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Cult Following (2016) Board Game

Cult Following is a party game that was released in 2016 and designed by Debra Reid. It is a storytelling card game where players act as leaders of their own cults and try to recruit followers by pitching their cult’s beliefs to the rest of the group. The game encourages creativity and imagination as players come up with outlandish cult ideas to convince others to join them.

Game Components of Cult Following

  • 300 cards: These include sign cards, question cards, and other elements to help build and defend cults.
  • 448 signs: Used to develop the traits and beliefs of the cults.
  • 132 questions: These are used by recruits to challenge and question the cult leaders.

    How To Setup Cult Following

    To set up the game, players start by drawing five sign cards each. Each sign card has two different ideas or topics, and players choose one idea from three of their cards, discarding the other two. This process helps each player form the foundation of their cult. Once all players have chosen their ideas, they introduce their cults to the other players, adding any additional details to make their cult more appealing.

    Gameplay Mechanics and Game Objective

  • Player Roles: Players take on the roles of cult leaders and recruits.
  • Cult Formation: Cult leaders draw cards and create their cults using the ideas on the cards.
  • Pitching: Cult leaders pitch their cults to the recruits.
  • Questioning: Recruits ask questions from question cards, and cult leaders must defend their cults.
  • Follower Acquisition: Recruits choose their favorite answers and give the question card to the corresponding cult leader, representing a new follower.
  • Winning Condition: The first player to gain two followers wins the round and decides the fate of the other cults.

    Player Experience

    Cult Following is designed to be a highly creative and improvisational game, encouraging players to think on their feet and come up with humorous and engaging stories. The game’s light-hearted tone and satirical take on cults make it a fun and witty experience for players. It is particularly enjoyable for groups of creative and good-humored players who can appreciate the absurdity of the cults they create. The game sessions are relatively quick, lasting around 10-30 minutes per round.

    Pros

  • Creative Freedom: Allows players to express their creativity in forming and describing their cults.
  • Humor: The game’s satirical theme and absurd cult ideas lead to a lot of laughs.
  • Easy to Learn: Simple, flexible rules make it accessible to new players.
  • Social Interaction: Encourages engagement and interaction among players through pitching and questioning.
  • Improvisational Gameplay: Keeps the game fresh and exciting with each new round.

    Cons

  • Theme Sensitivity: Some players may be turned off by the cult theme, even though it is handled lightly.
  • Repetition: There is a potential for repeating questions over multiple games, though expansions can help mitigate this.
  • Group Dependence: The game’s enjoyment heavily depends on the creativity and humor of the players.

    Personal Thoughts on Cult Following

    Cult Following is ideal for groups of friends who enjoy creative storytelling, improvisation, and humor. It is suitable for players aged 13 and above, especially those who can think creatively and respond quickly. While it may not appeal to everyone due to its theme, it offers a unique and entertaining experience for those who enjoy casual, witty games. If you have a group that can appreciate absurd humor and creative storytelling, Cult Following can be a blast and a great addition to your game collection.

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