πŸŒ‘

Mafia: The Night of Chaos

A Game of Performance, Deduction, and Survival
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Welcome to the town. You are part of a tight-knit community β€” but the peace has been shattered. A secret organization, The Mafia, has moved in, and they are eliminating citizens one by one.

Whether you are a humble villager or a cold-blooded murderer, you are playing a role. In this house, we don't "lie" β€” we perform. Your character's survival depends on how well you play your part.

🌱Never played? Start here

The game in 30 seconds. Everyone gets a secret card β€” it tells you who you really are. Most of you are innocent Villagers. A few of you are secretly Mafia. The game alternates between Night (eyes closed β€” the Mafia secretly picks someone to eliminate) and Day (eyes open β€” everyone argues about who the Mafia might be, and votes someone out).

How you win

The Village wins when every Mafia member has been voted out.
The Mafia wins when they equal or outnumber the remaining villagers β€” at that point, nothing can stop them.

Your first night

The Narrator says "Town, go to sleep." Close your eyes. The music comes up. The Narrator will call roles one at a time β€” only open your eyes when your role is called. If your role is never called, you just keep your eyes closed. That's it. You cannot mess this up.

Your first day

A victim is revealed, and the arguing begins. Here's the secret nobody tells first-timers: you don't need to know who the Mafia is. Nobody does. Just watch people. Who's too quiet? Who's too loud? Who accused someone a little too fast? Say what you notice. That's the whole game.

Five rules of survival
  1. Being confused is normal β€” even veterans are guessing.
  2. If accused, stay calm. Panic reads as guilt.
  3. NEVER show your card β€” not to prove innocence, not to anyone, not ever. It's punishable by instant death (see House Rules). Your words can claim anything; your card stays hidden.
  4. Dying isn't losing. The Graveyard sees everything, and the first victim gets a whole job (see: the Undertaker).
  5. When in doubt β€” perform. This house doesn't lie; it acts.

Don't study the Special Mechanics before your first game. Twists will be revealed by the Narrator when they happen β€” that's the fun. All you need tonight: eyes closed at night, open your eyes only for your role, argue by day, and enjoy the chaos.

βš–οΈThe power of the Narrator

The Narrator is the architect of this world. Their word is law. Their authority is absolute.

The final say

If a dispute arises, the Narrator's decision is final. No arguments.

Game decorum

To maintain the spirit of the game, the Narrator reserves the right to strike down any player, shift the rules, or end a role's life at any time β€” if it serves the experience.

The golden rule

Don't cross the Narrator. πŸ˜‚

πŸ“œThe cycle of the night

1 Β· The Night (eyes closed). The Narrator says "Town, go to sleep." Everyone closes their eyes and the music comes up. Roles are called one by one to perform their actions in silence.

2 Β· The Day (eyes open). The Narrator says "Town, wake up." The night's victim is revealed. The survivors now begin the most dangerous part of the day: The Deliberation.

The three dawns

Every morning tells one of three stories: a death β€” the blade landed. A miraculous save β€” the Doctors caught it. Steel met steel β€” the Bodyguard caught it. Learn to read the dawn… and notice when the miracles stop.

Teams wake together

Depending on the size of the town, some roles have more than one member β€” Mafia, Doctors, Detectives. Teams wake together and act together. Trust your partner wisely… their loyalty may already be broken.

πŸ—³οΈThe law of the land β€” voting
The silence of the hands

Finished speaking and chosen your target? Hand in the air. Hand stays up. You stay silent.

The roll call

Once every hand is up, the Narrator calls the vote. Everyone at once says the name of the person they're voting for.

The count

Received votes? Raise a finger for each. The two players with the most fingers in the air go on Trial.

The trial

Both accused plead their case, then turn around β€” blind to the room β€” while the group votes by show of hands.

The sentence

The Undertaker escorts the loser to the Graveyard.

The sunset

Everyone sleeps. Only then will the Narrator reveal whether the town can "rest any easier" tonight.

πŸƒThe deck β€” role assignments
Villager
Villager
Numbered card
Use logic and observation to find the Mafia before they find you.
Murderer
Mafia
Any King (and, at a big table, A♣ or A♦)
Wake with your brothers each night and secretly eliminate a victim.
Godfather
Mafia
Ace of Spades
The leader. If a teammate is voted out, you recruit a new member that night.
Doctor
Villager
Any Queen
The Doctors wake together and select one person each night to save from death.
Detective
Villager
Any Jack
The Detectives wake together and investigate one player's true identity each night.
Bodyguard
Villager
Any 10
Each night, silently shields one person (never himself). The first blade he catches, The Vest saves him β€” the second one kills him.
Godmother
Independent
Ace of Hearts
She always has an anchor. On night one she secretly picks her Life Swap target; if that soul dies, she picks a new one. If she is ever voted out β€” her anchor dies instead, and she lives on. Vote her twice, and the second sentence sticks.
The Postman
Danger
The Joker
Unhinged, but harmless… for now. Every night he delivers a letter. ⚠️ But if the town ever votes the Postman out, he GOES POSTAL β€” everyone dies. Track the letters. Find him before you doom yourselves.
πŸ”Special mechanics β€” the twist
The recruitment

If a Mafia member is voted out, the Godfather recruits a new member that night. The recruit wakes with the Mafia and still wakes with their original team. A double life begins.

The crooked cop

If a Detective is recruited, they become a Crooked Cop β€” still waking beside their partner, steering every investigation off course. Their partner suspects nothing.

πŸ§ͺ The Quack

If a Doctor is recruited, they keep waking with the Doctors β€” quietly steering saves away from the truth. The moment they become the last Doctor standing (instantly, in a one-Doctor town), the Quack awakens. They still rise to the same "Doctors, wake up" call as always β€” but now their medicine is poison. The town's guardian angel may be its executioner.

