Cultist Simulator

Cultist Simulator

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rman88 Mar 3, 2019 @ 6:25pm
How do you take someone prisonor?
ya for the life of me i cannot figure out how to do this. as i need sacrifices for the spider door so i can get moth influence to progress threw the change tree. but in the end i need prisoners but i cannot figure how to imprison hirelings or anyone for a mater of fact. i thought it was just using explore + hq + character but that dose not work. neither dose talk and hq work so i am pretty stumped.
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Maina Mar 3, 2019 @ 7:49pm 
talk + HQ + character

Remember when you hold a card, it highlights all (open) slots it can go into. Doesn't work if the slot is already in use, though.
Hackmaster214 Mar 3, 2019 @ 10:10pm 
You don't even need to imprison one of your follower if you don't want to. If you talk to one of your follower with either a edge or grail skill, you can use them to abduct strangers and use them to open the spider door. Through if you really want to imprison one of your followers, I would recommend using a pawn to do it, so you don't have to sacrifice a more important follower.
JungleJollies[] Mar 3, 2019 @ 10:17pm 
Expanding on what others have said. You don't want to convert a named cult member into a prisoner; that's a waste. Imprison pawns to your heart's content.

If you want to use a Grail follower to abduct someone, the action is Talk(Grail Follower)... about Occult Society (i.e. the card you use to indoctrinate).

Every type of follower has special actions they can perform when you perform this talk action, Grail followers abduct, Heart follower get rid of notoriety.
Maina Mar 3, 2019 @ 10:34pm 
If you don't want to risk a Follower with Cult Business, you can also just hire someone (explore + health or a follower) and imprison the hireling.

Either way, I tend to only imprison pawns if it's an emergency. They're good for emergencies, since they don't have a timer that runs out like hirelings do.
JungleJollies[] Mar 3, 2019 @ 10:41pm 
You're a kinder soul than I.
Maina Mar 3, 2019 @ 10:49pm 
It's less about kindness. My playstyle revolves around always having as many emergency solutions as possible. Pawns are a resource that never go bad and can be turned into prisoners in ten seconds.

When you need to run into the Spider Door for a Heart influence to stop a curse or a Favor from Authority to stop from getting arrested, you simply can't afford to find a hireling or do cult work. You need a prisoner now. Pawns are the only way to handle these emergency situations without losing a named follower. I'll also use them if I'm about to win but the Season of Ambitions requires a prisoner, as otherwise I'll lose a Mark and have to wait for it to come around again. Or to stall for time against a Long.

Using them when a hireling or cult work would do instead just makes it less likely to have one when you really need one. A lot of the reason I won Apostle on the first try is because I had enough Pawns to throw at the Long to stall for time.

Cultist advice I live by: Never, ever use a limited resource when an unlimited resource can do the job in its place. It's not kindness, it's pragmatism.
JungleJollies[] Mar 3, 2019 @ 11:03pm 
In my playstyle a hanger on is more useful than a pawn. I keep them as low as possible so I can initiate them to get rid of any risky influence. I still favor a heart cult. Between that and my eventual expulsion from the board, I think I had tentative evidence appear two times in my last game; it never gets to damning. That said, I ended the game with 350 funds, so I think I was playing more conservatively than I need to.

It's funny; if I think about my last 5 games, I never saw a rival. I had to look up season of ambitions.

In the same way, I have never successfully blocked a curse, in part because generally don't interact with the spider door. Though this makes a kinda tedious mid game (i.e. combining the the S8) or rushing peacock.

I'll give that a try though. In my next game I'll spurn a lover and spend more time with the spider.
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Date Posted: Mar 3, 2019 @ 6:25pm
Posts: 7