sets a parish, a synagogue, a mosque, a Buddhist or Hindu temple, a gurdwara, a Jain center, a shrine, a Chinese temple, or a Latter-day Saint ward apart, and how to play each.

The title screen

The title screen. The menu sits on the left, with a tip at the bottom. Behind it, a small demo church turns slowly.
The title screen. The menu sits on the left, with a tip at the bottom. Behind it, a small demo church turns slowly.

The building turning behind the menu is First Baptist Church, a small sample church: a nave of eight oak pews, a pulpit, a communion table, a baptistry, an upright piano, and about 70 people under a bivocational pastor. Many of the screenshots of the screens themselves were taken there, since every congregation's screens work alike; the pictures of buildings come from every faith, from a Gothic parish and a Conservative synagogue to an Islamic center, a Hindu temple, a gurdwara, a Jain derasar, a Shinto shrine, and a Chinese folk temple.

Back to top ↑

Starting a game

New game. Choose a scenario on the left to read about it on the right: what it's about, how it starts, its goals, and what would end it. Beneath are the Play as buttons, one for each tradition it can be played in.
New game. Choose a scenario on the left to read about it on the right: what it's about, how it starts, its goals, and what would end it. Beneath are the Play as buttons, one for each tradition it can be played in.

There are two ways to play: a scenario, from New game, or the sandbox, from Sandbox.

Scenarios

A scenario hands you a particular congregation in a particular situation, with goals to reach and failures to avoid. There are seventeen:

ScenarioTraditionsThe situation
Revitalize a dying congregationBaptist, Catholic, Conservative Jewish, Shin BuddhistAbout 120 people, mostly over 55, in a 1958 building built for twice that. The money runs out unless you act.
Plant in a new suburbBaptist, Pentecostal, Adventist, Sunni, ZenA core team of 25 in a rented storefront. Grow, then build a house of worship of your own before the grant runs out.
Restore a fire-damaged historic churchCatholic, LutheranA listed Gothic church whose nave is a burnt-out shell. Raise the money, restore it, and bring the people home.
Build a cathedral across generationsCatholic, LutheranSixty years to raise a nave for 800, twelve stained-glass windows, a pipe organ, and a steeple.
A storefront mosqueSunni, W. Deen MohammedAbout 220 praying in a rented storefront, Friday prayer spilling into the street. Build a mosque of your own, to the qibla, without interest.
The temple in a houseVietnamese, TheravadaAbout 90 in a converted ranch house with a monk in the back bedroom. Build a proper temple before the neighbours run out of patience.
The centennial synagogueReform, ConservativeA 1926 sanctuary for 440, full on the High Holy Days and a few dozen on Shabbat. Restore it for its hundredth year and fill the seats.
Two congregations, one roofReform, ConservativeTwo shrinking synagogues have merged into one building, with few friends across the old line. Make one congregation of them and keep the merger's promises.
A church becomes a mosqueSunni, ShiaAbout 320 in a 1920s church they've bought and carpeted toward Mecca, with the financing to pay. Restore it, and make it a full Islamic center.
After the teacherZen, TibetanA dharma center whose founding teacher has resigned in disgrace. Call a teacher the sangha can trust, and bring back the ones who stayed away.
Two churches, one pastorMethodist, Lutheran (Missouri Synod)About 55 in an 1898 country church that shares its pastor, as new houses go up on the farms. Grow enough for a pastor of its own.
The church on the cornerAME, National BaptistA listed Black church in a neighbourhood its members can no longer afford. Become a neighbour again, restore it, and grow.
A church becomes a templeHindu temple (South Indian, North Indian)A closed Methodist church a Hindu community has bought, the pews still in it and one shrine at the front. Make it a temple, house the priests, and win over the street.
The new gurdwaraGurdwara (Nanakshahi, SGPC calendars)Half the sangat has walked out after a bitter election and bought a warehouse. Raise the Nishan Sahib, build a sachkhand, and keep langar going.
The last priestShinto shrine, KonkoAn old Japanese shrine or church on Oahu whose priest of forty years is gone. Find a successor, restore the building, and keep the visitors coming.
The temple upstairsChinese folk temple (Chinatown association, Fujianese village)An association's temple on the top floor of its building, its members ageing. Light the lamps again and bring the young back.
Raising the shikharaJain center (with Digambara)Thirty years under a flat roof. Raise a carved stone shikhara over the derasar through the bolis and sponsorships of Paryushana.

