Mafia (2007)
Mafia (2007) Rulebook
Table of Contents
Table of Contents
Game Goal
The game is for 7–22 players (optimally 10–20). One of the players becomes the Game Master (Mistrz Gry). The remaining players ("Postali" in the printed text, evidently a misprint for "Pozostali") are divided at random into two groups: the Mafiosi and the Policemen. The goal of each group is to eliminate the opponents from the game. To achieve this, players must show powers of persuasion and discussion, observation, and the ability to draw logical conclusions from the behaviour of the other participants.
Read the rulebook once or twice and you will have no trouble running the game. Start with the basic version and only then try the extended version.
Note: the rules of the basic game are described in the full version, for adults. Game Masters running the game for younger children may use the notes on page 12.
Number of Players
| Number of players | Game Master | Number of Mafiosi | Agent | Number of Policemen |
|---|---|---|---|---|
| 7* | 1 | 1 | 1 | 4 |
| 8* | 1 | 1 | 1 | 5 |
| 9 | 1 | 2 | 1 | 5 |
| 10 | 1 | 2 | 1 | 6 |
| 11 | 1 | 2 | 1 | 7 |
| 12 |
* Additional rules, given at the end of the rulebook (see "Variant for an Unusual Number of Players" and page 11).
Basic Version of the Game
Setup
One of the players becomes the Game Master. The Game Master runs the game, deals the cards, and rules in disputed situations. Their decisions are final. The Game Master selects as many Character Tokens as there are players taking part, not counting the Game Master. There is always 1 Agent and an appropriate number of Mafiosi and Policemen (depending on the number of players; see the table above).
The players sit in a circle so that they can observe one another. The Game Master walks around them.
The Game Master shuffles the Character Tokens and deals them at random to the players. Each player checks which group they belong to, then places their Character Token in front of them, symbol face down, so that the Game Master has access to it. Nobody except the player should know which group they belong to.
Gameplay
The game consists of successive ROUNDS (TURNS).
Each round consists of 3 phases:
- The Active Agent
- The Secret Meeting of the Mafia
- The Police Council
The Game Master asks all players to close their eyes.
Phase 1: The Active Agent
The Game Master asks the Agent to open their eyes. The Agent is a secret informer of the police. They have access to the police files and know a good deal about the Mafiosi. None of the players knows who the Agent is. The Agent points to any player, and the Game Master shows the Agent that player's Character Token. In this way the Agent learns whether that player is a Mafioso or a Policeman. The Agent may use this knowledge later. The Game Master and the Agent should behave carefully so that the other players (still with their eyes closed) do not realise who the Agent is or whose Character Token was shown.
The Game Master covers the Character Token that was shown to the Agent. The Agent closes their eyes. End of the Agent's phase.
Phase 2: The Secret Meeting of the Mafia
The Game Master asks the Mafiosi to open their eyes. Now it is their turn. They already know that many Policemen have arrived in Spytown. Now they must eliminate them. They must act carefully so that the Policemen do not realise who is who. The Mafiosi look at one another and now know who belongs to the Mafia. Then the Mafiosi point to one of the Policemen (that is, a player with closed eyes) who is to be eliminated. They must make this choice as quickly as possible and in as much silence as possible, so that the Policemen (who of course have their eyes closed) do not realise who the Mafiosi are. Therefore the Mafiosi may confer only by means of gestures and facial expressions.
When one of the Policemen has been chosen, the Mafiosi close their eyes again.
The Mafia phase ends.
Phase 3: The Police Council
The Game Master asks all players to open their eyes. Then the Game Master reveals the Character Token of the eliminated Policeman. That player has now finished the game. They may remain at the table, but they may not speak, advise, or take part in the discussions. The Policemen sense that intruders have crept into their ranks. They want to root them out. To do this they must confer. Now the council takes place. All players (including the Mafiosi) may speak, saying who in their opinion is a Mafioso and why. The discussion lasts as long as the players wish to talk. The Agent may, but need not, reveal who they are and what they saw in their phase (and the other players may or may not believe them). When the discussion ends, each player points to one player as a Mafioso. The real Mafiosi do this too (of course, their aim is to go on eliminating Policemen).
The two players who received the largest number of votes (not necessarily equal) are additionally questioned (if several players share the same largest number of votes, all of them are questioned). Each of them may deliver a short speech in their defence and try to convince the other players that they are not a Mafioso. The other players no longer discuss. A new vote is held, only for the named pair. The player with the largest number of votes is eliminated. If two players again receive an equal number of votes, there is a renewed discussion, until one of the voters changes their vote. If nobody decides to do so, the player to be eliminated must be determined by lot (e.g. by tossing a coin). The Game Master reveals the Character Token of the chosen player, and everyone sees whether it was a Mafioso or a Policeman. That player has now finished the game. They may remain at the table, but they may not speak, advise, or take part in the discussions.
