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Cult C9: Difference between revisions
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|Title=Cult C9 | |Title=Cult C9 | ||
|Setup Size=Micro | |Setup Size=Micro | ||
|type | |type=Semi-Open | ||
|Players=8 | |Players=8 | ||
|Designer=Norinel | |Designer=Norinel | ||
Line 27: | Line 22: | ||
==Additional rules:== | ==Additional rules:== | ||
* [[Day start]] | * [[Day start]] | ||
* The [[Town]] gets one [[ | * The [[Town]] gets one [[elimination]] Day 1 and two eliminations a day for the rest of the game. | ||
* The [[pro-Town]] [[power role]]s can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor") | * The [[pro-Town]] [[power role]]s can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor") | ||
Latest revision as of 19:00, 18 June 2021
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This is a setup created by Norinel. It is intended to be a "C9-esque" game involving a Cult.
Roles:
It is a game for 8 players:
- 1 Cult Recruiter
- 0 or 1 Inquisitor (Investigates nightly, gets a result of "cult" for the recruiter or any cultist including the one recruited the night of the investigation)
- 0 or 1 Alarmist (Protects a player from recruitment, can't self-protect, only cult is notified if the recruitment fails)
- 5-7 Townies
Additional rules:
- Day start
- The Town gets one elimination Day 1 and two eliminations a day for the rest of the game.
- The pro-Town power roles can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor")