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How to play Mafia

Full guide: civilian and mafia roles, detective and doctor, night kills, day debates and voting, win conditions and controls on muta.pro.

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In brief

Goal
Expose or wipe out the enemy
Players
6–16
Game
20–45 min
Difficulty
Medium
Genre
Party

Goal of the game

Mafia is a game of trust and deception, where the town is split into two teams. Civilians don’t know who is who and must expose and execute the entire mafia in the daytime votes. Mafia knows its own and secretly removes townsfolk at night — its task is to hold out until the mafiosi number the same as the rest. The game goes in «night — day» rounds until one of the sides wins.

Night🔪 Mafia
Day👤 Villager
Investigates🕵️ Detective
Heals👩‍⚕️ Doctor

Roles are dealt in secret: at night the mafia “kills,” by day the town votes on a suspect.

Roles

At the start of the game each player is secretly given one of the roles. You see your own card on the panel «Your role» on the right; other players’ roles are hidden and revealed only after a player dies.

🧑‍🌾 Civilian

The majority at the table. Has no night actions — their strength is in the discussion: by day they spot the mafia by behaviour and vote for a suspect.

🔪 Mafia

Knows the other mafiosi. Each night the mafia team together chooses one victim from among the townsfolk. By day they pose as a civilian and deflect suspicion.

🕵️ Detective

A special civilian role. At night they check one player and learn whether they are mafia or not. The main challenge is to get the truth across to the town without giving themselves away.

⚕️ Doctor

A special civilian role. At night they choose whom to protect. If the mafia attacks exactly that player, they survive that night.

Preparation

Gather a group from 6 to 16 people: create a room and invite friends by code. On muta.pro the host role is taken on by an automatic narrator — it deals out the roles itself, switches phases, announces the night results and keeps the event log. The game has the mafia, civilians and special roles — the detective and the doctor. The role line-up is visible to everyone in the panel «Roles in the game», while the specific cards remain a secret.

How the game unfolds

Dealing the roles

The narrator secretly deals out the cards. Reveal yours on the «Your role» panel on the right, memorise it and hide it again so your neighbours don’t peek.

Night: the mafia chooses a victim

The town «falls asleep», the chat closes. The mafia silently conspires and chooses a townsperson to eliminate before dawn.

Special roles act at night

That same night the detective checks one player for mafia membership, while the doctor chooses whom to shield from attack.

Day: discussion

The town wakes up and learns who died in the night (and whom the doctor saved). The arguments begin: look for inconsistencies, catch the lies, defend yourself against accusations.

Voting

The town picks one suspect and sends them to execution. The executed player’s role is revealed to everyone.

A new round

Nights and days follow one another. Each round there are fewer survivors and more suspicions, until one of the sides wins.

How it looks: a round explained

A four-player table as an example. The mafiosi are marked with a red border (only the mafia sees it), the special roles with the 🕵️ and ⚕️ badges. This is how the key moments of one round play out.

🌙 Night · mafia
🔪🔪
Mafia
🧑‍🌾
Civilian
🕵️
Target
⚕️
Doctor
Night: choosing the victim. The town sleeps, the chat is closed. The mafia silently points at the detective — until dawn he is under threat.
🌙 Night · doctor
🔪
Mafia
🧑‍🌾
Civilian
🕵️🛡️
Saved
⚕️
Doctor
The doctor shielded the same player. The doctor's choice matched the mafia's target — the detective survives the night, and in the morning there are no casualties.
☀️ Day · voting
🔪⚖️
Executed
🧑‍🌾
Civilian
🕵️
Detective
⚕️
Doctor
Day: execution by vote. The town picked a suspect by majority — his role is revealed: it was the mafia. Round to the townsfolk.
red border — mafia green — saved by the doctor gold — up for execution ✕ — eliminated player

When victory is reached

The town winswhen not a single mafioso remains alive — the whole mafia has been exposed and executed. The mafia winswhen the mafiosi number no fewer than the remaining living players: at that moment the town can no longer outvote them, and control passes to the mafia. After every execution and every night kill the narrator checks the balance of the sides and, when one of the conditions is met, declares the end of the game.

Controls on muta.pro

🎭
Your role
Tap the «Your role» card on the right — it flips over and shows your role. The «Show/Hide role» button hides it again.
☀️
Day and night phase
The «☀️ Day» and «🌙 Night» toggles change the phase. In the centre of the table — the phase timer and the current round.
⚖️
Voting
By day, tap a player at the table to choose a target, then «⚖️ Vote». The «Skip» button leaves the day without an execution.
💬
Chat and log
On the left — the town chat (it’s closed at night), on the right — the event log with all the kills, checks and executions.

Tips for beginners

Watch the behaviour

There are no cards or dice here — people are given away by pauses, inconsistencies and overly confident defences. Listen to who is making excuses and how.

Detective, don’t rush

By revealing yourself too early, you become the mafia’s first target at night. Reveal your checks carefully and in measured doses.

Don’t vote with the crowd

A hasty execution driven by emotion more often removes a civilian. Demand arguments before raising your hand for a suspect.

Mafia, keep your cover

Playing as the mafia, behave like an active civilian: accuse, investigate, vote — passive silence is suspicious.

