THREE ALLEGIANCES. NO GUARANTEES.
The Cult
Know your allies. Shape their doubts.
YOUR PLACE AT COURT
Give them a better lie.
Eliminate all Innocents while a Cult member survives. The Usurper or Shade must also die in their respective variants; an Ashkeeper can share your victory. There is no automatic win at voting parity.
THE FIELD NOTES
- 01
The starting Mastermind names the faction from their account preference; the Assassin does so in eight-seat courts. The name remains fixed after death, conversion or succession, and is withheld from opponents and the isolated Cult Ruler until the ending.
- 02
Living non-Ruler Cult members know one another and can use private Cult chat at night, except while jailed: prisoners cannot send or receive new Cult chat that night.
- 03
The faction has one attack holder: Assassin, then Mastermind, then a living Acolyte. Eight-seat courts have no successor.
- 04
Twelve- and sixteen-seat courts allow repeated recruitment with a full rest night after every attempt; each converted player becomes an Acolyte.
- 05
The Ruler’s private allegiance stays hidden from the rest of the Cult.
- 06
In Shade Court, a possessed Cult ally leaves your living private roster after dawn even though their former body remains alive. That discrepancy can expose the Shade’s new host.
- 07
Executing the Martyr makes the Cult lose immediately.
THE FACES OF THIS FACTION
3 ways to play your part.
Conversion / command
Mastermind
Profile a role category or recruit surviving Innocents into the Cult, resting one night between recruitment attempts.
Killing
Assassin
Hold the Cult’s sole night attack. Twice, use Nightshade Poison during discussion to kill a target at the second following dawn unless a Physician or Alchemist treats them; one dose per day. You do not know the Ruler’s allegiance.
Deception / succession
Acolyte
Your old powers are gone. Listen twice for role categories or use an inherited faction attack.
