Cultists and Churchgoers 2.0 This is a 4 person game of mafia, with the Church attempting to get someone from the Cult lynched by the end of the game. The Cult wins if this doesn't happen. However, there is a twist:
Each player has two roles! The first role ( referred to as the 'public' role) determines your allegiance to the Church and whether or not you have a
day action. Your second role - the 'private' role - determines your allegiance to the Cult and whether or not you have a
night action. What happens if a person is part of the Cult
and the Church? You'll just have to keep reading to find out.
The game starts during the night. No one can talk during the night, and only certain people will be able to do anything. Once everyone has submitted their night action, it will be day. During the day, people can talk freely and those with day actions may use them if they want. Once everyone agrees that it should be night (or once I get bored of your pointless bantering) it will be the second night. The rules are the same as for the first, and once that night is finished, the second day begins. People can resume their arguing and use day actions as they please until everyone decides that they want the voting to begin. Once everyone has decided that, everyone will send me a PM of who they vote to be lynched. Once I have gotten all the votes, I will post them and will determine the results. If there is a Bishop in the game, he can reveal and break a tie in voting in anyone's favor. After that, it's time for the next game!
Public roles determine if you are sided with the Church and if you have a day action. A day action can only be used once per game. To use it, say "I am <role>." followed by what you will do with your day action (if any - even actionless roles can reveal). Once you have revealed your role, you cannot 'unreveal' it. Also, once you reveal you must do your action immediately or you will waste it. There is no way you can reveal simply to prove your role without having to use your action. Here are the 7 roles:
Inquisitor (High Church): Look at one player's private role.
Bishop (High Church): If you reveal after the voting results have been posted, you can break a tie (if any exists) in anyone's favor.
Pastor (Low Church): Choose a player. if his day role was Neutral, it is now Low Church. If it was Low Church, it is now High Church.
Worshiper (Low Church): You do not have a day ability.
Detective (Neutral): Look at one player's private role, regardless if they are dead or alive.
Jailer (Neutral): Choose one player. That person cannot act or be the target of an action during the second night.
Gentleman (Neutral): You do not have a day ability.
Private roles determine if you are sided with the Cult and if you have a night ability. Unlike with a public role, you cannot reveal your private role at any time. Your night action may be used every night, but is not mandatory (except for the Killer's). One of the night actions (the Zealot's) is automatic, and doesn't require a PM. All others must PM their night actions to me. These are the 7 private roles:
Zealot (High Cult): You know what player - if any - is the Zealot.
Zealot (High Cult): You know what player - if any - is the Zealot.
Psychic (Low Cult): Look at one of the private roles not used in the game.
Believer (Low Cult): You have no night ability.
Killer (Special): During the second night only, choose one person. He is removed from the game and cannot act or be affected by actions that night.
Doppelganger (Neutral): Look at someone's private role and switch it with yours. They will be notified in the morning when the changes take effect.
Innocent (Neutral): You have no night ability.
Since there are 4 players in the game, and a player can only have one of each role type, then there will always be 4 roles not in the game. These roles remain unrevealed and cannot be interacted with by any players in the game except the Psychic. People may guess as to what they are (and what other people's roles are) and I will keep track of this, but I will neither confirm nor deny their guesses.
Each player can have one of 5 goals, determined by what combination of loyalties they possess. More often than not, two or more players will share a common goal. However it is possible for each of them to have completely different goals from each other. Here are the goals and the alignments which have them:
Public Private Goal
High High A player sided with the Church is lynched.
High Low A player sided with the Cult is lynched.
High Neutral A player sided with the Cult is lynched.
Low High A player sided with the Cult is not lynched.
Low Low The Killer is lynched if someone dies the second night. Otherwise, survive.
Low Neutral The Killer is lynched if someone dies the second night. Otherwise, lynch a Cult member.
Neutral High A player sided with the Cult is not lynched.
Neutral Low The Killer is lynched if someone dies the second night. Otherwise, prevent a Cult member from being lynched.
Neutral Neutral The Killer is lynched if someone dies the second night. Otherwise, survive.
Anything Special You Survive.