Setup:
- 9 Town Neighbors
- 1 Innocent Child
- 3
Mafia
Cult Neighbors- Compulsive elims/decisions
All hoods contain three players.
At the start of d1, a list of all hoods and the IC is posted.
Cult do not possess a recruitment, and instead possess a factional kill
There is guaranteed to be at least one hood with a cultist in it; however, all three cult can be in one hood together.
During the day, the town may vote to eliminate as normal, OR, they may choose to vote on if a hood contains cult.
- If the town votes a hood has cult, and it does not contain cult, all players in that hood die.
- If the town votes a hood has cult, and it does, the mod confirms the number of players who are cult in that hood, and the elim can only take place between those in that hood.
- If town is eliminated, the remaining cult become treestumps.
- If cult is eliminated, any remaining cult die.
- If the town votes a hood does not have cult, and it does, all players in that hood die, with the cult becoming treestumps.
- If the town votes a hood does not have cult, and it doesn’t, all those players become mod-confirmed town, with day ending.
If a hood has two or less people in it, town cannot guess if the hood contains scum.
Win-cons:
- Town: Eliminate all mafia, and prevent all of them from becoming stumps
- Cult: Achieve parity or have all mafia become treestumps