Cult Balance Thread

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callforjudgement
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Post Post #35 (isolation #0) » Tue Apr 10, 2018 4:43 am

Post by callforjudgement »

Something I've been thinking about is a Cult with a factional recruit (i.e. no leader) but when the Cult successfully recruits someone, the recruiter dies.

This is very comparable to a regular Mafia group in terms of nightplay balance (slightly more scumsided, but not much). However, it's considerably more scumsided in terms of dayplay. Those seems like fixable problems, though, as it's the runaway nightplay of a Cult that makes it so hard to balance.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #37 (isolation #1) » Wed Apr 11, 2018 6:08 am

Post by callforjudgement »

I assume that people who willingly play cult games are accepting of that.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Post Post #39 (isolation #2) » Wed Apr 11, 2018 7:46 am

Post by callforjudgement »

White flag is a good idea.

Repeatedly no-lynching so that everyone wins is actually a pretty funny tactic, but I don't think it works (the remaining townies get endgamed once cult controls half the town, as they can stop the no-lynching during the day).
scum
· scam · seam · team · term · tern · torn ·
town

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