Where other mafia play there. Mafia - rules and description of the game

Other reasons

The players are divided into groups: “red” and “black”. “Reds” are civilians, and “Blacks” are mafiosi. There are 7 red cards and 3 black cards played in the game. One of the seven red cards is different from the rest - this is the “Sheriff” card, the leader of the red ones. Black also has its own leader - the Don card. The game is divided into two halves: day and night. During the game, the “blacks” must eliminate the “reds” and vice versa. Ten players sit at the gaming table. Then everyone puts on blindfolds, since “at night” the eyes of all players must be closed. The assistant takes turns offering to choose a card from the tray, each player looks at his card, puts on the headband again, the assistant collects the cards, and the game begins.

The presenter announces: “Night is coming.” Participants wearing blindfolds tilt their heads down so that the movements of their neighbors or the play of shadows do not become a source of additional information for them. The presenter announces: “The mafia is waking up.” Participants who received black cards, including the Mafia Don, take off their bandages and get to know each other and the presenter. This is the first and only night when the mafiosi open their eyes together. This night was given to them in order to agree on the procedure for eliminating the “Reds”. Negotiations should be made very quietly using gestures and facial expressions - so that the “red” players sitting next to them do not feel the movements. The presenter announces: “The mafia is falling asleep.” After these words, the “black” players put on headbands.

Presenter: “Don wakes up and meets the presenter.” “Black” Don opens his eyes. That night the host meets Don. On subsequent nights, Don will wake up to find the Sheriff of the game.

Presenter: - “Don is falling asleep.” Don puts on the bandage.

Presenter: - “The Sheriff wakes up and meets the presenter.” The sheriff opens his eyes and meets the presenter. On subsequent nights, the Sheriff will be able to wake up and look for "Blacks".

Presenter: “The Sheriff is falling asleep. Morning. Everyone wakes up."

First day. Everyone takes off the bandages. During the day there is a discussion. Each player is given 1 minute to express their ideas, thoughts and suspicions.

The goal of the game as a whole: for the “red” to identify the “black” participants and remove them from the game. And for “blacks”, accordingly, it’s the opposite. The Blacks are in a better position because they know who is who in this game. The discussion starts with player number one and continues around the circle.

During the day's discussion, players can nominate players (no more than one per player) with the goal of eliminating them from the game. At the end of the discussion, the candidates are voted on. The candidate who receives the most votes is eliminated from the game. The one who drops out of the game has the right to the last word.

There is a term in the game called "shootout". This is a situation in which two or more players receive the same number of votes. In this case, the voters are given the right to justify themselves within 30 seconds, convince the players of their “redness” and remain in the game. After which a re-vote takes place. If someone gets more votes, they are eliminated. If the players again gain an equal number of votes, then the question is put to a vote: “Who is in favor of all those voting leaving the game?” If the majority votes for elimination, the players leave the game, if against, they remain; if the votes are divided equally, the players remain in the game. In the event that there are four players left at the table, a second vote during the “shootout” is not carried out. All players remain at the gaming table and the host announces that “night is coming.”

After the first circle, night falls again. During this and the following nights the mafia has the opportunity to "shoot". The “shooting” occurs as follows: those who agreed on the first night on the procedure for eliminating the “red” mafiosi “shoot” (with their eyes closed) on the following nights. The presenter, after the words “the mafia is going hunting,” announces the numbers of the players in turn, and if all the mafiosi shoot at a certain number at the same time, the object is hit. If one of the mafia members “shoots” at another number, or does not “shoot” at all, the presenter records the miss. “Shooting” occurs by simulating a shot with the fingers held high. The presenter announces: “The mafia is leaving.” Then “the presenter announces: “Don is waking up.” Don wakes up and tries to find the Sheriff of the game. He shows on his fingers to the presenter any number behind which, in his opinion, the Sheriff is hiding. The presenter either confirms his version or denies it with a nod of his head. Don falls asleep, Sheriff wakes up. Sheriff also has the right to night checks.

After the presenter's answer, the Sheriff falls asleep, and the presenter announces the beginning of the second day. If the mafia did not eliminate the player at night, the host announces that the morning is indeed good, and no one was hurt during the night.

The discussion of the second day begins with the next player after the player who spoke first in the previous circle. During this and the next round, the course of the game does not change. Nights and days alternate until one team or another wins.
The game ends with the victory of the “red” players when all the “black” players are eliminated. “Black” wins when there are an equal number of “red” and “black” left.

is a parlor team psychological turn-based role-playing game with a detective plot, simulating the struggle of members of an organized minority, informed about each other, with an unorganized majority.

Plot plot: Residents of the city, exhausted from the rampant mafia, decide to put every single mafioso in prison. In response, the mafia declares war until the complete destruction of all decent citizens.

