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.