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Strategic Family Gatherings v32.28.5

📜 How to Play Mafia

🎯 The Goal

Mafia is a social deduction game. Mafia tries to eliminate Town members. Town tries to identify and vote out the Mafia.

👥 Teams

🏛️ Town: Most players. You don't know who's who - work together to find the Mafia!

🔪 Mafia: A small group who know each other. Secretly eliminate Town at night while blending in by day.

🌙 Night Phase

Mafia secretly chooses someone to eliminate

Doctor chooses someone to protect (can't protect same person twice in a row)

Detective investigates one player (learns if Mafia or Town)

• Other roles may have special actions too

☀️ Day Phase

1. Discussion: Talk about who might be Mafia. Share suspicions, defend yourself!

2. Accusations: Accuse suspicious players for trial. With 6+ players, accusations need a "second" to become a Valid Nomination.

3. Voting: Vote to eliminate a nominee. Majority wins. Ties may be decided by Mayor.

🎭 Key Roles

👑 Don
Mafia leader, decides kills
🎩 Mayor
Breaks voting ties
⚕️ Doctor
Protects from night kills
🔍 Detective
Investigates alignments
🔫 Vigilante
Can kill at night (risky!)
👁️ Lookout
Sees who visits a player

🏆 Winning

Town wins when all Mafia are eliminated.

Mafia wins when they equal or outnumber Town.

💡 Tips for New Players

Pay attention to who accuses whom and voting patterns

Don't reveal your role unless strategically necessary

If you're Mafia, act like innocent Town - blend in!

If you're Town, use logic but trust your gut too

Rule 2 — Mayor variants

2a — Persistent Mayor: When the Mayor is eliminated, a successor takes the role and keeps their original specialism. The Mayor power (tie-break, vote visibility) never permanently leaves the game.

2b — One-shot Mayor: When the Mayor is eliminated, the role is permanently lost. No succession. Tie-breaks fall through to the host's configured tie-break rule (first-nominated by default, or no-lynch).

Rule 14 — Don as Night-1 Lookout (4p/5p only)

In small games with no Mayor, the Don has no kill on Night 1. Instead the Don picks a target to stake out — using the standard Lookout activity-detection logic — and learns either what the target did, or who visited the target. The Don's normal hit begins on Night 2. At 4p/5p the Don is the only Mafia, so there's no one to share intel with — the intel goes to the Don directly.

Rule 15 — Don succession (Mafia always has a Don)

If the Don dies while other Mafia members are alive, one of them is promoted to Don and gains the nightly kill. The promoted player keeps everything they earned in their previous role (intel, stakeout records, family chat history) but loses the ability to use their specialist action — they're a Don now, not a Lookout/Soldato/etc. Promotion order: Mafia → Consigliere → Lookout → Soldato → Bent Cop.

Rule 17 — Specialist succession (variants)

17a — Detective succession: When the Detective dies, a randomly-selected Townie becomes the Constable, with reduced investigation accuracy.

17b — Lookout succession: When the Mafia Lookout dies, a randomly-selected non-Don Mafia becomes the Scout (Mafia equivalent of Constable).

These succession rules are opt-in per game; smaller configs (4p–8p) typically don't enable them.

Create Game

⚙️ Advanced Settings
players
Only applies in 4p/5p games or after a Rule 2b Mayor is eliminated.
SC members cannot accuse each other. Vigilante cannot target current or former SC members.

Join the Family

🎭 Your Nom de Guerre:
Click Roll to generate

🔄 Rejoin Game

Enter the name you used when joining

Family Gathering

ABC123

Players (1/26)

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🏆 Game Over!

👻 Open Floor — All Players