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{{Setups |Title= Cult in the Jungle Republic|Setup Size= Large |type=Experimental |type2= Open Setup 2015 Contest Entry |type3=Large Open |type4=Multiball |type5= |type6= |Players=24 |Designer=Titus|Notes= }}
{{Setups |Title= Cult in the Jungle Republic|Setup Size= Large|type=Multiball |Players=24 |Designer=Titus|Notes= }}


Cult in the Jungle Republic' is an [[open setup]] game designed by [[Titus]]. It is based off of [[Jungle Republic]] by [[Kelly Chen]]. Her setup was derived from [[Too Much Scum]].
Cult in the Jungle Republic is an [[open setup]] game designed by [[Titus]]. It is based off of [[Jungle Republic]] by [[Kelly Chen]]. Her setup was derived from [[Too Much Scum]].


==Setup==
==Setup==
Line 14: Line 14:


==Mechanics==
==Mechanics==
*Day Start
'''Cult Rules:'''
*Cult has a maximum size of 4, which includes dead cultists.
*Cult has a maximum size of 4, which includes dead cultists.
*They cannot recruit town power roles, the mafia, or the mafia's kill target. Any attempt to do so will cause the cult's night to be wasted.
*They cannot recruit town power roles, the mafia, the mafia's kill target or the vigilante's night kill target. Any attempt to do so will cause the cult's night to be wasted.
*The cult never get a night kill.
*The cult never get a night kill.
*The cult can always attempt to recruit if not a max size.
*The cult can attempt to recruit every night if not a max size.
 
'''Town Power Role Notes:'''
*The cop only detects mafia members.
*The cop only detects mafia members.
*The Vigilante can only shoot once per day and night phase. This means he can shoot either Day 1 or Night 1 but not both.
*The Vigilante can only shoot once per day and night phase. This means he can shoot either Day 1 or Night 1 but not both.


''' Tiebreaker Mechanics:'''
*If any scum faction makes a majority of the game, they win.
*If any scum faction makes a majority of the game, they win.
*If the game results in a 1 v 1 v 1, cult wins.
*If the game results in a 1 v 1 v 1, cult wins.
*If the game results in equal mafia and cult with no town, cult wins.
*If the game results in equal mafia and cult with no town, cult wins.
'''Mod Notes:'''
*Do not inform the cult about why their conversion failed, if it did. The cult does not get to know if their target is mafia or town PR.
*All players should be informed about cult mechanics, especially size limit, as cults are controversial.
*Include the tiebreak mechanics in the rules.


==Role PMs==
==Role PMs==
Line 33: Line 41:
'''Abilities:'''
'''Abilities:'''
*Factional communication: During the night phase you may talk with your partners here [Private Topic link].
*Factional communication: During the night phase you may talk with your partners here [Private Topic link].
*Night Kill: You may kill any one player at night.
*Night Kill: You may kill any one player at night.This player will not be culted.
*You are immune to Culting.
''Win condition:'''  
''Win condition:'''  
You win when a majority of the living players are mafia, or when nothing can prevent this from happening.
You win when a majority of the living players are mafia, or when nothing can prevent this from happening.


===<div style="color:blue">Cultist</div>===
===<div style="color:blue">Cultist</div>===
Line 43: Line 51:
'''Abilities:'''
'''Abilities:'''
*Factional communication: During the night phase you may talk with your partners here [Private Topic link].
*Factional communication: During the night phase you may talk with your partners here [Private Topic link].
*Night Recruit: You may recruit a player at night. You may only recruit vanilla townies. If you recruit anyone else or the mafia's nightkill target, your recruit will fail. You may not recruit more than four cultists including dead cultists.
*Night Recruit: You may recruit a player at night. You may only recruit vanilla townies. If you recruit anyone else or a nightkill target, your recruit will fail. You may not recruit more than four cultists including dead cultists.
''Win condition:'''  
''Win condition:'''  
You win when a majority of the living players are mafia, or when nothing can prevent this from happening.
You win when a majority of the living players are cultists, or when nothing can prevent this from happening.


