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CultD3
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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.
You can also thank chennisden for this setup, because without their remark after a newbie game I played, this wouldn't exist.
Setup
A | B | C | |
---|---|---|---|
Cult Roleblocker | Cult Rolecop | Cultist | |
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 Cult Leader and 5 Vanilla Townies.
In total, there are 9 possible setups:
- A1: Cult Leader, Cult Roleblocker vs. Town Cop, Town Rolestopper, 5x Town Vanilla
- A2: Cult Leader, Cult Roleblocker vs. Town Jailkeeper, Town Tracker, 5x Town Vanilla
- A3: Cult Leader, Cult Roleblocker vs. 2x Unrecruitable Townie, 5x Town Vanilla
- B1: Cult Leader, Cult Rolecop vs. Town Tracker, Town Friendly Neighbor, 5x Town Vanilla
- B2: Cult Leader, Cult Rolecop vs. Town Jailkeeper, Town Friendly Neighbor, 5x Town Vanilla
- B3: Cult Leader, Cult Rolecop vs. Town Tracker, Town Rolestopper, 5x Town Vanilla
- C1: Cult Leader, Cultist vs. Town Cop, 6x Town Vanilla
- C2: Cult Leader, Cultist vs. Town Jailkeeper, 6x Town Vanilla
- C3: Cult Leader, Cultist vs. 2x Unrecruitable Townie, 5x Town Vanilla
Setup Specific Rules
- Cult have daytalk.
- The Cult cannot have more than three living players.
- If the Cult Leader dies, the Cult does not gain another Cult Leader.
- The Generated Cultist and Recruited Cultists have the same flip.
- Cult Roleblocker resolves before Town Jailkeeper, but after Town Rolestopper. (Town Rolestopper > Cult Roleblocker > Town Jailkeeper)
- Lynches are compulsive; there is no option to no-lynch.
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.
Cult Leader
- Welcome, [Player Name]. You are a Cult 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.
Cult Roleblocker
- Welcome, [Player Name]. You are a Cult 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.
Cult Rolecop
- Welcome, [Player Name]. You are a Cult 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 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 (Generated)
- Welcome, [Player Name]. You are a Cultist, 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 (Recruited)
- Welcome, [Player Name]. You are now a Cultist, 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 |
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Micro 890 - (Cult Win) |
Micro 914 - (Town Win) |
Micro 945 - (Town Win) |