This post is adapted from an update I wrote for my current Kickstarter campaign.
Overzealous! Your cult has no chill. It's the upcoming solo game of cartoon zealot mayhem. In this post I'm giving an overview of the fervour-filled gameplay.
1. The game's start
To start, you’ll establish who you are as a god, what sort of world you are trying to enter, and what cult has started worshipping you. Most of these details are free-form, so you can create as full an introduction as you like or get right into the game.

For example, you might have fled a collapsing universe, finding that a secret society of malcontents at an observatory have learned your name from the stars. They call themselves The Exalted Circle Of The Infinite Spiral and are, at least initially, dedicated to summoning you.
2. The game's stats
Weeks pass within the world as you play. Each week, your cult may indoctrinate more people (as measured by a stat called Cultists). At the same time, their worship of you amasses more eldritch power for your arrival, which the game calls Imminence.
But this overzealous level of devotion has some downsides.
- Heretical ideas can spread in the cult (increasing Divergence, the amount the cult has drifted away from its purpose).
- The cultists can get more overexcited about bloodshed (increasing Fervour, the measure of zeal the cultists are experiencing).
- Ancient horrors can be drawn to the power being generated (increasing Monstrosity, the number of monsters hanging around being fed table scraps by your cultists).
3. The game's acts
As an outsider god, you are trapped behind the veil of the unreal. Your ability to reach into the world and meddle with things is limited. Each week you can attempt one action.
To win, you need to perform the Immanentising Ritual. This requires enough cultists and psychic potential built up (represented by the Cultists and Imminence stats).
Actions can change your stats, and may have side-effects. For example, you can send an avatar of yourself to admonish your straying cultists, greatly reducing Divergence but raising Fervour. Or you can expend a sliver of amassed power to snuff out some of the monsters hanging around the cult’s camp, substantially lowering Monstrosity at the cost of Imminence. Other actions solve problems, attract more followers, and so on.
The game has nine actions in total, intended to cover any number of situations, and the gameplay focuses on making good choices with them. If you need to, you can come up with your own action with an appropriate cost and consequence.
4. The cult's acts
Each week you’ll roll the dice to see what further trouble the cultists have got into on their own initiative.
If they have high Fervour, they could attack a nearby town, gamble on fights between their pet monsters, or start a holy war.
If they have high Divergence, they might sacrifice an unpopular cultist, merge with a sect of diabolists, or start raising the dead.
Events can affect your stats in various ways, or cause ongoing problems to develop.
You'll likely end up beset by long-term problems. Each week you’ll have a chance that a problem that the cult has unleashed takes its toll. For example, if the cult has a plague of cannibalism, you might get –1 Cultist and +1 Monstrosity when a cultist turns into a ghoul. If they are in the middle of a religious schism, you can get +1 Fervour and +1 Divergence as they passionately declare each other heretics.
It costs precious actions to resolve ongoing problems in your cult.
5. The cult's stats
You only need paper, a pen, and dice to play Overzealous. I’m including two downloadable printable extras to help, a stat tracker and a mini zine.
You can use the stat tracker to record changes from week to week, using a pencil, tokens, dice, chewing gum, or anything you can drop on the sheet. The book also includes a copy you can cut out or trace.
And in the spirit of the upcoming Zine Month, I’ve made a cute little palm-sized zine to accompany it, just for fun.
6. The end acts
Overzealous usually takes about half an hour to play, but you might take it more slowly to follow all the game book’s writing prompts. These have you record the events taking place and how you (as a fettered god) feel about your progress, and give room for creative embellishments.
If your negative stats creep up too fast, your cult can fall apart. If you manage to complete the Immanentising Ritual, though, you can enter reality, and win the game. How does the rest of history go? How do mortals react?
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