I was actually writing this update when I got a ping on my email and it let me know we did it! You all did it!
Cult Crafter is officially going to be a game!
WHOOOOOAAA!
Alright, I'll keep this one short and sweet: First off, if you haven't voted in the postcard poll, please do so, as it closes at 12pm PT Friday!
Secondly, in early playtests, people often asked "Why don't I just cycle through the cultist deck as fast as possible? Why gamble on drawing resources or gods?"
Great question.
Enter: the Saboteur.
This card is unique in that it's the only card that has two different colorways for the art. Partially because when illustrating her (live on stream) I realized the orange and teal looked a bit too Lara-Crofty and started messing around with the color shifter, and the red and green looked pretty cool too.
Since there's two copies of the Saboteur, I figured "why not keep them both?"
So along with the other "bomb" card, as my wife calls them, this pair of cards live in the cultist deck. While they'll be shuffled back in if they're revealed in refilling the drafting pool, they otherwise lurk silently. As a perfect spy, their goal is to infiltrate your sects and prevent you from getting sets of cards.
You'll notice this super spy is colorless- that's not a wild, that's an unaffiliated aspect. She's going to join your cult by eating up your non-draw action the turn you draw her, and while she'll give you some tribute to make you think she's a devoted member, she's not going to help you with set bonuses.
Just hope that you have an open spot for a follower when you draw her - she's even harder to get rid of and more annoying if she becomes a hierophant in your sect.
So to answer the earlier question, if you haven't seen a Saboteur or Grifter come up in a while, you might not want to press your luck going for cultists and maybe one of the other decks would be a safer move.
Anyway, I'm going to go run around the house celebrating for a few minutes and will try to get my cats in on the celebration.