Game description

Briefly (classic game)

The presenter distributes cards face down to the participants in the game.

Those who got the red ones form a team of “honest city residents” who do not know each other (the name “civilians” and the abbreviations “chzh”, “mzh” or “gr” are also common). One of the "honest residents" who received the red ace is a special player - the "commissar".

Players with black cards are the “mafia” team.

The gameplay is divided into two phases - “day” and “night”.

When the host announces the phase of night in the city, the players close their eyes and “sleep.” On the first night, the host allows players with black cards - the “mafia” - to open their eyes and remember their comrades - to “get acquainted”. After which the mafia “falls asleep”, and the presenter demands the commissioner to wake up. In this way, the presenter becomes aware of the layout (he finds out who is who).

When the phase of the day is announced, all residents wake up. During the day, the players discuss which of them may be “dishonest”—involved in the mafia. At the end of the discussion, the presenter announces an open vote for imprisonment (in different versions of the game this process is called lynching, hanging, murder). The most suspicious resident who gets the most votes is sent to jail (leaves the game), and the presenter reveals his card and announces the game status.

Then comes the “night” phase. At night, the mafia wakes up, silently (with gestures) “consults” and kills one of the surviving townspeople, showing the leader who exactly. The mafia is falling asleep. The commissioner wakes up and points to one of the residents whom he wants to “check” for involvement in the mafia. The presenter still silently, “on his fingers,” shows the commissioner the status of the person being inspected.

During the day, the presenter announces who was killed at night. This player leaves the game, his card (“status”) is shown to all residents.

Information about the events that took place is used by the surviving players for discussion and the next “condemnation”... The game continues until the complete victory of one of the teams, when the opponents are completely either imprisoned or killed...

The essence of the game

Researchers distinguish two types of games: competition (wrestling) and performance (masquerade). "Mafia" successfully combines features of both types. She is both a show and a struggle for survival. Unlike cards, this game has nothing to do with money, unlike golf, it does not require financial expenses, and unlike football, it does not require good physical preparation. Most importantly, it brings much-valued intellectual pleasure. The game's potential is hidden in the game's disinterested frivolity.

This game is unique. It is based, first of all, on communication, on discussions between participants. Deception and deceit, the conclusion and vile violation of treaties and alliances, constantly occur here and are actually legitimized. Discussion of the game situation takes place through a clash of opinions in incessant disputes, while some players prefer to remain silent, while others, on the contrary, participate too actively and noisily in the discussion. Thus, the game turns out to be infinitely far from the impartial duel of intellects characteristic of some board games (for example, chess, go), and this brings it closer to real life. The goal of the game is to survive with your team.

The game consists of two main components: psychological and mathematical.

Mathematical: Every “day” players need to remember who voted for whom and who the person they voted for turned out to be. At important moments, it is easy to determine that the one who voted more often for the honest ones is most likely the mafia.

Psychological: Players must have the acting ability to convince others of their honesty, as well as a strong gift for attracting others when voting for players suspected of dishonesty.

The axiom of every move is that there will be fewer living residents, some will be imprisoned, and some will be killed. The game has a paranoid atmosphere, with each move the nervousness escalates. Not a single honest resident knows for sure exactly who in the game belongs to the enemy team. Every ordinary citizen does not trust anyone and is forced to believe only in himself. Believing someone else unconditionally often means being deceived and dying.

In order to survive, each member of the mafia team has to remain in the shadows, not attract much attention from others, and skillfully dodge, masquerading as an honest citizen. The question “Are you really honest?” usual The main attribute of a mafioso is the ability to lie truthfully.

The main quality of an honest resident that commands respect and praise from others is the ability to recognize a lie in time. There are two main methods for honest residents to identify dishonest ones.

Analytical. The decision of the player-analyst, who sends a resident to jail, is based on objective data, that is, on irrefutable facts, such as, for example, self-confession (“punches”), obvious accusations of someone during a discussion, voting results.

Intuitive. The decision of the intuitive player is subjective, based on assumptions and interpretation of the discussion by interpreting verbal statements (including slips), intonation, facial expressions, and gestures. Intuition, for example, cannot distinguish a mafia member from a commissioner. Intuitive sees only the “glow of status” - a special state of internal superiority that appears among high-status players (mafiosi, commissar...), outwardly expressed by a disdainful attitude towards ordinary honest residents.

The psychology and “interest” of the game “Mafia” lies in solving the problem of which team will achieve victory. Mafia, where members of the group, knowing each other, are not inclined to allow voting for their own imprisonment, and which has the opportunity to accurately eliminate a member of someone else’s team every turn? Or a team of honest residents who don’t know each other, who can get rid of the mafiosi only through a general vote with the mafia, often by eliminating themselves?

