Summary

One player goes offstage and is privately given two “sins” or transgressions they have supposedly committed — they don’t know what they are. They return and sit across from a “confessor” (another player). The confessor knows the two sins and must guide the other player toward confessing them — but cannot name the sins directly. The confessing player must interpret the hints, follow the emotional cues, and eventually “confess” to things they are figuring out in real time. The game rewards listening and oblique communication.

Example

Sins: (1) stole a lawn gnome, (2) taught a parrot a rude word. Confessor: “Is there something you’ve taken that wasn’t yours?” Confessor: “Something small. Garden-adjacent.” Confessor: “And there’s the other matter. Of something you… taught.” The confessing player pieces it together out loud.