/in
Ouch, that NK werewolf again?
Certainly add a different NK and remove Werewolf. No offence to its creator but it’s an abysmal NK with such an unreliable night-killing ability.
/in
Missionary feels quite impossible to win as from a quick run through of the neutrals.
I’m joining this and leaving the mu mash probably
/join
/in
Newbie here, pls be friendly ^^
Bumped up your forum privs so you shouldn’t encounter any new user restrictions
Of law?
The one and only, of course.
Convert on cult emporer is wayyy too powerful. Instantly mechanically confirms there is a cult king to the cult and raises their numbers with 2 at the start of the game. Super swingy with how comparatively weak good king is.
You can’t even lynch day 1, so you can’t stop it either? Otherwise I’d lynch emporer every time day 1 regardless of how they ping me regarding alignment.
@Alice reconsider?
How can night waltz of marchioness ever be useful unless i’m missing something? Unseen faction cap is 3 right? Mm can never convert if a marchioness exists.
It would be unreliable if Killing Ability was time-based like poison or if Werewolf would not be able to straight up kill a player.
/join
i agree with solic here
i feel like scum emperors are just so powerful that lynching them asap and getting a confirmed HoB is the best play
(also so governor can actually be useful)
Could possibly replace the evil king ability with a check of some kind, help them find the other cultists
i dont think the convert is a huge deal though as long as it can’t break faction cap and is only 1 use
With 1 scum aligned neut, cult can reach majority day 2. Sponsor flashbacks.
I love it when scum reach majority day 2
@Alice yeeeeeah just to prevent swinginess it might be ideal to have an allies check instead of a convert
“Learn if a player is a member of the cult. If they were freshly converted tonight, they will still appear as cult to this check.” - 3 Uses
Is what i would run personally