Rules of the game

Number of players

Optimal: 8-16 people.

Possible: from 2 to 30.

With a small number of players, the game quickly ends; with a large number, it loses its meaning due to the general noise and division into groups of discussants.

You can play with two players, dealing three cards, one of which is face down. Players either decide which of them is the mafia, or the mafia is a hole card. Then, if they vote for a hole card, and if it is fair, the mafia wins, and if it is a mafia, the mafia loses. Or one of the players convinces the other that he himself is honest, and the other is the mafia and reveals a hole card. If it is mafia, the mafia wins.

Formula for calculating the number of mafia members: , where is the number of mafiosi, is the total number of players, is the calculated coefficient.

The result of the calculation is rounded down modulo to the nearest whole number.

For playing “live” - in salons (offline, in “real life”), in IRC and chats, it varies from 3 to 4. That is approximately.

In network games with a delay of the turn - PBEM and forum variants, games on blogs and social networks - an increased value for is usually taken.

For example, in PBEM, the reasons for this are:

Neutralization of “spoons” - this is the name given to people who have signed up for the game, but do not enter into in-game correspondence; Spoons are usually taken out of the game by autokill.

Amateur version of gaming cards from the St. Petersburg branch of Kozanostra

Distribution of statuses

Cards: uncrumpled, unmarked, “honest” - red (diamonds or hearts), “mafia” - black (spades or clubs), “Commissar” - ace of diamonds (hearts), or the king of the same suits.

Possible: any small objects of two types - coins, plastic eggs from Kinder Surprises, pebbles on the beach (by color or cracks), shells... Example: you cannot deal cards with 6s from the preference deck - it is desirable that the backs are the same .

The presenter carefully shuffles the cards and goes around everyone else, giving out cards to choose from from the face-down cards fanned out. When receiving a card, you need to look at it unnoticed by your neighbors and put it in your pocket. Possible: After shuffling, the deck is passed around the circle, everyone takes out one card and passes it on. Minus - cards may fall. If the cards are wrinkled or have different backs, the presenter may ask the players to close their eyes before dealing, after which the players hide the cards in their pockets or under themselves.

Reaction to the hand: Many players, finding themselves in the mafia, lose at the time of the hand if they are being watched. Inexperienced and novice players, when receiving a mafia card, rejoice - “you don’t need to determine who is honest and who is the mafia - spank everyone.” By their joy one can understand their mafia affiliation. Experienced players do not show joy, but often have some habits - when they find themselves in the mafia, they begin to: swing on a chair, rub their hands, scratch their heads, take something from the table and start chewing.

First night

The host (usually one of the experienced players) asks if everyone has looked at their cards. Then he commands: “Everyone closed their eyes, night came.” All players close their eyes. The presenter says: “The mafia has opened its eyes and is getting acquainted.” Players with black cards (mafia) open their eyes and begin to look around in search of awake players (other members of the mafia). The presenter at this time can say: “I’m counting to 5. One, two, three, four, five. All. The mafia met and fell asleep. Morning has come. Everyone woke up."

Mafia on the first night: The mafia is required to wake up on the first night to meet. Anyone who has not woken up is breaking the rules of the game - later, when discussing during the day, members of the mafia will rely on incorrect data. It is necessary to get acquainted as carefully and silently as possible.

Honest on the first night and subsequent ones: One of the options (for beginners) is to sit as quietly as possible and listen to who is moving and where, whether chairs and beds are creaking, whether someone’s neck is cracking in search of friends. But this is not a game of better hearing, it is not forbidden to make noise, move and even talk - explaining: “It’s me in a dream...”. In critical situations - there are 1-2 more honest ones - the best option is to sit quietly. It is not prohibited, but it is not customary to hold your neighbors’ hands or close your eyes - the game is not about how you can point at someone with your knee.

The way the host speaks on the first night is one of the topics of discussion for the first day. Therefore, it is better not to turn your head from side to side and speak at the same time - if you are in the mafia. However, you can always say that he turned his head on purpose.

First day

The players exchange information: about the reaction to the hand, how the presenter led it, what was heard at night, how the mood of the players changed during the night. The conversation can proceed in any way: “Only he is the only one with glasses - that means the mafia.” “She was moving all night.” “Vasya drank tea at night and didn’t wet himself—that means he’s a mafia.” “The presenter at night said - and the mafia is 3, - but I thought 4.” Both honest and mafia can use honest and dishonest arguments, both true and false information, to convince others that they are right. On the first day, novice players are easily seated - mafiosi, delighted at the distribution, or uncomfortably seated at night and forced to make noisy introductions. Experienced players, finding themselves in the mafia together, sometimes start laughing merrily after the first night, hoping to win easily - this is what lets them down. They often kill on the first day in a single impulse: an experienced player holds his hand up for someone for a long time, persuading everyone to kill this comrade.

