Cultafia Game Thread

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Cultafia Game Thread

#1 Post by ND » Mon Oct 01, 2018 9:38 pm

INTRODUCTION

Cultafia is an educated guessing game of epic proportions. The objective of the game (for the town majority) is to kill and eliminate the Cult before they obtain a majority. Unlike regular mafia games, this variant of mafia does not have an immediate night kill mechanic. Instead of being killed, players will slowly become converted by the Cult. In a game of shifting player motivations it may be easier or harder to deduce who has been converted and who has joined the Cult or harder. The town will be able to answer night conversions through lynching and through town aligned Masons. But, it will be essential for the town to eliminate the Cult Leader’s before they gain enough followers to obtain a majority. Likewise, it will be essential for the Cult to convert enough players to obtain a majority before they can be stopped. Most importantly, it is fair to say that reading the thread is a must.


GENERAL RULES

0. The GM reserves the right to adjudicate individual scenarios that arise during the course of the game at his discretion.
1. All players must vote at least once per day and post at least one message each day phase.
2. All players are forbidden from posting screenshots of their role PMs.
3. All players are forbidden from using encryption.
4. All players are forbidden from using non-sanctioned PMing, or copied mechanics.
5. All spectators and players who have been eliminated are forbidden from posting on all comment threads related to the game notes.
6. All players are forbidden from cheating.
7. All players are required to play to win.
8. Players and/or teams may not concede the game in public.
9. All players must not +1 other players' posts.
10. Players must not deadpost or interfere with the game in any way (including +1 or any other matter) once they have been eliminated from the game.

We will adhere to these rules and strongly ENFORCE them.


ELABORATION

0. Given a lack of omniscience, the GM cannot create a rule to resolve all possible scenarios preemptively. To compensate for this, the GM is permitted to resolve a given scenario however they see fit, within the remit of the rules listed above, in the interest of all participants. The GM will resolve all scenarios as closely as possible to the intention of the rules, and will present an explanation regarding the adjudication to the greatest possible detail (which does not compromise anything in-game) and as closely in accordance with the written rules as possible.

1. You MUST cast a vote at least once during each day phase. You may vote and then 'unvote' (see below) if you change your mind as the Day progresses, however you may not end the phase with an 'unvote' in place. Anyone violating this rule will be modkilled unless there are very extenuating circumstances. Ending the day with a vote on “No Lynch” is permitted. During each day phase, every player MUST make at least two game-related posts. The GMs will use reasonable discretion when applying this rule.

2. All role PMs have been posted in the setup information. The point of this rule is to forbid "gaming" the role PMs to determine alignments; after all, the fun of this game is reading people, not outguessing the GM.

3. Encryption is defined as posting an encoded message on public channels that an average person would require outside software or other tools to decode. It is perfectly acceptable to leave "hidden messages" in your posts (for example, spelling out "I AM THE COP" with the first letters of every sentence), but as a rule of thumb, if you don't think the average user could decode it without a decryption service, don't post it.

4. All in-game communications should be kept within the thread. Only GM endorsed QuickTopic threads can be used for communicating with one another outside of the main game thread; aside from this, there should be no other forms of private messaging between players. You may PM the GM with questions or instructions.

5. Players who have been removed from the game are no longer playing the game, and will not be permitted to comment on it in private messages or comment threads. A special QuickTopic "God Thread" will be opened for individuals who wish to spectate on the game, or players who have been eliminated. Use this channel to discuss the game while it is still ongoing.

6. This is a catch-all rule intended to preserve the spirit of the game. If you are considering saying or doing something that may be against the spirit of the game, message the GM about it before saying/doing it and the GM will let you know whether it is allowed or not.

To clarify further: Players may not copy and paste any game related Mechanics. Players may not doctor, and create fake game related mechanics. Players may not share personal correspondence between GM to player under any circumstances. The GM will not confirm any claims, or adjudicate based upon anything that could easily be sorted out through questioning and evidentiary circumstance.

7. This rule simply means that your actions should in some conceivable way advance your win condition as stated in your role PM. This rule is somewhat subjective, because the difference between a mistake and sabotage is sometimes hard to determine; the GM will exercise caution and restraint in observing this rule. This also means that if you need to leave the game for any reason, you should not simply drop out, but should message me first so I can determine the best course of action.