If the eliminated player was the Agent, they may NO LONGER share their knowledge with the other players.
The Police phase ends. This is the end of the round.
New Round
All players who have not been eliminated, on the Game Master's instruction, close their eyes, and the next round begins (the Agent's phase). If the Agent was eliminated earlier, then in subsequent rounds the Agent's phase is skipped, and only the Mafia and Police phases are carried out.
End of the Game
The game ends when all the Policemen (including the Agent) or all the Mafiosi have been eliminated. The team whose representatives have survived wins.
Note: a player wins if their group (the Mafia or the Police) wins, even if that player was eliminated during the game. The Agent belongs to the Police; they win if the Police win.
Advice on Organising and Running the Game
Mood and Atmosphere
MAFIA is a psychological game. Its essence is interaction between the players, discussion, persuasion, and bluff. It is important that the players (especially the Game Master) try to build an appropriate mood and speak in a manner suited to the content of the game (the police, pursuing criminals, mafiosi planning crimes) and so on. This makes the game far more enjoyable.
No Peeking
A player who peeks during a phase that is not their own can completely spoil the game (for themselves and others). This must not be done! A player caught peeking must be immediately excluded from the game by the Game Master.
The Game Master Rules
In MAFIA, disputed situations may sometimes arise. In every case the deciding and final voice belongs to the Game Master.
The Eliminated Stay Silent
Eliminated players quickly learn who the Agent is and who is playing the role of a Mafioso. It is important that they do not, in any way (by words, gestures, or reactions), pass this knowledge on to the players still in the game. That would spoil the rest of the game.
Silence
The Agent, the Mafiosi, and the Game Master, during the Agent's and Mafia phases, should behave as quietly as possible so that players with their eyes closed cannot guess who is acting, whose Character Token is being looked at, or who is being eliminated. While a Character Token is being shown to the Agent, players with their eyes closed may make some noise to make eavesdropping harder.
Table and Convenient Access
The Game Master must have free access to the players' Character Tokens. They must also be able to see the behaviour of all the players and react to it in such a way as not to indicate to the other participants whom they are currently observing. It is convenient if all the players sit around the table and the Game Master can walk around them. Alternatively, the players sit in a circle, hold their Character Tokens in front of them on the floor, and the Game Master stands in the middle of the circle.
Fingers Up
A character who is named by someone as a Mafioso during the Police phase should raise a finger (one for each accusation). This makes it easier to count and to check who has received how many votes.
Variant for an Unusual Number of Players
MAFIA works best for 10–20 participants. It may also be played with a smaller or larger number of players, but in that case the modifications below should be applied.
If there are fewer players (7–8):
- The Agent may look at a card only in the FIRST round of the game, in the Agent's phase.
- If in the first round the Agent has revealed the Character Token of another Policeman, they thereby learn which of the players is certainly not a Mafioso. The Agent closes their eyes and the Police phase follows. In subsequent rounds the Agent's phase is skipped.
- If it turns out that the Agent has looked at a Mafioso, the Agent is immediately eliminated: the Game Master reveals the Agent's Character Token and, of course, covers the Mafioso's Character Token again. The Police phase follows. When the other players open their eyes, they learn that they have lost the Agent. The Agent may not say whose token they looked at.
If there are more players (21–22):
- The first 2 players eliminated in the first round (1 in the Mafia phase, 1 in the Police phase) have the right to a "last shot". The eliminated player points to any other player, who must immediately reveal their Character Token and leave the game. (The player who is eliminated may not use the "last shot" on themselves.)
Game Version for Children – Proposed Rule Changes
Even children of a few years old may play MAFIA. It should be remembered, however, that they may have difficulty concentrating, keeping to the rules, and closing their eyes at the right moments. Finally, the content of the game (the elimination of Policemen and Mafiosi) may be considered unsuitable by guardians. So that the game gives children pleasure without over-tiring them, a few modifications of the rules may be introduced. Whether all the changes or only some of them are applied is decided by the Game Master, who knows their charges best.
- There is no Agent phase (the Agent's Character Token is not included in the game; instead an additional Policeman's token is added). Only the Police and Mafia phases take place.
- Each player eliminated in the Police or Mafia phase may make a "last shot": point to any player, who is also immediately eliminated.
- There is no choice of a final pair. There is one vote, after which the player with the largest number of votes is eliminated. Only if several players have an equal, largest number of votes is a final between them held.