Vote. Voting is a process when live players raise their hands to seat someone and hold them for some time (5 seconds or more). If a player is imprisoned - more than half of the players held their hands for more than 5 seconds, he does not have any "last word". If his exclamations convince some of the players to give up, then he may or may not have the “last word.” “The last word” is not part of the game, it is one of the ways to save your life during the discussion. After voting, the player reveals his card, all discussion ends, players try to remember who voted for and against. If the player is honest, then those who imprisoned him are under suspicion; if they are mafiosi, then those who did not vote are suspected.

Subsequent events

Night. The presenter announces: “Everyone has fallen asleep. The mafia has woken up and is choosing a victim.” At this time, the mafia players consult with their eyes and show, for example, with their fingers, who to kill. Or the presenter points one by one at the sleeping people, and the mafia waves their head affirmatively. The mafia tries to kill the most experienced players who can identify its members, or those who make very convincing excuses and who are difficult to imprison during the day, those who expressed suspicions against the mafia the previous day. However, for an interesting game of equal strength, experienced players are usually not killed - this is what novice mafiosi do, so they can be easily identified later. The one who expressed suspicions is not always killed - before the night they say: “Well, that’s it. I figured out the mafia - it's you, you and you. Now this night they will kill me.” That's why he is left alive. The best option is to kill the commissioner. You can also kill a member of the mafia (usually in a non-critical situation), when everyone is sure that he belongs to the mafia team, and he will definitely be killed during the day. The presenter tries not to speak at night, constantly watching the mafia so as not to give it away. The player is considered killed during the night if all mafia members agree. At night, the mafia must agree who they actually take out of the game with their shot.

Morning. The presenter announces: “The mafia has chosen its victim. The mafia fell asleep. The commissioner woke up." The commissioner wakes up and chooses who to check. Only one player can be checked. The Commissioner points to someone. The presenter silently nods: “Yes, mafia,” or waves his head: “No, honest.” If the commissioner is killed that night, even before checking him, the presenter shows crossed arms - this means that the commissioner is killed, but the commissioner still has the right to check one player. If the commissioner points at a player, and he has just been killed, then the presenter also shows crossed arms - the “corpse” cannot be honest or mafia. The commissioner checks the players who cause him the most suspicion, or who are absolutely honest, so that it is clear who to rely on during the discussion. If the game is played with a non-team maniac playing for himself, then in response to the commissioner’s question the presenter twirls his finger at his temple, indicating that the player being tested is a “maniac” (and not the commissioner – an idiot).

Day. The presenter says: “The commissioner checked. I found out everything. Asleep. Everyone woke up. And only Petya did not wake up. And Petya was an honest resident...” The murdered man’s card is revealed. If the commissioner is killed during the day, then the presenter then skips the morning of the commissioner. On the second and all subsequent days there is a huge amount of information: who voted for whom and when, what happened and who was killed at night, who behaved how, who was checked by the commissioner, how many mafiosi remained. Players try to make chains: “If Misha is in the mafia, then who else? Masha and Vanya." Everyone makes their own lists of suspects. Voting occurs when players do not receive half the votes. Voting lists are compiled (oral) - like: “Alla, Petya, Vanya were proposed. Let's vote for Alla."

Game situations

The commissioner, who decides to “reveal himself” to honest residents without revealing his card (usually explicit revealing of cards by living players is prohibited), announces: “At night I checked Kolya, and he turned out to be a mafia. Who is for Kolya? If such a “appearance of Christ to the people” is critical for the survival of the mafia, then one of the mafia members often decides to “false commissarship” and says “Ha! Commissioner, however, here I am! And I checked the honest resident Yulia! It is convenient for the mafia to report that their fake commissioner checked everyone who was subsequently killed. Also, sometimes after a night a simple honest man says this, if in front of him a real commissar whispers in his ear all the information he has, and then he is killed.

With an even number of players (in some variants of the game), the corpse has a “half-voice”. But he has the right to vote only if the number of honest residents and the mafia is equal - that is, in critical situations. However, he can only raise his hand at the time of voting and has no right to take part in the discussion. In order to find out the opinion of the “half-corpse”, if it is not possible to get half the votes, and the honest ones are confident in the knowledge of the half-corpse, living players vote for all the living ones in turn, raising exactly 1 hand less than the required number. If suddenly someone raises an extra hand, honest players immediately give up and the main suspicion falls on the one who raised his hand.

