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== Summary ==
The [[Cult]] recruits players into a [[faction]] similar to a [[Mason]] group. A Cult will usually have a [[Cult Leader]] who 'starts' the cult, and is able to recruit players (called '[[Cultist|Cultists]]'.)
 
== Variations ==
In some variations, the Cult has a [[pro-Town]] [[alignment]], while in other variations, the Cult is a separate [[faction]] trying to take over the [[Town]]. In both variations, the Cult is successful when recruiting a [[pro-Town]] player, while a Cult member dies if they attempt to recruit a player that is part of the [[Mafia]]. [[Cult]]s generally do not have a killing [[night choice|ability]].
 
In some variations, if the Cult Leader dies, the role is passed to the oldest living recruited player. In other variations, if the Cult Leader dies then the Cult can no longer recruit. Also, there are some variations that have a [[backup]] Cult Leader that takes charge when the [[Cult Leader]] dies.
 
== 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.
 
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]].
 
[[Category:Glossary]]

Revision as of 20:06, 25 September 2010

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