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CultD3: Difference between revisions
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===Setup name=== | ===Setup name=== | ||
The name of the setup is derived from '''NewD3''', (the original setup this was based off of), with a Cult instead of Mafia, with Masons and Doctors replaced with | The name of the setup is derived from '''NewD3''', (the original setup this was based off of), with a Cult instead of Mafia, with Masons and Doctors replaced with Unrecruitable Townies and Rolestoppers, respectively, to reflect the fact it's a Cult, not Mafia. | ||
===Setup=== | ===Setup=== | ||
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|- | |- | ||
!3 | !3 | ||
|{{color|green| | |{{color|green|Unrecruitable Townie}}, {{color|green|Unrecruitable Townie}}||{{color|green|Town Tracker}}, {{color|green|Town Rolestopper}}||{{color|green|Unrecruitable Townie}}, {{color|green|Unrecruitable Townie}} | ||
|} | |} | ||
One row and column are selected at random to provide 2 town and 1 scum roles; the remaining slots are filled with 1 Cultist Leader and 5 Vanilla Townies. | One row and column are selected at random to provide 2 town and 1 scum roles; the remaining slots are filled with 1 Cultist Leader and 5 Vanilla Townies. | ||
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*'''A1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. {{color|green|Town Cop}}, {{color|green|Town Rolestopper}}, 5x {{color|green|Town Vanilla}} | *'''A1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. {{color|green|Town Cop}}, {{color|green|Town Rolestopper}}, 5x {{color|green|Town Vanilla}} | ||
*'''A2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. {{color|green|Town Jailkeeper}}, {{color|green|Town Tracker}}, 5x {{color|green|Town Vanilla}} | *'''A2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. {{color|green|Town Jailkeeper}}, {{color|green|Town Tracker}}, 5x {{color|green|Town Vanilla}} | ||
*'''A3''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. 2x {{color|green| | *'''A3''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Roleblocker}} vs. 2x {{color|green|Unrecruitable Townie}}, 5x {{color|green|Town Vanilla}} | ||
*'''B1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Rolecop}} vs. {{color|green|Town Tracker}}, {{color|green|Town Friendly Neighbor}}, 5x {{color|green|Town Vanilla}} | *'''B1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Rolecop}} vs. {{color|green|Town Tracker}}, {{color|green|Town Friendly Neighbor}}, 5x {{color|green|Town Vanilla}} | ||
*'''B2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Rolecop}} vs. {{color|green|Town Jailkeeper}}, {{color|green|Town Friendly Neighbor}}, 5x {{color|green|Town Vanilla}} | *'''B2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Rolecop}} vs. {{color|green|Town Jailkeeper}}, {{color|green|Town Friendly Neighbor}}, 5x {{color|green|Town Vanilla}} | ||
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*'''C1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. {{color|green|Town Cop}}, 6x {{color|green|Town Vanilla}} | *'''C1''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. {{color|green|Town Cop}}, 6x {{color|green|Town Vanilla}} | ||
*'''C2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. {{color|green|Town Jailkeeper}}, 6x {{color|green|Town Vanilla}} | *'''C2''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. {{color|green|Town Jailkeeper}}, 6x {{color|green|Town Vanilla}} | ||
*'''C3''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. 2x {{color|green| | *'''C3''': {{color|purple|Cultist Leader}}, {{color|purple|Cultist Citizen}} vs. 2x {{color|green|Unrecruitable Townie}}, 5x {{color|green|Town Vanilla}} | ||
The Roleblocker is stated to resolve before the Jailkeeper. Additionally, the Cult have day-and-night access to a private thread for chat (i.e. [[daytalk]]). The Cult is also limited to having at most three, (3), living Cultists. If they attempt to recruit a player and they are at their max limit, the recruitment will fail. | The Roleblocker is stated to resolve before the Jailkeeper. Additionally, the Cult have day-and-night access to a private thread for chat (i.e. [[daytalk]]). The Cult is also limited to having at most three, (3), living Cultists. If they attempt to recruit a player and they are at their max limit, the recruitment will fail. | ||
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*You win when all threats to the town have been eliminated and there is at least one town player alive. | *You win when all threats to the town have been eliminated and there is at least one town player alive. | ||
===<div style="color:green"> | ===<div style="color:green">Unrecruitable Townie</div>=== | ||
* Welcome, [Player Name], you are a ''' | * Welcome, [Player Name], you are a '''Unrecruitable Townie'''. | ||
'''Abilities:''' | '''Abilities:''' |
Revision as of 17:50, 29 August 2019
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Setup name
The name of the setup is derived from NewD3, (the original setup this was based off of), with a Cult instead of Mafia, with Masons and Doctors replaced with Unrecruitable Townies and Rolestoppers, respectively, to reflect the fact it's a Cult, not Mafia.
Setup
A | B | C | |
---|---|---|---|
Cultist Roleblocker | Cultist Rolecop | Cultist Citizen | |
1 | Town Cop, Town Rolestopper | Town Tracker, Town Friendly Neighbor | Town Cop, Vanilla Townie |
2 | Town Jailkeeper, Town Tracker | Town Jailkeeper, Town Friendly Neighbor | Town Jailkeeper, Vanilla Townie |
3 | Unrecruitable Townie, Unrecruitable Townie | Town Tracker, Town Rolestopper | Unrecruitable Townie, Unrecruitable Townie |
One row and column are selected at random to provide 2 town and 1 scum roles; the remaining slots are filled with 1 Cultist Leader and 5 Vanilla Townies.
