Welcome to Cult in the Jungle Republic Four!
Here we go again
Planterror is my cohost.
Mechanics
• The starting cultist now has a protection passive (see below).
• Days last 72 hours, and nights last 24 hours.
• Lynch is majority and plurality. There is no day one lynch, and day one ends when all players have confirmed. No lynching is not an option.
• Both the mafia and the cult have a day & night chat.
• Cultists win 1v1v1 scenarios, and equal numbered mafia and cult with no townies scenarios.
• There are no wills/journals.
Night Actions Order
• The Cop investigates their target, finding out if they are a member of The Mafia or not.
• The night kill targets of the Anytime Vigilante and/or The Mafia become immune to being recruited by the cult.
• A Cultist attempts to recruit their target. It will only succeed if they are a Citizen that is not the target of a night kill.
• The targets of the Anytime Vigilante and/or The Mafia are killed (unless they are deathproof).
Rolelist
Mafia Goon x4
Cultist
Cop
Anytime Vigilante
Citizen x12
Role Cards
Mafia Goon
Loyal (Passive) - You can’t be recruited into the cult.
Factional Kill (Night) - Each night phase, a mafia member may perform the factional kill. The player you target is immune to being recruited by the cult.
You win when a majority of the living players are mafia, or when nothing can prevent this from happening.
Cultist
Bulletproof Robes (Passive) - The starting cultist is deathproof at night for nights one and two. They lose this immunity at the end of a night if they successfully recruit a second member (if they are attacked on a night they successfully recruit, they will still be protected).
Recruit (Night) - The Cult may recruit a player at night. You may only recruit citizens. If you recruit anyone else or a nightkill target, your recruit will fail. There can only ever be at most four cultists, including dead cultists.
You win when a majority of the living players are cultists, or when nothing can prevent this from happening.
Cop
Loyal (Passive) - You can not be recruited into the cult.
Investigate (Night) - Each night phase, you may investigate one player. You will get results back in the form of Mafia/Not Mafia (Cultists appear as Not Mafia).
You win when all threats to the town have been eliminated and there is at least one town player alive.
Anytime Vigilante
Loyal (Passive) - You can not be recruited into the cult.
Shoot (Day/Night) - Once per day/night cycle, you may kill a player. A day/night cycle is determined by the number in Day or Night. For instance, Day 2 and Night 2 are in the same day/night cycle. Night 2 and Day 3 are in different day/night cycles. You can not kill a player on Day 1. The player you target is immune to being recruited by the cult.
You win when all threats to the town have been eliminated and there is at least one town player alive.
Citizen
Your weapon is your vote. You have no night actions.
You win when all threats to the town have been eliminated and there is at least one town player alive.
Player List:
- BlueStorm
- Marluxion
- WazzaAzza
- Geyde
- MaximusPrime
- Isaac_Gonzalez
- Margaret
- DatBird
Spectators:
Note: Spectators are uninformed.
- Gamerpoke
- Marcus
- Insanity
Backups:
- Livicus
Blacklist:
PKR + global blacklist.