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Cult C9: Difference between revisions

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|Title=Cult C9
|Title=Cult C9
|Setup Size=Micro
|Setup Size=Micro
|type=Small Experimental
|type=Semi-Open
|type2=Semi-Open
|type3=Bastard
|type4=
|type5=
|type6=
|Players=8
|Players=8
|Designer=Norinel
|Designer=Norinel
Line 27: Line 22:
==Additional rules:==
==Additional rules:==
* [[Day start]]
* [[Day start]]
* The [[Town]] gets one [[lynch]] Day 1 and two lynches a day for the rest of the game.  
* The [[Town]] gets one [[elimination]] Day 1 and two eliminations a day for the rest of the game.  
* The [[pro-Town]] [[power role]]s can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor")
* The [[pro-Town]] [[power role]]s can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor")



Latest revision as of 19:00, 18 June 2021

Name:
  • Cult C9
Setup Size:
Players:
  • 8
Setup Type:
Designer:


This is a setup created by Norinel. It is intended to be a "C9-esque" game involving a Cult.

Roles:

It is a game for 8 players:

  • 1 Cult Recruiter
  • 0 or 1 Inquisitor (Investigates nightly, gets a result of "cult" for the recruiter or any cultist including the one recruited the night of the investigation)
  • 0 or 1 Alarmist (Protects a player from recruitment, can't self-protect, only cult is notified if the recruitment fails)
  • 5-7 Townies

Additional rules:

  • Day start
  • The Town gets one elimination Day 1 and two eliminations a day for the rest of the game.
  • The pro-Town power roles can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor")

History