- Manner of running the game: it is important that the Game Master moderates the discussion appropriately and introduces the theme of the game "more gently". Children do not play at being a "real" mafia. They should imagine that they are students of a Police Academy. They take on the roles of Policemen and Thugs (not Mafiosi!) only for the purposes of exercises at this Academy.
Extended Version
Introduction to the Action Cards
The Action Cards make it possible to vary the game and introduce new, exciting situations. It is good if the players (in particular the Game Master) play the basic version at least once before they start using the extended version.
In the extended version, Action Cards are used in addition to the Character Tokens.
Card layout (the diagram on the rulebook page shows the following labelled areas):
- User symbol – shows whether Policemen or Mafiosi (and sometimes also the Agent) may use the card. If both symbols are present, the card may be used by both groups. If a player's Action Card does NOT carry the same symbol as their Character Token, that player may NOT use the card; it is treated as a Neutral Card.
- Card name – the name of the card.
- Illustration.
- Phase of use – shows in which phase the card may be used. The description of the action states this more precisely.
- Short description of use.
- Description of the action – specifies when and how the Action Card may be used.
Neutral Cards
Besides the Action Cards, the set also contains Neutral Cards. They do not allow any action to be taken. Neutral Cards serve only to conceal which players actually hold Action Cards.
Using the Action Cards
The Game Master selects several Action Cards. They show them to all the players and explain their effects. Then they supplement them with as many Neutral Cards as needed so that every player can receive one card. Next they shuffle these cards and distribute them among the players.
Note! It is best if there is at most 1 Action Card for every 4 players. For example, for 12 players the Game Master should choose 3 Action Cards and supplement them with 9 Neutral Cards. Every player must read the text of their card and check whether they may use it (that is, whether the card carries the symbol of the player's Character Token). If so, they read the description to find out how they may use the Action Card. The player then places their card face down beside them (on the table, in a pocket, etc.). They may look at it at any moment. Other people must not know which card a given player holds. At the appropriate moment – described on the Action Card – the player may use their card and make use of its features. Then they reveal the card by placing it face up on the table in front of them.
Each Action Card may be played only once (unless the card's text says otherwise). Players who have not played their Action Cards (even if they have been eliminated) do not reveal them until the end of the game. A player who reveals their Action Card in the wrong phase is immediately eliminated (and may not carry out any action described on the card). If the effects of some Action Cards conflict with one another, or players have difficulty interpreting their effects, the Game Master's voice is decisive.
Detailed Description of the Action Cards
1. BULLETPROOF VEST User: Policeman, Mafioso Phase: Police Always after the Mafia phase, the Game Master should stand behind the player pointed at by the Mafiosi and say that this player has been chosen. The player then has time to react – by using this card. Similarly, if a player has been eliminated in the Police phase in the final vote, they may defend themselves by showing this card. In both cases the player does NOT show their Character Token. The revealed card lies on the table in front of the player who used it until the end of the game. It may not be used again: if this player is chosen again, they are eliminated.
2. BANDAGE User: Policeman, Mafioso Phase: Police When another player is eliminated (by the Mafiosi or during the discussion), show this card. That player receives a life-saving bandage and stays in the game. The saved player does NOT show their Character Token. Note: If the player pointed at for elimination is the holder of this card, they may NOT save themselves.
3. RECRUITMENT User: Mafioso Phase: Mafia In the Mafia phase, show this card to the Game Master and point to the chosen player. The Game Master should announce that a Recruitment is taking place and explain to the players (who have their eyes closed) that one of them is about to be tapped on the shoulder and woken. From that moment this player becomes a Mafioso – they win when the Mafia wins. If they are eliminated, they do not say who they really were. You may play this card in any Mafia phase, as long as you have not yet been eliminated yourself (waiting until the end of the game to use this card may be risky).
4. COMMANDER User: Policeman, Mafioso, Agent Phase: Start of the game Show this card to everyone immediately when you receive it, at the start of the game. If several players in a vote (preliminary or final) have the same number of votes, the player eliminated is the one for whom the Commander cast their vote. Note: Voting always begins with the Commander, i.e. the current holder of the Commander card, and proceeds clockwise. At the end of the Police phase, pass this card to the active player to your left (skipping eliminated players).
5. TURNCOAT User: Policeman, Mafioso Phase: Whole game If you hold this card, for the rest of the game you play on the opposite side to the one your Character Token shows. If you hold a Mafioso token, you play as a Policeman, and vice versa. The presence of this card in the game means that there is one Mafioso fewer or more than the number of Character Tokens dealt would suggest. A turncoat player must be a loyal member of their new team – its success also means their victory. An eliminated turncoat does not show their Action Card, only their Character Token, so that until the end of the game the players do not know their true identity.