πŸ—‘ The Godfather's choice

Once the Quack is active, the Mafia still claims one victim per night β€” but the Godfather chooses the weapon.

The Blade: instant. Certain. Revealed at dawn. But the Bodyguard can catch it.

The Poison: the Mafia stays home; the Quack administers the dose during the Doctor call. It bypasses the Bodyguard β€” you can't take a bullet that was never fired. But the poison is slow…

βš—οΈ Justice is the antidote

When poison is used, the victim is tapped in secret, during the night β€” no one sees the Narrator's hand. At dawn there is no body β€” only the words: "Someone in this room is dying." Only the victim knows it's them. They have one day. They die at the next dawn β€” unless the Quack dies first. Find the poisoner, and the poison never completes.

Claim it aloud, or work in silence? Choose carefully β€” and remember: anyone can claim to be dying. Only the dawn tells the truth.

🦺 The Vest

The first time the Bodyguard intercepts a kill, he does not die. The Narrator taps him in secret, during the night. The dawn brings the words: "The Mafia struck last night… and steel met steel. No one died." He now secretly holds the most valuable intel in the town β€” he alone knows who the Mafia tried to kill. But the Vest is spent. The second blade he catches goes through.

πŸŒ… The hero's dawn

When the Bodyguard dies taking a blade for his ward, it is no ordinary death. The Narrator declares that a hero fell β€” and the Bodyguard earns the one exception to the law of the Graveyard: dying words. One sentence. Strictly one. Name your ward, point a finger, or go out with poetry β€” then the Undertaker takes you. Dead men tell no tales β€” but heroes get one sentence.

πŸ›‘ The turncoat

If the Bodyguard is recruited, he becomes the Turncoat. He still wakes, still points, still performs the hero β€” but when the blade falls on his ward, he simply steps aside. The town can never again trust that someone will die in their place.

πŸ“¬ The Postman's letters

Every night, the Postman sends a letter. The recipient is tapped in secret, while all eyes are closed β€” and the letter itself is the last thing the town hears before waking. Nobody opens their eyes until the punchline lands. And the Postman is… not well:

"He'd like to take you for a walk… off a cliff."
"He wants to feed you… to a woodchipper."
"He'd love to baptize you… until the bubbles stop."

The letters don't kill. They're clues. Who's been getting mail? Who claims they have? Who's lying about it? Track the letters to find the Postman before you vote him out by mistake β€” and if the letters ever stop coming… the Postman may already be in the Graveyard.

The Undertaker

The first person killed by the Mafia becomes the Undertaker. They stay awake through every night, see the whole truth, and manage the dead. Dead men tell no tales.

πŸ•― Inquire of the dead

Once per game, during Deliberation, any player may call to Inquire of the Dead.

The blind vote: the town closes its eyes and votes by raised hand. It takes two-thirds of the living to open the veil.

The price: if it passes, it replaces that day's Trial β€” no one is sentenced today. Choose wisely: answers or justice, never both.

The answer: the town agrees on one yes-or-no question and asks it aloud. The Undertaker answers for the Graveyard β€” one knock for yes, two for no. Any question is fair game. Even "Is [name] in the Mafia?" β€” you paid a full day for it, and the Mafia still gets their night.

Dead men tell no tales… except once.

☾Order of the night
  1. Town sleeps β€” eyes closed, music up
  2. The Mafia wakes β€” Godfather, Murderers & recruits choose a victim (and recruit, if owed one)
  3. The Doctors wake β€” together, choose one soul to save
  4. The Detectives wake β€” together, investigate one player
  5. The Bodyguard wakes β€” shields one soul, blind to the Mafia's target
  6. The Godmother β€” chooses her Life Swap anchor (night one, or any night after her anchor has fallen)
  7. The Postman writes β€” the Narrator taps the recipient in secret while reading the letter aloud; the punchline is the wake-up call
  8. Town wakes β€” and the dawn tells its story
The script never changes

The Narrator calls every role, every night, with the same cadence β€” alive, dead, or turned. An empty call sounds exactly like an answered one. The room learns nothing from the Narrator's voice. Ever.

πŸ‚ Dealing the deck
Role101215
Godfather Aβ™ 111
Murderers K123
Doctors Q112
Detectives J122
Bodyguard 10111
Godmother Aβ™₯111
Postman Joker111
Villagers numbered334
Quack timing by town size

With one Doctor (10–12 players), recruitment turns them into the Quack immediately. With two Doctors (15+), the recruit plays double agent beside their partner β€” the Quack only awakens when they're the last Doctor alive.

Bigger tables scale the same way: the Narrator's kit works out the deal for the room.

🏠House rules
⚑ The big rule β€” never show your card

Your card stays hidden. Period. Showing your card to anyone β€” flashing it, "proving" your innocence, even by accident β€” is immediate grounds for death and/or a full reset of the game. The Narrator decides your fate on the spot. You may claim anything with your words. You may prove nothing with your card.

Everything is information. The Narrator's taps, the speed of raised hands, a hesitation before a name β€” pay attention to all of it.

The voice and the touch. The Narrator's voice is for everyone. The Narrator's touch is a secret β€” the Postman's letters, the Vest, the poison. If you are tapped, only you know. What you do with that is your business.

No peeking. Keeping your eyes closed is a matter of honor.

Dead men tell no tales. Once you're in the Graveyard, you cannot speak or signal to the living. (You know the one exception.)

We don't lie β€” we perform
Survive the night. Question the day. Don't cross the Narrator.