Full walkthroughs are in Scenario walkthroughs.

The sandbox

The sandbox: every tradition on the left, under its faith; on the right, the one chosen, described in full, and beneath it the lot, the region, the money, the people, and a name. "Found a tradition of your own..." lets you design a new one. Back returns to the title screen.
The sandbox: every tradition on the left, under its faith; on the right, the one chosen, described in full, and beneath it the lot, the region, the money, the people, and a name. "Found a tradition of your own..." lets you design a new one. Back returns to the title screen.

The sandbox gives you an empty lot with no goals. You choose:

The books open at once, so building costs real money. But a sandbox congregation needs no approval for building work until it first passes the building check. After that, big work goes to whoever your tradition says decides (see Projects, approvals and conflict).

An empty lot with no tradition

A house of worship with no tradition yet. The game asks you to choose one first, because the tradition decides what the building needs.
A house of worship with no tradition yet. The game asks you to choose one first, because the tradition decides what the building needs.

Whenever a congregation has no tradition chosen, the game asks for one before anything else: the faith first, then one of its traditions, each from a drop-down, with the opening lines of its description beneath and a Choose this tradition button. The choice is hard to undo: it decides which rooms and items are required, who approves projects, what the congregation expects of worship, the week's services, the words the game uses, and which items the build tray offers.

Back to top ↑

The screen, piece by piece

The game screen. Across the top: the congregation's name, a row of tiles for the screens, the clock, and the cash. Down the left: alerts and goals. Along the bottom: the build bar, with messages above it. Bottom right: the view controls and the map views.
The game screen. Across the top: the congregation's name, a row of tiles for the screens, the clock, and the cash. Down the left: alerts and goals. Along the bottom: the build bar, with messages above it. Bottom right: the view controls and the map views.

The interface sits round the edges of the screen, in panes of dark glass edged in gold, so the building in the middle stays in view. Rest the pointer on anything (a tile, a button, a card, an item in the building) and a tip appears beside it saying what it is; where a tip has a name, the name comes first, in gold.

The top bar

The bar across the top always stays on one row. From left to right:

