Game Info
Year
2026
Players
5-10
Age
14+
Playtime
60 min
Complexity
2/5
Collection
Your Tier
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Description
A social deduction game where players join a cult while hidden defectors sabotage missions through asymmetric card drafting
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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Video Y8qqPgjM0_w
Review at 0:00 sentiment: positive
video_pk 74378 · mention_pk 179212
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique twist on the social deduction formula with secret anti-cultists.
- Disciple cards offer powerful impacts and change gameplay.
- Missions provide the core gameplay loop and drive conversation.
- The 'eye' and 'hand' roles create opportunities for trust and suspicion.
- Crisis of Faith cards add unique twists and can influence player perception.
- Shame cards can prevent players from being chosen for critical roles.
- The game encourages conversation and accusations.
- The multi-use nature of virtue cards adds strategic depth.
Cons
- Can be tricky to balance making moves that help your team lose without being too obvious.
- Difficult for defectors to balance acting trustworthy while subverting the game.
- Running out of opportunities to pivot back to defecting can be a problem.
Thematic elements
- The game is about a cult with true believers and defectors trying to subvert it from within, disguised by tax evasion.
Comparison games
none
Mechanics (from transcript analysis)
- bluffing — Players can play cards face down to indicate success or failure, allowing for bluffing about their intentions.
- Card Play — Players use 'disciple' cards that have specific effects and costs, and 'virtue' cards which are multi-use.
- hand management — Players must manage their hand of 'virtue' cards, as having fewer cards can make them less likely to be chosen for critical roles.
- hidden roles — Players' roles are secret, adding to the deduction element.
- secret role assignment — Players are assigned roles secretly at the start of the game.
- set collection — Players collect 'virtue' cards to complete missions.
- social deduction — Players are secretly assigned roles as either 'true believers' (cultists) or 'defectors' (anti-cultists) and must deduce each other's identities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- All true believers.
- This is a social deduction game of deceit, uh, and tax evasion.
- You have secret like anti-cultists.
- This is the meat and potatoes of this game.
- This is where all that conversation starts at the table where you're like, 'Can I trust you?'
- Now, am I a defector or am I a true believer?
- This is effectively a round of the game.
- And of course, this is going to involve a lot of conversation and accusations around the table as well.
- This is yet another time at the table where everyone's going to close their eyes, the defectors will open their eyes, and then they're going to This is interesting because they can't really communicate with one another, But one of the defectors has to like very quietly pick up one of those cards.
- So, the mechanics of this game, not only sort of these social accusations, but the mechanics of this game can certainly be manipulated.
- with any social deduction game, it's very difficult for us to sit here and tell you how the strategy works.
- It is tricky for the defectors.
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