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Cult C9: Difference between revisions
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* 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") | ||
[[Category: | [[Category:Open Setups]] |
Revision as of 14:11, 8 October 2011
This is a setup created by Norinel. It is intended to be a "C9-esque" game involving a Cult.
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 lynch Day 1 and two lynches 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")