  1. The game's rose window, then the congregation's name and tradition.
  2. A row of tiles, one for each screen. Each tile is a picture in its own colour of glass. Rest on it for its name; click it to open the screen; click it again (or press Esc, or the × at the screen's top right) to close it. The tile of the open screen is lit, and the screen carries the same picture and colour along its top edge, so you always know where you are. Only one screen is open at a time, and the clock waits while one is.
  3. The clock: the time, the date, and below them the day in your tradition's year (a feast or a season), with its liturgical colour in a small swatch where the tradition keeps colours (only the Christian church year does). While a service is on, it also says what's happening and where: Now: Kirtan by the ragis, from the kirtan stage at a gurdwara, Now: Khutbah (in two parts), from the minbar at a mosque, Now: Sermon, from the pulpit in a Baptist church.
  4. Pause and the three speeds, set into the bar. Pause is lit gold whenever time is stopped, for whatever reason (see How time passes).
  5. Three skip tiles: Next service (a play mark with a bar), Skip a month (a calendar page and one arrow), and Skip a year (a calendar page and two arrows).
  6. The cash (red when you're overdrawn), how many people the congregation has, and how many came at the last service. In a sandbox with the books closed, it shows what you've spent on building instead.
TileColourWhat it opensChapter
Church (a gabled building with an arched door; it and its screen take your tradition's word: Parish, Synagogue, Islamic center, Temple, Mandir, Gurdwara, Jain center, Shrine)GoldGoals; the house of worship itself (name, style, orientation, access, comfort, growth, lot, climate); Worship; Services; Projects; Beliefs; the Tradition4, 7, 11, 13
Community (houses)AquamarineMinistries, rentals, weddings and funerals, fundraising, and evangelism12
Finances (coins)EmeraldOverview, Monthly, Weekly, and Budget8, 9
Staff (a figure with a badge on a lanyard)SapphireWho's on the staff (the pastor, rabbi, imam, granthi, head priest, or teacher, and everyone else), hiring, pay, and training10
Volunteers (a heart)RoseGreeters, ushers, nursery workers, musicians, A/V techs, cooks for a free meal such as langar, the worship helpers your tradition has (altar servers, a choir, Tenrikyo's instrument players), and how worn out they are10
People (two people)AmethystEveryone who comes, how happy they are, and the services they come to3
Calendar (a calendar page)RubyThe month: services, feasts and seasons, gatherings, the school (Sunday school, Hebrew school, a weekend Islamic school, Dharma School, Bal Vihar, a Punjabi school, pathshala), and occasions7
Reports (a rising line)TopazAttendance, giving, and engagement over time, and each year in review3, 8
Last service (a bell; "Last Jumu'ah", "Last diwan", or "Last Mass" in the tradition's words)AquamarineThe service report, bottom left: who came, when they sat down, who stood2
Event log (a list)SilverEvery message this game, newest first, with when it happened15
Menu (three lines)GoldResume, save, load, settings, main menu, quit (also Esc)

On a narrow window, or with a large interface size, the bar makes room rather than wrapping. First the tiles close up. Then they shrink, the date is shortened, and the tradition, the day in its year, and the head count are left out (they're all still on their screens). If even that won't fit, the whole bar is drawn a little smaller.

Down the left: alerts and goals

Alerts name what needs seeing to: a building problem, the money, short-handed rotas, a vote or decision coming. Each is edged in how urgent it is (red to fix, amber to watch, blue to know), and clicking one opens what fixes it. Below them are a scenario's goals, or in the sandbox the next milestones, each with a bar showing how near it is: edged amber while it's open, green once it's met, red if it's been missed. Hide folds them away.

Along the bottom: the build bar

The building tools, numbered 1 to 7 for the keyboard: Select, Construct (walls, doors, windows), Decorate (floors and wall finishes), Rooms, Furnish, Move, and Remove. The chosen tool is lit gold. Construct, Decorate, Rooms, and Furnish open a tray of cards above the bar, in tabs, each with a picture, a name, and a price (in red, and faded, when you can't afford it). Rest on a card for what it does and how it compares with what's already in the building. Then come undo and redo, and the building check. All of these are covered in Building your house of worship. When room is short (a large interface size on a small screen), the bar and its tray move left to stay clear of the view controls, and the tools close up to their pictures: rest on one for its name.

The Furnish tray: tabs for each kind of item, and a card for each item with its picture, its price, and how well it suits your tradition.
The Furnish tray: tabs for each kind of item, and a card for each item with its picture, its price, and how well it suits your tradition.

The building check is the last button on the bar: a green tick and "All good" when nothing is missing, or how many problems there are, on red (problems) or amber (notes only). Click it for the list of everything the building still lacks, most serious first. Red bars are problems: a missing worship room (the nave or sanctuary, prayer hall, shrine hall, darbar hall, derasar, haiden, or main hall) or entrance hall (the narthex in a Christian tradition), or something your tradition requires. Amber bars are notes: things expected, or worth knowing (such as an upper floor with no lift).

Back to top ↑

Messages

News appears above the build bar, edged like the alerts: red for something to see to, gold for news, green for good news. Routine news fades after a few seconds. Anything important (a problem, a decision on a project, a conflict) has a gold rim and stays, and the clock waits, until you dismiss it with its ×. Clicking a message opens the screen it's about. Every message, faded or not, is kept in the Event log.

When you build or remove something, the money spent rises in red from the spot (or the money back, in green).