You can’t call your card, like “I have 6 diamonds again.” The game is not about determining the card, but about honesty or mafia. If an inexperienced player, or an experienced one, says so, there should immediately be someone who has the same card.

When playing, most often the same people get mafia or honest cards, and it also often happens that during several games the commissioner is the same person. Therefore, a player who refers to the theory of probability most often belongs to the mafia.

Experienced players often split into pairs - on the very first day they start accusing each other of being a mafia and calling for votes for “well, an obvious maf!”, but at the same time they do not vote themselves. In the following days, the charges are usually dropped.

"The corpses are silent." Killed players do not have the right to speak during the discussion, give out any information to the living, or in any way influence the course of the game: “Well, it’s already clear. Hurry up". The leader monitors the peace of the dead and imprisoned.

"Honest but stupid." For an experienced (honest) player, an inexperienced and honest one is often more dangerous than the mafia, since he rarely gives in to persuasion and votes randomly, or according to the principle: “But he didn’t give me a chocolate bar just now.” Therefore, it also makes sense to vote for such people during the day. There are also “quiet” honest ones (usually girls), with pacifist inclinations, who do not vote for anyone, even if they are involved in a mafia group. These also need to be killed early, as they cannot be identified, and not voting often delays the game very much. There are also “loud” honest people who, having become convinced that someone is a mafia, do not change their opinion until their death or his death, convincing others of this. There are “touchy” honest ones who say, “me again, and what is this again? Vasya, you are a fool. I won’t play with you anymore...” sometimes ending up in the ranks of the mafia. You can't play like that.

Tactics in the game

"Honesty"

“Gang of Siskins” (used mainly in chats and IRC).

This tactic consists in forming a group of honest residents (in gaming slang, “siskins”) against the mafia, who know the commissioner (sometimes also the doctor and the maniac). As a rule, its education begins with an inspection by the commissioner of one “siskin” to whom he identifies himself. Uniting into a gang allows the “siskins” to sharply reduce the mafia’s ability to exterminate citizens during daytime voting. If the mafia is discovered at night, one of the “siskins” begins a vote against him during the day, which is supported by everyone else. One of the mafia members, posing as a commissioner, can also start forming a gang of “siskins”. After checking his accomplice at night, he tells one of the other participants that he is a maf, and he, accordingly, is a commissioner. After unanimously voting for an accomplice (who, naturally, turns out to be a mafia), the victim of deception usually has no doubt that the commissioner is the one who pointed him to the “mafioso.” A real commissioner is forced to create a parallel gang and check at night those whom his chosen confidant points to - in order to prove that he is a real commissioner. In addition to creating a gang with a false commissioner, the main tactic of the mafia against the “siskins” is not the destruction of the “siskins” themselves (players verified by the commissioner), but the search for the commissioner. If the mafia manages to kill him at night, then the chances of the “siskins” to win drop sharply, only if the game has not gone so far that there are already a lot of “siskins” and they can destroy all “suspicious” (unverified) citizens during the day.

"Bullhorn" (applicable only in PBEM)

An honest resident killed or imprisoned in the first move becomes a “mouthpiece” - a connecting (between the commissioner with his assistants and unverified citizens) and an advisory (between the commissioner, his assistants and verified honest residents) link. In the morning, the mouthpiece sets the tone of the discussion, asking citizens for candidates for possible mafiosi and/or offering to speak out about someone, and in the evening it summarizes the city’s opinion and, after consultation with the commissioner, gives the city a recommendation (“order”) to imprisonment.

"Setup"

It is used by the mafia and consists of deliberately voting against one of the partners, or committing any other deliberate actions that contribute to the disclosure of his role. This tactic is undertaken in order to divert suspicion from the framing members of the mafia at the expense of the framing member. In the classic version, it is a vote against an accomplice who has not been checked, and further appeals to the community that the mafia does not reveal its own.

"False commissarism"

It consists in the fact that at the beginning of the game one of the honest residents introduces himself to the city as a commissioner, exposing himself to the mafia's shot, but protecting the real commissioner, giving him the right to live and check for at least an extra day.

"Spoonboy"

The practice of eliminating silent players (“spoons”) not only pushes players to play more actively, but also does not allow high-status players to remain quiet.

Rule number one: The leader is always right.

Plot

A mafia appears in a peaceful city, and honest residents can no longer sleep peacefully: they need to figure out who is who and drive out the entire mafia in order to escape. If they fail to do this, the mafia will take over the city and the civilians will be doomed.

Progress of the game

The game is divided into two periods: day and night. All players participate in the daytime discussion - calculating the mafia, and at night everyone “falls asleep” (puts on masks). At the leader’s command, individual characters “wake up” at night and perform their role functions. Roles are assigned using cards that are dealt at the beginning of the game. There are many roles, as well as Mafia rules; in each specific case, the presenter will help you figure them out.