===<div style="color:green">Vanilla Townie</div>===
===<div style="color:green">Vanilla Townie</div>===
Line 70: Line 78:
'''Abilities:'''  
'''Abilities:'''  
*Once per day/night cycle, you may kill a player. A day/night cycleis determined by the number in Day or Night. For instance, Day 1 and Night 1 are in the same day/night cycle. Night 1 and Day 2 are in different day/night cycles.You are immune to Culting.
*Once per day/night cycle, you may kill a player. A day/night cycleis determined by the number in Day or Night. For instance, Day 1 and Night 1 are in the same day/night cycle. Night 1 and Day 2 are in different day/night cycles.You are immune to Culting.
*If killing at night, the kill target is immune to culting.
'''Win Condition:'''  
'''Win Condition:'''  
*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.

Latest revision as of 13:01, 9 January 2016


Name:
  • Cult in the Jungle Republic
Setup Size:
Players:
  • 24
Setup Type:
Designer:

Cult in the Jungle Republic is an open setup game designed by Titus. It is based off of Jungle Republic by Kelly Chen. Her setup was derived from Too Much Scum.

Setup

Mechanics

Cult Rules:

  • Cult has a maximum size of 4, which includes dead cultists.
  • They cannot recruit town power roles, the mafia, the mafia's kill target or the vigilante's night kill target. Any attempt to do so will cause the cult's night to be wasted.
  • The cult never get a night kill.
  • The cult can attempt to recruit every night if not a max size.

Town Power Role Notes:

  • The cop only detects mafia members.
  • The Vigilante can only shoot once per day and night phase. This means he can shoot either Day 1 or Night 1 but not both.

Tiebreaker Mechanics:

  • If any scum faction makes a majority of the game, they win.
  • If the game results in a 1 v 1 v 1, cult wins.
  • If the game results in equal mafia and cult with no town, cult wins.

Mod Notes:

  • Do not inform the cult about why their conversion failed, if it did. The cult does not get to know if their target is mafia or town PR.
  • All players should be informed about cult mechanics, especially size limit, as cults are controversial.
  • Include the tiebreak mechanics in the rules.

Role PMs

Mafia Goon

  • Welcome, [Player Name]. You are a Mafia Goon, along with your partners, [Player Name], [Player Name], and [Player Name].

Abilities:

  • Factional communication: During the night phase you may talk with your partners here [Private Topic link].
  • Night Kill: You may kill any one player at night.This player will not be culted.
  • You are immune to Culting.

Win condition:' You win when a majority of the living players are mafia, or when nothing can prevent this from happening.

Cultist

  • Welcome, [Player Name]. You are a Cultist, along with your future partners.

Abilities:

  • Factional communication: During the night phase you may talk with your partners here [Private Topic link].
  • Night Recruit: You may recruit a player at night. You may only recruit vanilla townies. If you recruit anyone else or a nightkill target, your recruit will fail. You may not recruit more than four cultists including dead cultists.

Win condition:' You win when a majority of the living players are cultists, or when nothing can prevent this from happening.

Vanilla Townie

  • Welcome, [Player Name], you are a Vanilla Townie.

Abilities:

  • Your weapon is your vote, you have no night actions.

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 investigate one player in the game by PM'ing the mod. You will get results back in the form of Mafia/Not Mafia. Cultists come back Not Mafia. You are immune to culting.

""Win Condition:"" You win when all threats to the town have been eliminated and there is at least one town player is alive.

Town Anytime Vigilante

  • Welcome, [Player Name], you are a "Town Anytime Vig".

Abilities:

  • Once per day/night cycle, you may kill a player. A day/night cycleis determined by the number in Day or Night. For instance, Day 1 and Night 1 are in the same day/night cycle. Night 1 and Day 2 are in different day/night cycles.You are immune to Culting.
  • If killing at night, the kill target is immune to culting.

Win Condition:

  • You win when all threats to the town have been eliminated and there is at least one town player alive.

History

This setup was submitted on March 22, 2015. It has not been played.