8. If someone wishes to concede defeat, they must PM the GM, or post in their relevant QT thread for the GM to check it over. Public concessions are not permitted.

9. You are not permitted to click the "+1" on any other player's in-game posts. Giving +1s to the GM, by contrast, is actively encouraged.

10. You may not interfere with the game once you have died. You may obtain a link to the GOD QT, but you cannot reproduce this, +1, comment, deadpost, or interfere in any other way or face a ban from this game and if necessary I will forward my recommendation to the Forum Games Administrator about future game bans for other Forum Games if point 10 is broken.

PENALTIES

The penalty for breaking one of the above rules is decided at the GM’s discretion, up to and including immediate removal from the game and/or sanctions from future games. Removal and/or sanction are instruments of last resort and will be used only if absolutely necessary. Sanctions such as future bans will be determined by the consensus of the active player base after the game has concluded. A player removed from the game may or may not have their role revealed on removal, depending on the circumstances surrounding their removal.

ROLE ACTIONS
Role Actions will be done through the Mason and Cult QT. There should be no need to PM an action to the GM for this variant. However, if you feel it is necessary then please PM both myself (ND) and Dargorygel on any matter you need clarification on. However, refer to voting mechanics for how to put your orders into the Mason and Cult QT.


MISCELLANEOUS NOTES

SPAM
Spamming (defined as excessive content-free posting; or, excessive posting regarding subjects irrelevant to the game) is not mod-killed by rule in this game. The in-game voting mechanic exists to curb any advantage that spamming as a tactic may confer; please reference the “VOTING” section below for more information. Suffice to say that spamming is not worth anyone’s time in this setup, and will be frowned upon, so while you may not be lynched or mod-killed for spamming, please refrain from doing so.

PLAYER SILENCES:
Players that have other participants on their mute list are asked to remove them for the duration of this game. Disputes stemming from outside of this game should not carry over into the gameplay. If they do, the GM reserves the right to address these issues and potentially remove or sanction players if it becomes a disruption.

FORUM SILENCES:
If a player is silenced on the forum by the site moderators/admins, an alternate will take their place for the duration of their silence. The silenced player will then have the option to take their position back over or leave it in the hands of the alternate. As long as the silence does not stem from actions involving the mafia thread, there will be no in-game sanctions for a forum silence.

REPLACEMENTS
A player wishing to drop out may be replaced at the GM's discretion. Individuals wishing to serve as potential replacements must NOT join the out-of-game God QT. Replacement is not guaranteed.

TURN DURATION
This game’s Day phases will last 48 hours and Night phases will last 24 hours, unless cut short by in-game mechanics (e.g., hammer). Extensions may be granted at the GM’s discretion, but don’t count on it. Phase shifts will be at 10pm UK time, 4pm Central Time. Game starts at the beginning of Night 0.


VOTING

There are several types of voting within this game: collective voting to execute perceived Cult in Day phases, collective voting to end a Day or Night phase, and Mason and CULT QT voting.

“Lynch” vote: The first level of voting is for whom you intend to kill. Notate this vote with a pair of hash symbols before your intended vote target. (e.g., ##VOTE ND You do not need to spell out your intended target's username fully; as long as the GM can understand who you're referencing. In the event of a tie during an execution vote, no one shall be killed.

PLEASE NOTE: If you do not use double hashtags your vote will not be counted, for reasons of fairness but also because it is unlikely the GM will see your vote using the CTRL+F feature and this rule thus prevents vote miscounts.

Must Vote: At the end of the Day phase, all participating players must have their vote on a candidate. You may ##VOTE and then ##UNVOTE if you change your mind as the Day progresses, however you may not end the phase with an ##UNVOTE in place. Anyone violating this rule will be modkilled unless there are very extenuating circumstances. Ending the day with a vote on “No Lynch” is permitted.

Hammer Vote: The second level of voting is whether or not to employ the hammer mechanic. By default, days are set to 48 hours long, and nights to 24 hours long; however, players may instead elect to activate the hammer mechanic. Notate this vote with a pair of hashes before the word end. (EX: ##END). The day will end as soon as a majority of players are voting to endhammer the same player. If you are not able to vote before the hammer is dropped, you will not be penalized for failing to vote during that day. Night phases may not normally be hammered - any exception to this will be announced by the GM.



