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== Criticisms == | == Criticisms == | ||
Cults have been criticized for being very hard to balance. For example, in the case of multiple Cults, the Town could lynch Cult members each day but still lose. Cults could also overpower the town if they recruit all of the Town's [[power role]]s. Most players also find it annoying if a Cult Leader targets a member of the [[Mafia]] on the first [[night]]. Some [[moderator]]s will keep the Cult Leader alive if the Cult Leader is the only one alive when an [[anti-Town]] role is targeted. | Cults have been criticized for being very hard to balance. For example, in the case of multiple Cults, the Town could lynch Cult members each day but still lose. Cults could also overpower the town if they recruit all of the Town's [[power role]]s. Most players also find it annoying if a Cult Leader targets a member of the [[Mafia]] on the first [[night]]. Some [[moderator]]s will keep the Cult Leader alive if the Cult Leader is the only one alive when an [[anti-Town]] role is targeted. |
Revision as of 18:38, 3 September 2010
Criticisms
Cults have been criticized for being very hard to balance. For example, in the case of multiple Cults, the Town could lynch Cult members each day but still lose. Cults could also overpower the town if they recruit all of the Town's power roles. Most players also find it annoying if a Cult Leader targets a member of the Mafia on the first night. Some moderators will keep the Cult Leader alive if the Cult Leader is the only one alive when an anti-Town role is targeted.
Another criticism of Cults is that they can make a player's previous efforts in the game pointless. This criticism usually stems from the ability of a Cult to change a player's alignment.