When the night ends, the day's discussion begins: civilians try to figure out who the mafia is, and the mafia poses as honest citizens and carefully influences the city to vote against the innocent. The discussion can use provocations, intuition, logical arguments and other techniques to reveal the true intentions of the interlocutor. The more active the discussion, the greater the chance for civilians to expose the criminals and save the city.

Access is denied!

Main deck

Black camp (mafia)

Mafia

The goal of the mafia is to exterminate all civilians, or at least remain with them in equal numbers. During the day, the mafia pretends to be honest citizens, and at night, the mafiosi carefully wake up and together choose a victim to “shoot.” Representatives of the mafia can only communicate with gestures so that they are not heard by other players. The mafia representatives show the number of the selected victim to the presenter and fall asleep again.

Money-mani-mani-mani everyone goes to the “godmother”

Mafia Don

It fulfills two purposes: firstly, it makes the final decision if the mafia cannot come to an agreement in the process of choosing a victim, and, secondly, it wakes up separately from its charges and tries to identify the commissar - the leader of the civilians. Every night, the don points the host to the player he considers to be the commissioner, and receives either a negative or a positive answer. If the don identifies the commissioner, he tries to convince the city to kick out this player during the day, or shoots him the next night along with the mafia.

Red Camp (Peaceful City)

Civilians

They are the majority, but they don't know who is who. At night, peaceful townspeople do not wake up; they only participate in daytime discussions, trying to identify the mafia.

Isn't this a casting?

Commissioner

Authorized representative of a peaceful city. He wakes up in his turn and checks any player for belonging to the mafia. The commissioner does not shoot, he can only get an answer from the host whether this or that player is a mafia. If the commissioner identifies the mafia, during the day he needs, without revealing his role, to convince the city to kick out this player.

Doctor

Has the ability to heal city residents. Every night the doctor tries to guess who the mafia shot at and points out this player to the host. If the doctor guessed right and “cured” the mafia victim, the city wakes up without losses (or with less losses).

The Doctor cannot heal the same player two nights in a row. The doctor can only heal himself once per game.

5 more minutes and my shift will be over

In addition to the black and red camps, there is also a gray one - these are characters who play for themselves.

Gray camp

Maniac

His goal is to be left alone with a civilian. The maniac wakes up at night and chooses a victim. It could be any character: a civilian, a mafia, or another representative of the gray camp. The maniac has two features: his victim cannot be cured by a doctor, and if the maniac is checked by the commissar, the presenter tells him that he is a civilian.


I've been grating on him for a while now

Extra deck

Black camp (mafia)

Mistress

At night he wakes up two times: the first - as part of the mafia to choose a victim; the second - separately, to “block” someone. The mistress points at one of the players at random, and if he has an active role (for example, doctor, maniac, journalist), he will not be able to perform it that night. A doctor will not be able to treat, a maniac will not be able to shoot, a journalist will not be able to conduct checks. The main goal of the mistress is to get into the commissioner, doctor or other representative of the red camp in order to undermine their activity against the mafia. Just like the doctor, the mistress cannot point to the same player two nights in a row.

In the children's Mafia, the role is introduced with the consent of the parents, or is replaced by another character.


Nothing personal, just love

Red Camp (Peaceful City)

Sheriff

An armed representative of a peaceful city. At night, the sheriff wakes up and randomly shoots one of the players. The sheriff's goal is to get into the mafia, maniac or other enemy of the red camp. If the sheriff hits a civilian, the next morning he leaves the game just like a victim of a mafia or a maniac.

Justice is for everyone

Journalist

Wakes up at night and checks any two players to see if they belong to the same or different camps. The journalist shows the presenter two numbers, and he answers with gestures whether the selected players are on the same or different teams. In this case, the color of the teams is not named. For example, if a journalist pointed to a doctor and a mafia don, the presenter will answer that they belong to different camps. If it’s for a commissar and a civilian, then go to one. Representatives of the gray camp will always be on different teams with other characters.

Who's next for the interview?

Lunatic

Spy of a peaceful city. He plays for the red camp, but at the same time wakes up at night with the mafia. The lunatic's goal is to carefully convey information to civilians about who the mafia is, without giving himself away.

Advocate

Wakes up at night and provides an “alibi” for one of the players. Whoever the lawyer points to receives immunity during the day's voting. For example, if at night a lawyer pointed out a maniac, and during the day the majority voted against this player, the presenter announces that the execution will not take place, since the player has immunity. The host reveals this information only after voting. As a result, the character remains in the game, and the city goes into the night without carrying out the day's execution.

