I generally severely dislike cult games. I think they tend to be unfair, frustrating, futile, and ultimately unenjoyable most of the time. I've made this game in an attempt to make a cult game I think is fair, unique, exciting, and very enjoyable for all. It's a game I would love to play myself and am looking forward to modding it.
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Any and all Private Topics will be released immediately upon completion of the game. No redactions or permissions accepted.
There are still 4 unconfirmed pre-/ins and I think it very likely at least 1 of them will not play and possibly 3 of them (I expect vecna will show up in the next day or 2?) So once it hits 24/24*, if you still desire to play, go ahead and signup and you'll go in queue to take any spots that become available once there's a time-up on the pre-/in confirms (which will be 2-3 days after we hit 24)
I think I should be receiving more PMs with ?s about the game than I'm getting, but maybe it'll happen once the game starts?
Both cult leaders may attempt to recruit once per Play/Pause cycle.
I just always took this for granted but realized I should make it explicit because I want it to be known / there to be no question about that in the game.
do note that during the game I won't answer questions posed to me in the thread
Yes, the immunity is permanent and becomes in-effect the moment the majority vote is placed - any player voted to majority, even if they are unable to be given immunity due to any reason (which includes the cult leader and players already recruited), will cause the game to switch to the Pause state, triggering the queue of actions submitted during Play to resolve in order.
This means if playerA is a cult leader and submits the action to recruit playerX on 12:00pm Oct.1, 2020 and the majority vote for immunity is placed on playerX 12:01pm Oct.1, 2020, the vote will cause the game to go into the Pause state, but (assume nothing in the queue prior to 12:00 interferes with playerA) the recruitment will happen before the immunization and therefor the immunization will be void.
This means nothing happens to a cult leader or cultist if they are voted to immunity, but there is no indication of if the vote is effective or not.
There is a limited # of times players may be voted to immunity, but that # is hidden due to the fact that the information could be used to track. This means that, likely, at a certain point the vote for immunity mechanic will no longer be ieffective but I will not take it out of the game so there is no indication of the pace of effective immunization.
In post 58, Cerberus v666 wrote:If someone who can't be granted immunity, such as a cultist, is voted for, will that count towards the number of immunities which can be granted via the voting mechanic?
nope, it's a hard value of "x# immunized players permitted" (do note that this value changes based on the # of players at the start of the game)
In post 63, Inferno390 wrote:
1.) So if you become immune, it lasts the rest of the game? 2.) And you submit actions during the "day phase," so to speak?
1.) yes
2.) during the "Play" state - the state will be clearly denoted in the topic title - be sure the check the game-specific mechanics in the OP and keep asking questions if needed to make sure you have it clear
In post 68, Inferno390 wrote:So the Play state is sort of like the day phase, where we all vote for the immunized, while the Pause phase is like the night phase, where actions resolve in the order they were submitted in the Play phase.
So, uh, what are the cult/town victory conditions?
I think you've got it!
in order for a faction to win they must outnumber all other factions with no possibility of being overcome in #