Bottom right: the view controls

Five buttons along the top of the panel:

Under them is Floors: the floors of the building, with the one you're looking at lit, and + Floor above and + Basement to add more (see Building your house of worship).

Walls cut away round the pointer: the walls near it drop to show the inside, and the rest stand.
Walls cut away round the pointer: the walls near it drop to show the inside, and the rest stand.

Map views: sightlines, sound, light, access, seats, and crowding

The map views colour the building to show how it works. Click Map views at the bottom right, then one of the six; its legend appears beneath, saying what its colours mean. One shows at a time: click another to switch, or the same one again to turn it off.

ViewWhat it coloursWhich floorMore
SightlinesEach seat by its view of the front of its worship room (the ark and bimah; the mihrab and minbar; the palki; the murti shrines or the jin shrine; the Buddha image or the onaijin altar; the kami altar; the deity altar; the pulpit, altar, table, and font): green clear, through yellow, to red blocked. A seat is blocked when a pillar, an organ, or a screen stands in the way.The floor you're looking at, so a balcony's seats show on the balcony4
SoundEach room by how its echo suits your tradition's music: green suits it, red fights it. Organs and choirs want a ringing room; bands a dry one; a tradition with neither (a mosque, a gurdwara, a shrine, most Buddhist temples) wants a room in between, where a voice reciting or chanting carries without blurring.Ground floor4
DaylightHow much light the windows let in: bright yellow sunny, dark blue gloomy. South-facing windows let in the most.Ground floor4
AccessThe way in from the street to the seats: green has no steps; red has steps a wheelchair can't climb (add a ramp).Ground floor4
My seatThe seats regulars think of as theirs (a pew, a row of chairs, a row of prayer carpet, cushions, or floor sheets): the deeper the gold, the more of them. Visitors who sit there cause friction.Any floor2
CrowdingWhere people have walked since you turned it on: green where they pass freely, red where they bunch up. Turn it on before people arrive and leave it on; red at a door or in an aisle is a bottleneck that wider doors and aisles fix.Any floor4
The Sightlines view: every seat coloured by its view of the front. Here all are green.
The Sightlines view: every seat coloured by its view of the front. Here all are green.

The map views show the picture; the room inspector gives the numbers. Click a room with Select and read Sound, light, and views: its reverb and whether it suits your music, its daylight, and how many of its seats have a poor view of the front.

Inspecting people and rooms

With Select, click a person to open their inspector on the right: who they are and what they're doing, their needs, how satisfied they are and every reason why, and their roles, with buttons to ask them to serve. Click a room for the room inspector: its area and seats, what it needs and has, its problems, and its sound, light, and views. The × (or Esc) closes either.

The person inspector: needs, satisfaction and the reasons for it, and roles.
The person inspector: needs, satisfaction and the reasons for it, and roles.
The room inspector: area, seats, needs, contents, and sound, light, and views.
The room inspector: area, seats, needs, contents, and sound, light, and views.

Dialogs

Some things need an answer: the sermon (or khutbah, d'var Torah, dharma talk, katha, pravachan) before each service that has one, a decision (a leaking roof, a request for a wedding), the year in review each January, and a new congregation's choice of tradition. They open in the middle of the screen, crowned in gold, and the clock waits until you answer.

Back to top ↑

How time passes

Rejoice! paces itself around worship. Between services, time jumps ahead to half an hour before the next one. It then runs at a minute of game time per real second until half an hour after the service ends, so you can watch everyone arrive, worship, and go home.

Short daily services (a mosque's five daily prayers, a synagogue's weekday minyan, a Hindu temple's aratis, a gurdwara's dawn and sunset prayers, dawn zazen, Tenrikyo's morning and evening services) are held in full but pass quickly: the service and the ten minutes either side run at 20 game minutes a second. Open hours (a temple's darshan, a gurdwara's open doors, a shrine's or a folk temple's visitors) pass at 60 game minutes a second. Turn on Watch every service in Settings to see them all at a minute a second too. The main gatherings (Jumu'ah, Shabbat, the Sunday diwan, Sunday worship, a temple's Sunday puja or sabha) are always watched.