6. CHANGE OF ROLES User: Policeman, Mafioso Phase: Start of the game Show this card to everyone immediately when you receive it. All players look at their Character Tokens. You may now (but need not) exchange your Character Token for the Character Token of any player. You point to a player and swap tokens with them. From then on you both play the new roles. In this way you know what role they play, but they also know your role. The revealed card lies on the table in front of the player who used it until the end of the game. It may not be used again.
7. WIRETAP User: Policeman, Mafioso Phase: Police Play this card at any moment of the game – during the Police phase (during the discussion, the vote, or after it). You may immediately look at the Character Token of one of the players. Look at it carefully so that the other players cannot see it. Of course, you may share the knowledge you gained with the other players (or bluff). The revealed card lies on the table in front of the player who used it until the end of the game. It may not be used again.
8. SHELTER User: Policeman, Mafioso Phase: Police Play this card at the end of the Police phase, already after the vote and the elimination of one player. In the following round you cannot be eliminated in any way (that is, the Mafiosi cannot point at you in their phase, and nobody can vote for you in the Police phase). You yourself do not take part in any vote in the Police phase, but you may take part in the discussion. The revealed card lies on the table in front of the player during the round in which they used it. Afterwards it is removed from the table so as not to cause confusion. It may not be used again.
9. IRON LETTER User: Policeman, Mafioso Phase: Police Play this card at the end of the Police phase, already after the vote and the elimination of one player. In the following round the Mafiosi may not eliminate you in the Mafia phase. In the Police phase you may discuss, point at others, and be pointed at yourself (and eliminated). A Mafioso may play this card to mislead the opponents. The revealed card lies on the table during the next round, in front of the player who used it. After the Mafia phase and the elimination of the player pointed at by the Mafiosi, it is removed from the table so as not to cause confusion. It may not be used again.
10. ARREST User: Policeman, Mafioso Phase: Police Play this card at the start of the Police phase. In this round you cannot be voted for (and eliminated) in the vote at the end of the Police phase. You yourself do not take part in any vote, but you may take part in the discussion. The revealed card lies on the table during this round, in front of the player who used it. After the vote and the elimination of one player it is removed from the table so as not to cause confusion. It may not be used again.
11. SHOT FROM BEHIND THE CORNER User: Policeman Phase: Police Play this card at any moment (as long as you have not been eliminated). Point at one player. That player is eliminated immediately and shows their Character Token. If the Mafiosi pointed at you in the Mafia phase, you are eliminated and may not use this card.
12. ABDUCTION User: Policeman Phase: Police Play this card at the start of the Police phase. Point at any player and lay this card in front of them. In this Police phase that player does not take part in any vote, but may discuss. They may be pointed at and eliminated. After the vote and the elimination of one player, the card is removed from the table so as not to cause confusion. It may not be used again.
13. LAST SHOT User: Policeman Phase: Whole game If at any moment of the game you are eliminated, show this card. You may use it to point at and eliminate one player. You both reveal your Character Tokens and show them to all the other players.
14, 15, 16. NEW GANG (3 identical cards) User: Policeman, Mafioso Phase: Whole game The New Gang cards may be used when a larger number of players takes part in the game (minimum 14!). If the Game Master decides to introduce these cards into the game, they must introduce all three cards at once. You have formed a new gang (but you do not know its members). Regardless of whether you are a Mafioso or a Policeman, the goal of your game changes. You win if at least one person holding a New Gang card survives to the end of the game (not necessarily you). You lose if a Mafioso or a Policeman without this card survives to the end of the game. At the moment you are eliminated, show this card to the other players.
The goals of ordinary Mafiosi and Policemen do not change. In a game using these cards, three forces are at work, so the game lasts until two of them are completely eliminated – the Mafiosi, the Policemen, or the members of the New Gang.
Expanded use of the New Gang cards: Before the first Mafia phase, while all players have their eyes closed, the Game Master asks the holders of New Gang cards to open their eyes. In this way these players can recognise one another. Then they close their eyes and the first Mafia phase follows. A Mafioso who is also a member of the New Gang will probably eliminate ordinary Policemen in the Mafia phase, and in the Police phase also Mafiosi. In this version of the game the Mafiosi should be very vigilant – a traitor may be lurking among them as well.
17.–30. NEUTRAL (14 identical cards) User: Policeman, Mafioso, Agent Phase: Agent, Police, Mafia This card gives no additional possibilities for action. You do not reveal it during the whole game. Neutral Cards serve solely to conceal the holders of the genuine Action Cards.