What is Mafia?
Mafia splits a circle of 8–15 players into two secret mafia members, two police, one doctor, and a table of townspeople, then runs the group through alternating night and day phases. At night everyone closes their eyes while the mafia silently pick a target, the police silently point at a suspect, and the doctor silently protects someone; by day the group discusses, nominates, and votes out whoever they suspect. The police and townspeople win by catching every mafia member; the mafia win by eliminating every townsperson.
It works because deduction under real stakes is a genuine puzzle: the mafia have to lie convincingly to survive, and everyone else has to decide who to trust with incomplete information. A wrong vote costs the town a real player, which means nobody gets to sit out the discussion.
It's built around a narrator running a full circle through eyes-closed night phases, so it doesn't adapt cleanly to a video call or a quiet office corner — save it for a room where everyone can close their eyes together and a narrator can keep the game moving. It also leans older: the elimination framing plays better with teens and adults than with a younger classroom.
The rules
- Five roles: a narrator outside the circle, two mafia members, two police members, one doctor, and townspeople filling the rest.
- The narrator builds the deck first: two aces for mafia, two kings for police, one queen for the doctor, and number cards for everyone else.
- Cards are shuffled and dealt face down — nobody reveals their role.
- At night everyone closes their eyes; the mafia silently choose a target, the police silently point at a suspect, then the doctor silently picks someone to protect.
- By day, players discuss and nominate suspects, the nominated player can defend themselves, and a majority vote — 50% or more — eliminates someone.
- The police and townspeople win by eliminating all mafia members; the mafia win by eliminating all townspeople.
Before you start
- Group size: 8–15 players. The role mix stays fixed regardless of headcount — two mafia, two police, one doctor — and everyone else fills out the deck as a townsperson.
- A narrator who sits outside the circle. This person doesn't play. They build the deck, run the night and day phases, and announce what the group needs to know.
- A deck of cards, built ahead of time. Pull two aces, two kings, one queen, and enough number cards to cover the rest of the group, then shuffle.
- Explain both phases before dealing. Walk through the night phase (eyes closed, roles act in secret) and the day phase (discuss, then vote) before anyone sees their card.
How to run it
- Prepare and deal the cards 3–5 min
As narrator, build the deck — two aces, two kings, one queen, and number cards for everyone else — shuffle, and deal one card to each player without anyone revealing what they got.
- Circle up and close your eyes 1 min
Arrange everyone in a circle with you outside it. Have the whole group close their eyes to start the night phase.
- Run the night phase 2–3 min
Quietly wake the mafia to point at someone to eliminate, then the police to point at a suspect, then the doctor to choose someone to protect — noting each choice without revealing it.
- Reveal the morning 1–2 min
Have everyone open their eyes. If the mafia targeted the person the doctor protected, announce that nobody was eliminated; otherwise, reveal who's out — they leave the circle and stay silent for the rest of the game.
- Discuss, nominate, and vote 5–10 min
Let the group nominate suspects and argue their case. Give the nominated player a chance to defend themselves, then take a vote — a majority of 50% or more eliminates that player.
- Repeat until someone wins 45–70 min
Keep cycling night and day. The game ends when the mafia are all caught, or when the mafia have eliminated all the townspeople.
← every phase runs on suspicion, not the clock.
Facilitator tips
Why it works
Reflection questions
For teams and classrooms that want the debrief — these turn a round of deduction into a real conversation about trust.
- What role did you play, and how did you approach it?Gets people naming their own strategy out loud, whatever role they landed.
- How did trust and suspicion factor into your interactions with other players?The round runs on distrust for an hour straight — this asks what that actually felt like.
- Did you find it hard to keep your identity hidden, or to figure out others' identities?Surfaces which side of the game — hiding or hunting — felt harder for each player.
- How did you decide who to vote for, and what convinced you?Names the persuasion tactics that actually worked, win or lose.
- What did you learn about yourself or the group's dynamics?The debrief question — turns a round of deduction into an actual conversation.