A lawyer cannot defend the same player two nights in a row and has no right to provide an alibi for himself.

Gray Camp (characters who play as themselves)

Werewolf

At first he acts on the side of the peaceful camp: he identifies the mafia and is active only during the day. But as soon as the entire mafia leaves the city, the werewolf takes its place and begins to wake up at night to exterminate civilians. The werewolf wins if he is left alone with the peaceful one.

Zhora, is that you?

Student

Plays for civilians until any shooting role (representative of a mafia clan, sheriff or maniac) leaves the city. As soon as the first shooting character leaves the game, the student takes his place and takes over all the role functions of the “teacher”. The student wins as part of the camp to which he defected.

Survival Exam

Mirror

He wakes up last and points at any player. If someone shot at the mirror that night (no matter who exactly or how many shots were fired), then the bullet “goes” to the player selected by the mirror. If the mirror was not attacked, or the doctor cured it, then the mirror is not dangerous for the player to whom it points. Just like other active roles, the mirror can be blocked by the mistress. In this case, the mirror will not be able to redirect the strike. The mirror wins if it is left alone with the shooting role.

The role of the leader in the game

The presenter not only explains how to play Mafia, but also models the course of the game, monitors the development of the plot and discipline, which is an important component of the gameplay. For example, during personal statements from each player, other participants should not break silence or actively gesticulate.

In addition, it is the host who lays the foundation of the “city” whose inhabitants you want to be, and ensures your smooth immersion into the atmosphere of the game. Leading Mafias in St. Petersburg and Moscow are at your service.

Types of Mafia:

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If you haven't found the answer to your question about the rules of the game, ask it in the comments.

The board card game Mafia is one of the most popular entertainments for a group of friends. This entertainment is available to everyone: any potential player can buy not only entire sets for this entertaining toy with cards and masks, but also visit themed establishments. If you want to know what the rules are and how to learn to play the mafia, this article will help you figure it out.

Purpose of the game Mafia

The goal of each player is to do everything for his team to win. For example, civilians must identify all mafiosi. Players from the opposite group must pretend to be honest citizens and harass all ordinary residents of the city. Any participant has the right to express their suspicions about another player. It is allowed to accuse each other of having connections with bandits and nominate candidates for voting. The accused have the right:

  • accuse other players of having connections with criminals;
  • protect your candidacy from slander.

Voting begins. If all other members of the team or the majority vote against a person, then he is considered killed and his card is turned over. Only after this is the secret revealed - who the “killed” person really was. The plot repeats until all members of the bandit group or honest residents are destroyed. If you don’t know how to learn to play the mafia, then read the description of the cards and roles.

Description of cards and roles

The appointment of a facilitator will ensure monitoring of the game process and compliance with all rules. He distributes mafia cards to all members at his discretion or at random, as a result of which he divides the entire company into two opposing camps. Only he knows which character belongs to which team. He announces the onset of day and night, submits the candidacies of potential mafiosi to a vote.

The goal of all mafiosi, as stated above, is to destroy all members of the other group without exception. It should be noted that there are 3-5 times more civilians than mafiosi, so the latter are given the chance to kill one of the honest people at night. In addition, members of this team have an undeniable advantage: they know all the members of their group by sight. When the leader says: “Night is coming. The mafia is waking up,” all team members open their eyes and decide who they are going to kill. The players must do this without a single sound, using only gestures.

The sheriff wakes up at night when everyone is sleeping. He has the right to point his finger at anyone playing in order to identify a peaceful person or a bandit. If the participant at whom the sheriff pointed his finger is a gaming criminal, then the presenter nods his head positively. If this character does not guess correctly, then the presenter nods negatively. As you understand, the sheriff is at one with honest citizens, and not with bandits. His first priority is to do everything so that after he has identified a bandit, civilians vote for this candidacy.

Nobody needs to know who exactly the sheriff is. If members of the bandit group find out about this, then most likely he will be “removed” immediately. The essence of the sheriff's role is to convince honest residents to vote for the murder of the bandit without incurring suspicion. If the sheriff has a detective mentality, the victory will be for civilians. There are many versions of such entertainment: sometimes the game for the company ends when this character dies. Then the victory is credited to the mafia.

The doctor plays for civilians. He can save both mafiosi and ordinary citizens. When the city wakes up, the doctor must figure out who the bandits will want to “remove” in order to cure this participant. If the doctor fails to do this, then he treats any person at random. The doctor cannot treat the same player two nights in a row, but he can cure himself once.

Civilians

This role is essentially the most dysfunctional. The honest resident is the least knowledgeable. This person sleeps at night, and during the day must actively participate in all discussions with other participants. The role of the "ordinary citizen" is to identify the mafiosi using his logic and intuition. However, under the deft leadership of the bandits, the peaceful citizen will be confused, and at the vote he can vote against the members of his own team.

