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===Cults=== When starting an attempt, the player must first choose one of three cults, each with its own starting deck and special effects. The Cult of Fire gains more belief per expedition than other cults, and starts with the following cards (their cost in parentheses): *Cultist: Gain 50 influence. (35 faith) *The Thing: Copies the highest scored influence. (55 faith) *Rethink: Draw one card. (10 faith) *Archangel: Gain 55 faith, then gain 25 more if you have below 115 faith. (35 faith) *Firelights: Gain +15 influence the further it is on the board. (50 faith) The Cult of the Prophet starts with cards focused on collecting faith more than other cults, starting with the following cards: *Priest: Gain 50 faith and 35 influence. (75 faith) *Well: Draw two cards, gain 35 faith. (70 faith) *The Prophet: Gain influence equal to faith gained on this turn. (110 faith) *Archangel *Hope: Gain 35 faith (10 faith) The Cult of the Old God gives more followers per expedition than other cults, and starts with the following cards: *Cultist *Priest *C'thun: Gain 25 faith, 65 influence, 1.10x influence. Every time you upgrade a card, upgrade this instead. (60 faith) *Resupply: Draw two cards. (40 faith) *Hope The Cult of the Secret Society is hidden in a normal playthrough. To play it, instead of choosing one of the three main cults at the start, pressing the Player 2 jump button will present it as an option to play. The Cult of the Secret Society is the only cult without a predetermined deck; instead, it starts with a random assortment of five cards. Unlike other cults, this one does not reward a user coin upon completion.
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