Lycantyr Play

Occult

You look like a villager. You even have the role. But you are counting tokens, and waiting for the Cult to be numerous enough.

Passive Bonus

  • You've joined the Occult Cult.
  • Your base role's power is permanently upgraded.
  • If you accumulate enough occult tokens, you'll become an Occultist in turn.

Victory condition

The Occult Cult wins if both of the following are met:

  • Its members outnumber the living Werewolves.
  • AND the Cult Leader is alive, OR the Mayor is a Cult member. Either one is enough.

If all Werewolves are eliminated, the majority condition disappears: a living Cult Leader or an Occult Mayor is enough to win.

Only the Cult Leader opens that path: a living Occultist does not replace their chief. Killing the Cult Leader therefore costs the Cult half its chances.

How does the Cult work?

  • Members keep their base role but gain a permanent bonus.
  • The Cult Leader hands out 2 occult tokens per night. 2 tokens convert an innocent player.
  • A follower who receives 2 more tokens becomes an Occultist and hands out 1 token per night in turn.
  • Members stay hidden: they pass for Villagers in the eyes of the village.
  • The Cult Leader is only dealt from 20 players onward, and only if the host enabled the “Expansion roles” block.

Direct upgrade

Occultist

A Cult member who gathers enough occult tokens becomes an Occultist in turn. It is not a role you are dealt at the start: it is how the faction progresses.

Action: Night

  • Secretly hand out 1 occult token to a player of your choice.
  • With 2 tokens, an innocent joins the Cult. A Cult member becomes an Occultist.

You must act every night.

  • The Blacksmith can barricade you — you won't be able to act tonight.

See also