After a skip, a summary says how many services were held and how many households joined, left, were born, or died. The green message above it marks a new growth stage.
After a skip, a summary says how many services were held and how many households joined, left, were born, or died. The green message above it marks a new growth stage.

Half an hour before each service that has a sermon (a homily, a d'var Torah, a khutbah, a dharma talk, a katha), the game pauses to ask what it will be about. Your choice can lift or trouble the congregation. A shrine and a folk temple have none to choose. See Worship and the year.

Back to top ↑

Controls

ActionKeys and mouse
Pan the viewWASD or the arrow keys, middle-drag, or push the mouse to the edge of the screen
ZoomScroll wheel (it zooms toward the cursor)
Turn the viewQ / E, or the turn buttons in the view controls (a quarter turn each)
WallsV, or the walls button in the view controls: full height, cut away round the pointer, or cut away
Plan viewP, or the plan button in the view controls: straight down, north up, rooms named
BuildThe build bar, or 1 to 7; pick a card from the tray, then click or drag. Right-click or Esc cancels.
Turn an itemR
Move an itemMove tool: click it to pick it up, click where it goes. Esc puts it back.
Undo / redoCtrl+Z / Ctrl+Y
Pause and speedSpace, or Pause by the clock; + and −, or the play buttons, for the speed
InspectClick a person or a room. Point at an item, or rest on a button or card, for what it is.
Step back / menuEsc closes a selection or screen, then opens the menu
Cheat consoleAlt+C, not in scenarios (see Sandbox, cheats and quick reference)
Full screenAlt+Enter
The same building after two quarter turns. Turn the view to see behind tall things like organs and screens.
The same building after two quarter turns. Turn the view to see behind tall things like organs and screens.

Back to top ↑

The pause menu (Esc or Menu): resume, save, load, settings, back to the main menu, or quit.
The pause menu (Esc or Menu): resume, save, load, settings, back to the main menu, or quit.
Settings: monthly autosave, watching every service, interface size from 75% to 200%, the display and graphics card, visual effects, hints, sounds, and music volume.
Settings: monthly autosave, watching every service, interface size from 75% to 200%, the display and graphics card, visual effects, hints, sounds, and music volume.

Back to top ↑

Your first week: a checklist

Whatever synagogue, mosque, temple, gurdwara, shrine, or church you start with, these are almost always right. The game starts paused, so take your time.

  1. Read the building check. Every required item or room that's missing (and every forbidden one present) costs everyone 0.08 satisfaction after every service. Many are cheap: a shoe rack ($500) at a mosque, temple, gurdwara, or Jain center, head scarves at a gurdwara's door ($250), floor sheets ($300) or a row of prayer carpet ($900), a pulpit or a font in a church. Others are the heart of the place and cost what they cost (an ark and a Torah scroll, a palki, a murti shrine, a kami altar), but they're the first thing to buy: see Faiths and traditions for what each faith's front needs.
  2. Open Finances → Overview. Read the warnings and what's due on the 1st. If next month would overdraw you, act now.
  3. Set a maintenance budget (Finances → Budget). Even $200 to $300 a month keeps a small building's systems from failing.
  4. Set the endowment drawdown to 4 to 5%. The endowment earns about 6% a year, so anything up to about 5% is sustainable.
  5. Recruit volunteers: at least two greeters, two ushers, and two nursery workers; and where the tradition serves a free meal (a gurdwara's langar, a Jain center's Swamivatsalya, BAPS's Mahaprasad, ISKCON's Sunday Feast), cooks, one for every 40 who eat. They're free, and greeters alone can turn a visitor's first visit around.
  6. Check access (Church → Church). Is there a step-free way in? Is there a hearing loop?
  7. Let a main service run, then open Last service and click a few people to see what they felt. At a shrine or a folk temple, which hold no main service, let a day of open hours run and click a few of the visitors instead.

The next chapter explains why each of these matters.

Back to top ↑