CULT VOTE: The third level of voting refers to Cult Leaders only. Cult Follower votes are not recognized as valid in the Cult QT unless they are promoted to a Cult Leader by another Cult Leader in lieu of a night action. The Cult Followers, though, can talk in the Cult QT during the night phase with the Cult Leaders. Cult Leaders will use their separate QuickTopic thread to discuss this. They may vote to CURSE or RECRUIT. The Cult can take two actions a night phase so long as there are two Cult Leaders. There can only ever be two Cult Leaders. If there is only one Cult Leader then they can PROMOTE a follower to a Cult Leader but that is their night action. The Cult members will vote on who will execute which action in the Cult QT. Please mark your votes in bold, like so: Recruit Zultar (< b > Recruit Zultar < / b >). Curse Zultar. (< b > Curse Zultar < / b >). Or if there is one Cult Leader and they wish to promote their follower. Promote Zultar. (< b >Promote Zultar < / b >). While the Cult can take two actions each night phase they can only take one of each so they can not do the same action twice. This means if there are two Cult Leaders they can do one curse and one recruit or a no action or some combination of this. The oldest vote will determine who does what. An oldest vote that has both a curse and a recruit order will not be counted, you may only make a singular vote action.

CULT Action Specifics:

Curse: One Cult Leader may CURSE a player once per night phase. The Cult Leader will visit a player and place a curse on them (see order of operations) if successful during the subsequent day phase that player’s final EOD vote will be applied to whoever that Cult Leader voted for in the final EOD tally and subtracted from whoever they voted for. This applies to all VT’s. If a Mason is cursed then the above applies, but at EOD the Mason will also die from the unholy curse. This can be stopped and will fail though if you target someone who has been blessed.

Recruit: One Cult Leader may RECRUIT a Vanilla Townie once per night phase. The Cult Leader will visit a player and recruit them to the Cult. If successful then you will learn you were recruited into the Cult at the EON and be given the Cult QT at EON. You will be given a new Cult Follower role PM and be able to communicate with the Cult at night in the Cult QT. If the Cult Leader that recruited you ever dies then you die with them automatically. If the Cult Leader targets a Mason for recruitment then the recruitment will fail. Additionally, if you target a Mason for recruitment they will learn that they were targeted by the Cult, but not the player. If you target someone who has been blessed then your recruitment will fail.

MASON VOTE:
The fourth level of voting refers to the Masons. There can only ever be two masons in the game. Masons may vote to BLESS or hold their action. While there are two masons, the masons can only take one action as a faction. The Mason’s may bless in their Mason QT by inputting the following order: Bless Zultar. (< b > Bless Zultar < / b >). The Masons may communicate in the Mason QT at night. The oldest vote determines who goes out to conduct the bless. If a Mason dies via curse or lynch then the surviving Mason may recruit an additional Mason by doing a recruit action that is available if one Mason is left. This is done by doing the following. Recruit Zultar. Recruit Zultar (< b > Recruit Zultar < / b >). A Vanilla Townie may only be recruited.

Mason Action Specifics:

Bless: One Mason will go out and Bless a player. If the player targeted is a Vanilla Townie then that player will be immune to any kind of curse or recruit from the Cult. If the player targeted is a Cultist then the Mason will learn that player is a Cultist. If there is only one surviving Mason then that Mason will become a Templar and any Bless will act as a kill on cultist. Meaning, if there is one Mason left and they visit a Cultist then the Cultist will die. In this situation then a Bless on a regular Vanilla Townie will still act as above.

Recruit: If there is one Mason left they may go out and recruit a new mason. If they target a cultist then they will be informed the player targeted is a cultist. This will not act as a kill though that only applies if the last Mason uses a bless. If they target a Vanilla Townie then the Vanilla Townie will become a Mason and given a new Mason QT at the end of the night phase and be able to talk and put in order commands the following night phase in the Mason QT.



GM TEAM

This game’s GMs are ND and Dargorygel. PM them any questions that you may have, but role actions must be conducted in the Mason and Cult QT.


SETUP DETAILS

2x Mason’s
2x Cult Leaders
8x Vanilla Townie


ORDER OF NIGHT ACTIONS:

1. Bless
2. Recruit (Mason/Cult)
3. Curse
4. Promote

ROLE PM

You are a Citizen (Vanilla Townie) of the Colony of Massachusetts. You are a loyal subject to the Crown and upstanding member of society. Your power is your vote and each day phase you may vote on whoever you suspect is a Cultist. You win once the Cult has been eliminated.

