Chapter 1

Getting started

Rejoice! is a building-and-operations game where theology drives the architecture. You choose a tradition, build or inherit a church, and then run it Sunday by Sunday: its money, its staff and volunteers, its ministries, and the building itself. This chapter walks you from the title screen to your first Sunday.

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.

Starting a game

New game. Each scenario has a short summary and one button per tradition it can be played in. Scroll down for free play.
New game. Each scenario has a short summary and one button per tradition it can be played in. Scroll down for free play.

There are three ways to play.

Scenarios

A scenario hands you a particular church in a particular situation, with goals to reach and failures to avoid. There are four, each playable in two traditions:

ScenarioTraditionsThe situation
Revitalize a dying parishBaptist, CatholicAbout 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, PentecostalA core team of 25 in a rented storefront. Grow, then build a church 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.

Full walkthroughs are in Scenario walkthroughs.

Free play: a small church

A small church starts you at First Baptist Church: a nave of eight oak pews, a pulpit, a communion table, a baptistry, an upright piano, about 70 people, a bivocational pastor, $25,000 in the bank, and a $150,000 endowment. It's the easiest place to learn the controls. Most of the screenshots in the early chapters were taken there.

Free play: the sandbox

The sandbox screen: pick a tradition, a lot, a budget, a starting congregation, and a name. "Found a tradition of your own..." lets you design a new one.
The sandbox screen: pick a tradition, a lot, a budget, a starting congregation, and a name. "Found a tradition of your own..." lets you design a new one.

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

Whenever a church has no tradition chosen, the game asks for one before anything else. The choice is hard to undo: it decides which rooms and items are required, who approves projects, and what the congregation expects of worship.

The screen

The game screen. The top bar holds the church's name, the management screens, and the cash. The tool bar is on the left, the time bar at the bottom, and the building check at the bottom right.
The game screen. The top bar holds the church's name, the management screens, and the cash. The tool bar is on the left, the time bar at the bottom, and the building check at the bottom right.

The top bar

On the left are the church's name and tradition. In the middle are the management screens:

ButtonWhat it opensChapter
ChurchGoals, the church itself (name, style, orientation, access, growth, lot, climate), Worship, Projects, and Beliefs4, 7, 11, 13
CommunityStanding in the community, outreach, ministries, rentals, weddings and funerals12
FinancesOverview, Monthly, Weekly, and Budget8, 9
StaffWho's on the staff, and hiring10
VolunteersGreeters, ushers, nursery workers, choir, musicians, A/V techs10
PeopleEveryone in the congregation, and the services they attend3
Last serviceThe service report: who came, who was late, who stood2
LogEvery message this game, newest first, with when it happened15
MenuResume, save, load, settings, main menu, quit

On the right are the cash, how many people the church has, and how many came last Sunday. In a sandbox with the books closed, it shows what you've spent on building instead.

The tool bar

Down the left side are the building tools (Select, Walls, Doors, Windows, Floors, Rooms, Furnish, Move, Remove), the view turns, the level buttons (the floor you're on, + Floor above, + Basement), undo and redo, and two view switches: Walls: full / cut away and Sightlines: on / off. All of these are covered in Building your church.

The time bar

At the bottom are the Pause button (lit yellow whenever time is stopped), the clock and date, the season of the church year with its liturgical colour, the part of the service under way, and three skip buttons: Next service, + Month, and + Year.

The building check

At the bottom right, the building check lists everything your building still lacks, most serious first. Red bars are problems: a missing nave or narthex, or something your tradition requires. Yellow bars are notes: things expected, or worth knowing (such as an upper floor with no lift). Click the header to fold it away. "All good" in green means nothing is missing.

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.

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, the game pauses to ask what the sermon will be about. Your choice can lift or trouble the congregation. See Worship and the church year.

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 Turn left / Turn right on the tool bar (a quarter turn each)
Full or cut-away wallsV
BuildChoose a tool on the left, 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
PauseSpace, or Pause on the time bar
InspectClick a person or a room. Point at an item for its description.
Step back / menuEsc closes a selection or screen, then opens the menu
Cheat consoleAlt+C (see Sandbox, cheats and quick reference)
Full screenAlt+Enter
The same church after two quarter turns. Turn the view to see behind tall things like organs and screens.
The same church after two quarter turns. Turn the view to see behind tall things like organs and screens.

Menus, saving and settings

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, interface size from 75% to 200%, full screen, and hints.
Settings: monthly autosave, interface size from 75% to 200%, full screen, and hints.

Your first Sunday: a checklist

Whatever 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 costs everyone 0.08 satisfaction after every service. Required items are usually cheap (a pulpit, a font, a lectern), so fix them first.
  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 church'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. They're free, and greeters alone can turn a visitor's first Sunday around.
  6. Check access (Church → Church). Is there a step-free way in? Is there a hearing loop?
  7. Let a Sunday run, then open Last service and click a few people to see what they felt.

The next chapter explains why each of these matters.