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.
- If your role has an occult version, you switch to that version. A plain Villager who is converted gains no power.
- If you accumulate enough occult tokens, you'll become an Occultist in turn.
Victory condition
The Occult Cult wins:
- As soon as all Werewolves are eliminated, if the Cult Leader is alive, OR if the Mayor (alive) is a Cult member. Either one is enough.
- Or, at the end of the game, if its living members outnumber the living Werewolves AND the Cult Leader is alive or the Mayor is a Cult member, provided the Werewolves' share has not increased since the start.
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 GM ticked them in the “Cult” block of roles. Below 20 players (a 15 to 19-player game included), the Cult never plays: a game in which the GM placed players in the Cult cannot be started. There is never a Cult in a Ranked raid or in a Quick Game.
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, a player outside the Cult joins it. A Cult member becomes an Occultist.
- A player from the Werewolf side, the Werewolf Voodoo, a Priest or a Blessed player never joins the Cult.
You must act every night.
- The Blacksmith can barricade you — you won't be able to act tonight.