You are a Cult Follower. You have been introduced to demonic witchcraft by the Cult Leader that recruited you. Now, you wish to help them achieve their goals of spreading witchcraft throughout the Colony of Massachusetts starting in Salem. You may not vote on Cult QT actions unless you are Promoted to a Cult Leader. You will die if the Cult Leader that recruited you is killed via Lynching or the Masons. You may vote in the game thread however you wish and win once the town is eliminated or you have achieved a majority with no chance that the town can overtake your lead. Cult QT link -x-

You are a Cult Leader. You practice demonic witchcraft and wish to spread your ideology throughout the Colony of Massachusetts with your fellow Cult Leader -name-. You may vote on Cult QT actions each night phase, but your team can only do one Recruit and one Curse a night phase. Please review these rules in the game start post. You may also vote each day in the game thread. Anyone who you recruit will be tied with you and if you die they will as well. You will win the game once the town is eliminated or the town has no chance that they can overtake your lead. Cult QT link -x-.

You are a Mason. You adhere to the scripture and have come to the Colony of Massachusetts with your fellow Mason -name-. You believe it is your sacred duty to inform the masses about your spiritual liege. Each day you may vote in the game thread. At night you may talk in the Mason QT with your fellow Mason -x-. You may do one bless a night. The oldest vote will determine who conducts the bless. Please review the rules in the game start post. If you are the last surviving Mason then you may recruit another Mason or become a Templar so long as you are the last Mason which means any bless you do will kill a cultist automatically. You win the game when the Cult has been eliminated and the town is saved.

Player List:
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) bozotheclown
7) damo666
8) yavuzovic
9) Dr. CJG
10) worcej
11) yoyoyozo
12) Jamiet99uk

DO NOT POST UNTIL 6PM and I UNLOCK

dargorygel
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Re: Cultafia Game Thread

#2 Post by dargorygel » Mon Oct 01, 2018 9:55 pm

Because someone usually asks for it... and because I am fishing for +1's... here is the alphabetic listing of players:

Bozotheclown
Brainbomb
ChippeRock
Damo666
DemonRHK
DrCJG
Jamiet99uk
Nephthys
Squigs44
Worcej
Yavuzovic
Yoyoyozo
5

ND
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Re: Cultafia Game Thread

#3 Post by ND » Mon Oct 01, 2018 10:00 pm

It is the year of our Lord and Savior 1692. The Massachusetts General Court has been called to trial by presiding Judges N.D., and Dargorygel. The court has been called to investigate a series of events some label ‘mass hysteria’ but to the presiding judges there is nothing hysterical about it. In the town of Salem, it has been well known rumor that occultists, nefarious malevolents, and Witches in league with the Devil haunt the woods around the village. Invested with power from the Crown and installed with a zealous fury the Judges deliberate on how to handle the proceedings.

“Salem” ND frowns and looks at Dargorygel “Is truly a foul place”

Dargorygel nods in agreement

“Since arriving here I haven’t had one good night’s sleep.” ND puffed a corn pipe and rubbed his black judge’s robes then pulled on his powdered white wig.

“Truly wicked” Dargorygel mused

“I would say that the place is a backwater full of bumpkins” ND coughed a laugh but then shook his head in disapproval “No there is merit here” ND pointed to the stack of spectral evidence.

“The Spectral evidence is quite strong, ND” Dargorygel muttered in reply

“Whatever the case, we must root out this foul and evil presence that hangs over this town like a dark cloud. It prevents anything from getting done and this colony needs to be productive for the Crown.”

“The court must not become a circus” Dargorygel added while holding one finger up

“Of course, my friend, nothing I have ever done has become a circus.” ND took another puff on his corn pipe

“We will call the General Court into session at 6 sharp. After that we will hear from a multitude of witnesses. This will go on until the evil that has consumed this place is rooted out and purged.”

As the first rays of light loomed over the thatched roofs of Salem, N.D. and Dargorygel walked into the packed courtroom.

“Court is in session” ND said loudly and then slammed the gavel down

##GM NOTE #1: We will be using time.is to adjudicate.