In total, there are 9 possible setups:
- A1: Cultist Leader, Cultist Roleblocker vs. Town Cop, Town Rolestopper, 5x Town Vanilla
- A2: Cultist Leader, Cultist Roleblocker vs. Town Jailkeeper, Town Tracker, 5x Town Vanilla
- A3: Cultist Leader, Cultist Roleblocker vs. 2x Unrecruitable Townie, 5x Town Vanilla
- B1: Cultist Leader, Cultist Rolecop vs. Town Tracker, Town Friendly Neighbor, 5x Town Vanilla
- B2: Cultist Leader, Cultist Rolecop vs. Town Jailkeeper, Town Friendly Neighbor, 5x Town Vanilla
- B3: Cultist Leader, Cultist Rolecop vs. Town Tracker, Town Rolestopper, 5x Town Vanilla
- C1: Cultist Leader, Cultist Citizen vs. Town Cop, 6x Town Vanilla
- C2: Cultist Leader, Cultist Citizen vs. Town Jailkeeper, 6x Town Vanilla
- C3: Cultist Leader, Cultist Citizen vs. 2x Unrecruitable Townie, 5x Town Vanilla
The Roleblocker is stated to resolve before the Jailkeeper. Additionally, the Cult have day-and-night access to a private thread for chat (i.e. daytalk). The Cult is also limited to having at most three, (3), living Cultists. If they attempt to recruit a player and they are at their max limit, the recruitment will fail.
If a Cultist Citizen is lynched, do not include how many partners they have, and do not distinguish if they were generated via the setup or recruited.
Sample Role PMs
Vanilla Townie
- Welcome, [Player Name], you are a Vanilla Townie.
Abilities:
- You have no special abilities apart from your voice and your vote.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Cop
- Welcome, [Player Name], you are a Town Cop.
Abilities:
- Each night phase, you may target one player in the game to investigate them. You will receive a result of "Town", "Not Town", or "No Result".
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Tracker
- Welcome, [Player Name], you are a Town Tracker.
Abilities:
- Each night, you may target a player in the game and learn if they targeted anyone, (if at all).
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Jailkeeper
- Welcome, [Player Name], you are a Town Jailkeeper.
Abilities:
- Each night, you may jail a player in the game, simultaneously protecting them from recruitment and roleblocking them.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Friendly Neighbor
- Welcome, [Player Name], you are a Town Friendly Neighbor.
Abilities:
- Each night phase, you may target another player in the game to tell them you are Town.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Rolestopper
- Welcome, [Player Name], you are a Town Rolestopper.
Abilities:
- Each night phase, you may target another player in the game to attempt to prevent all other night actions from affecting your target.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Unrecruitable Townie
- Welcome, [Player Name], you are a Unrecruitable Townie.
Abilities:
- You may not be recruited by the Cult.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Cultist Leader
- Welcome, [Player Name]. You are a Cultist Leader, along with your partner, [Player Name], the [Role].
Abilities:
- You may talk with your allies at any given phase here [Link]
- Each night phase, you may attempt to recruit somebody to the Cult. You will be informed if this is successful.
Win condition:
- You win when the Cult obtain a majority or when nothing can prevent this from occurring.
Cultist Roleblocker
- Welcome, [Player Name]. You are a Cultist Roleblocker, along with your partner, [Player Name] the Cult Leader.
Abilities:
- You may talk with your allies at any given phase here [Link]
- Each night phase, you may target another player in the game to attempt to prevent them from performing any night actions.
Win condition:
- You win when the Cult obtain a majority or when nothing can prevent this from occurring.
Cultist Rolecop
- Welcome, [Player Name]. You are a Cultist Rolecop, along with your partner, [Player Name] the Cult Leader.
Abilities:
- You may talk with your allies at any given phase here [Link]
- Each night phase, you may target another player in the game to attempt to learn their role. Vanilla Townies and Cultist Citizens will both return 'Vanilla'. If your ability is prevented, you will receive 'No Result'
Win condition:
- You win when the Cult obtain a majority or when nothing can prevent this from occurring.
Cultist Citizen (Generated)
- Welcome, [Player Name]. You are a Cultist Citizen, along with your partner, [Player Name] the Cult Leader.
Abilities:
- You may talk with your allies at any given phase here [Link]
Win condition:
- You win when the Cult obtain a majority or when nothing can prevent this from occurring.
Cultist Citizen (Recruited)
- Welcome, [Player Name]. You are now a Cultist Citizen, along with your partner(s), [Player Name] the Cult Leader, (and [Player Name] the [Role].)
Abilities:
- You may talk with your allies at any given phase here [Link]
Win condition:
- You win when the Cult obtain a majority or when nothing can prevent this from occurring.
History
History |
---|
Micro 890 - (Cult Win) |
Micro 914 - (Town Win) |
Micro 945 - (Town Win) |