Additional characters

The lawyer is another minor character in this role-playing tabletop intellectual strategy. The lawyer plays for the mafia and has all the same functions as the sheriff. The only difference is his belonging to the opposing group. A lawyer, like any other participant, can be killed by a maniac. He plays for himself. Every night a fanatic can kill anyone, but a maniac can only win when he is left alone.

A detective is the one who has the right to check a player for belonging to a certain team or simply kill him. Only works at night. When the city falls asleep, the prostitute can wake up too. She points to a specific participant, making it clear who her “client” is. The prostitute can save her client if they want to kill him, but if the prostitute is also killed, the client dies along with her.

What you need to play

To have a good time, you will need:

  • a leader who will keep an eye on everyone;
  • required number of people;
  • the required number of chairs;
  • cards for the mafia;
  • notepad with pen for presenter.

Classic rules of the mafia card game

What are the rules of the game and how to play mafia? On the first night, the host's task is to identify all members of the opposing groups. When the mafiosi wake up, he can copy all the names into his notebook, the same goes for civilians and other minor roles. Then, when the city wakes up, the discussion and search for members of the gangster group begins. At this time, the mafiosi are actively involved and plan the victim. Their goal is to declare one of the civilians a bandit. A vote is taken, and the one who is considered a criminal is “killed.”

On the second night, the mafiosi wake up and need to choose a victim. This is done silently. Then the sheriff, the doctor and other characters wake up in turn, each of them performing their own function. If there are a lot of people, it is better for the presenter to write everything down. Before the city wakes up again, the host announces who was killed. If the player is saved, he also reports this. On subsequent nights and days, all actions are repeated until the criminals kill everyone or until the residents transfer all the bandits.

Training video: how to learn to play mafia with cards

The rules described above are generally clear. Civilians play against the mafiosi, and the one who has the most left in the end wins. However, in fact, there are a lot of variations of this entertaining toy. Any, even the most proven, “classical” rules may differ slightly from each other. Learn the game process using real video examples.

It is permissible to introduce other residents of the city: the more of them, the more exciting the fun. The appearance of new characters will significantly affect the game balance and strategy of all participants. The essence remains the same - destroy all members of the opposing group. Below is a detailed video instruction on how to play mafia with cards. To reinforce the rules, we suggest you watch the video.

Video: how to play Mafia 2 Online

Recently, in Moscow, and other large cities, there has been a fashion for a new computer variation of the favorite online entertainment. This video game is freely available on the Internet and is an excellent addition to the original toy. Watch the video to understand the nuances of online strategy based on a toy you've already tried and loved.

The online video game New Mafia is the same entertainment package as the traditional card game Maffia, only with an Internet play mode and excellent pictures. If you are too lazy to leave home to meet other connoisseurs of intellectual strategy, study the video and begin the battle for survival in the city. Try your hand: the popular card game is available in a new format.

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After the roles have been distributed and carefully studied by each player in secret from others, the presenter conducts a short introduction ceremony (everyone closes their eyes - “fall asleep”), and then one by one opens their eyes when the presenter names their role. Then the game begins, divided in stages. First comes night, during which the host “wakes up” the sleeping players in a certain order and invites them to make a choice. The Mafia and the Maniac attack unsuspecting victims, the Mistress spends the night with one of the townspeople, the Doctor saves what he believes is an innocent victim, and the Detective checks one of the players for involvement in a series of murders that keep the entire city in fear.

The next morning, when the city wakes up and all participants open their eyes, the presenter reports a summary of the heartbreaking and disturbing news that happened overnight: he announces the list of those killed and those happily saved from the hands of the mysterious attackers (if there were any). The townspeople are then asked to nominate possible candidates for arrest, have heated debates about the possible guilt and innocence of a particular character, and then vote for the most attractive candidate for the title of Mafia. After the collective verdict is passed, the convict reveals his role, leaving the townspeople to rejoice (if they really figured out the cunning mafia) or, on the contrary, bite their elbows (if, for example, the Doctor fell victim to the people's court). Then night falls again, and the city plunges into anxious anticipation of disaster.

The game continues until all the members of the mafia and the maniac are exposed by the townspeople (and in this case the law prevails), or until there are fewer civilians left than the mafiosi (in this case, alas, the game ends with the victory of the mafia ). After the end of a fierce game of this tense detective game, the participants in the events will discuss what happened for a long time, analyzing the actions and behavior of other players, trying to comprehend all the intricacies of the gameplay, so that next time they will certainly not be among the losers or undeservedly accused.