THE GAME HAS BEGUN
48 Hours remain in Day Phase #1


Who will win? The Townsfolk of Salem or the Nefarious Cult? Find out in Cultafia!
1

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Re: Cultafia Game Thread

#4 Post by DrCJG » Mon Oct 01, 2018 10:08 pm

No man may longer doubt the powers of the dark are gathered in monstrous attack up on this village. There is too much evidence now to deny it.

I am a minister of the Lord, and I dare not take a life without there be a proof so immaculate no slightest qualm of conscience may doubt it.

But... Bozo comes to me while I sleep; He's always making me dream corruptions!

##VOTE Bozo - you traitor killing serial killer

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Re: Cultafia Game Thread

#5 Post by yavuzovic » Mon Oct 01, 2018 10:19 pm

Convert me

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Re: Cultafia Game Thread

#6 Post by DrCJG » Mon Oct 01, 2018 10:21 pm

Alas, I was so excited to be available at the designated time for the call into session of the General Court, only to be met be silence.

An erie silence, given I can see others lurking. Perhaps the witches already have you under their spell...

And yet the silence is broken by He Who I Always Think Is Scum... Yavuzovic... albeit I have always been scum when thinking it.

Why do you ask to be converted, Good Yavuzovic, have your dreams been corrupted by Bozo as well?

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Re: Cultafia Game Thread

#7 Post by Jamiet99uk » Mon Oct 01, 2018 10:34 pm

Good day, fellow townsfolk.

This is truly an interesting setup.

I would guide against spending too much time talking about people's meta, on the first day at least. I mean if you day "oh when Brainbomb is scum he always does X" that just helps scum know how to behave...

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Re: Cultafia Game Thread

#8 Post by yavuzovic » Mon Oct 01, 2018 10:34 pm

Yes I want

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Re: Cultafia Game Thread

#9 Post by yavuzovic » Mon Oct 01, 2018 10:35 pm

I still feel like Jamie is gm

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Re: Cultafia Game Thread

#10 Post by yavuzovic » Mon Oct 01, 2018 10:36 pm

Is +1 rule valid in Cultafia games?

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Re: Cultafia Game Thread

#11 Post by dargorygel » Mon Oct 01, 2018 10:37 pm

yavuzovic wrote:
Mon Oct 01, 2018 10:36 pm
Is +1 rule valid in Cultafia games?
Yes. ONLY +1 GM's. A lot. Do NO other +1's.
Thanks
1

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Re: Cultafia Game Thread

#12 Post by yavuzovic » Mon Oct 01, 2018 10:37 pm

Oh I saw it on rules sorry

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Re: Cultafia Game Thread

#13 Post by Jamiet99uk » Mon Oct 01, 2018 10:40 pm

Jamie is not GM. Jamie knows no more than a fellow townsperson

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Re: Cultafia Game Thread

#14 Post by Jamiet99uk » Mon Oct 01, 2018 10:42 pm

##VOTE DRCJG for accusing people of lurking, 20 minutes into the game. Nonsense reason for seeking easy lynches. Transparent as fuck.

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Re: Cultafia Game Thread

#15 Post by Squigs44 » Mon Oct 01, 2018 10:58 pm

I've been waiting a long time to get back in a mafia game. And yet, the beginning of mafia games always suck.

Anyone who is serious about the I'm just gonna help cultists and hope I get converted mindset is a royal idiot.

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Re: Cultafia Game Thread

#16 Post by brainbomb » Mon Oct 01, 2018 10:59 pm

I hope the masons know not to bus each other. really no point to such idioicy.

that being said ##Vote yavuz

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Re: Cultafia Game Thread

#17 Post by Jamiet99uk » Mon Oct 01, 2018 11:03 pm

brainbomb wrote:
Mon Oct 01, 2018 10:59 pm
I hope the masons know not to bus each other. really no point to such idioicy.

that being said ##Vote yavuz
Case? Reason? Point?

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Re: Cultafia Game Thread

#18 Post by brainbomb » Mon Oct 01, 2018 11:05 pm

Yea ive got a long detailed case on yavuz coming soon. sit tight

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Re: Cultafia Game Thread

#19 Post by Jamiet99uk » Mon Oct 01, 2018 11:07 pm

##VOTE BRAINBOMB

Fun to catch two scum so early.

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Re: Cultafia Game Thread

#20 Post by brainbomb » Mon Oct 01, 2018 11:08 pm

are the cult scum here? or just cult?

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