Role tactics

Every role has its own winning line, and each plays differently. The townsperson presses with logic, the mafia with calm and a cover story, the special roles decide the game through the precise use of their night action. Let's break down how to squeeze the most out of every card.

The detective saves up, doesn't shout

One check per night is scarce. On the first night, check the most active or the quietest player, not your neighbour. Having found the mafia, don't blurt it out at once: first gently steer the town toward the right vote, revealing yourself only when a townsperson is about to be executed without your word.

The doctor heals logic, not the heart

Don't save yourself every night — the mafia works around a predictable doctor. Cover the one who loudly "outed" himself as the detective or is leading the discussion: that's exactly who the mafia will want to remove before dawn. The same shield twice in a row is a risk.

The mafia plays a townsperson, not a mute

Passivity gives you away faster than a lie. Accuse, build theories, vote with the town — and now and then "get it wrong," steering an execution onto a townsperson. Throw your own under the bus in measured doses: a leaked partner in exchange for trust often pays off.

Townsperson is a role too

Without a night action your strength is in memory and voice. Keep track of who defended and accused whom, and don't hide behind the majority: a silent townsperson is useless to the town and convenient for the mafia.

Reading players

There are no cards or dice here — the information hides in behaviour. The mafia knows the truth and therefore plays a touch more carefully than the rest; the townsperson is genuinely confused. Learn to catch that difference.

P1
P2
P3
P4

P2 was the first to name the day's victim confidently, though he gave no arguments — the main candidate for a check is marked in gold.

Who leads the vote

A player who too smoothly steers the crowd onto a "convenient" suspect is often the mafia itself: it profits from spending the town's days on townspeople.

Reaction to a death

Watch the first seconds after the victim is announced. A genuine townsperson is surprised; the mafia is already ready with a theory of "who did it."

Changing testimony

Note who changed their mind without new facts. A sharp about-turn under pressure is a marker that the person is defending not logic, but themselves.

Variants and difficulty

The base set of roles — mafia, townspeople, detective and doctor — works for any group, but the depth of the game is set by the table size and the balance of sides. Match the line-up to the number of players so it's neither boring nor hopeless.

Small table (6–8)

One or two mafia, a detective and a doctor. Games are fast and nervy: every vote is worth its weight in gold, and one wrong execution sharply shifts the balance. Perfect for getting to know the game.

Medium table (9–12)

Two or three mafia give room for bluffing and team play. There's space for a long intrigue, false detective "reveals" and cunning exchanges of trust.

Large table (13–16)

Three or more mafia, noisy and wordy days. Here discussion discipline decides: without structure the town drowns in arguments and hands out votes blindly.

General rule of ratio: there should be roughly four to five times fewer mafia than total players. More mafia — a tilt in its favour; fewer — the town figures it out too easily.

Common mistakes

Most lost games aren't down to a brilliant mafia, but to the town's blunders. Here's what most often costs the townspeople the win.

  1. Outing the detective early. Having revealed himself on the first day, he becomes target №1 and dies before doing any good. Hold your checks until a truly contentious vote.
  2. Execution by emotion. The crowd sends the most "inconvenient" or silent player to execution — and more often kills a townsperson. Demand an argument, not volume.
  3. The passive townsperson. "I'm just a townsperson, I've nothing to say" is a gift to the mafia. Without your vote and memory the town is blind.
  4. The predictable doctor. By saving only yourself, you hand the mafia everyone else. Change your defence target and think about who'll be killed this night.
  5. Ignoring the log. Who defended whom, who sharply changed their mind — it's all recorded in the event log on the right. Not checking it means playing blind.

Frequently asked questions

How many players are needed?
From 6 to 16. The larger the group, the longer and more interesting the game — more roles and more room for intrigue.
Can you vote against yourself?
No. You can only choose another living player as the target of a vote; the system won’t accept a vote against yourself.
What does the doctor do?
At night they choose a player to protect. If the mafia attacks that same person, they survive the night and in the morning the town learns that no one died.
Why can’t I see other players’ roles?
Roles stay hidden until death. A player’s role is revealed to everyone only after they are killed at night or executed by day.
🎭
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Whom should the detective check first?
Not your neighbour or a random player, but the most conspicuous one — whoever most actively leads the discussion or, on the contrary, is suspiciously silent. The check is limited to one per night, so spend it on a player whose result will really move the vote.
Should the doctor save himself?
Sometimes yes, but not every night — the mafia easily works around a predictable doctor. More often it's better to cover the one who outed himself as the detective or is leading the arguments, since that's exactly who the mafia will want to remove first.
How can the mafia avoid giving itself away in discussion?
Behave like an active townsperson: build theories, accuse, vote with the town. The most dangerous thing is to stay silent or defend yourself too heatedly — passivity and a nervous defence give the mafia away faster than an outright lie.
What should a townsperson without a night action do?
Your strength is memory and voice. Remember who defended and accused whom, catch inconsistencies in testimony, and don't hide behind the majority. An active townsperson who keeps track is more valuable to the town than some special role.
How much mafia to take for a group?
The guideline is roughly four to five times fewer than the total players: one for 6–8, two for 9–12, three or more for 13–16. Too much mafia tilts the game in its favour; too little — the town figures it out with ease.
Why does the town so often execute its own?
Because of haste and emotion: the crowd votes for the most inconvenient or quiet one, mistaking nervousness for guilt. Discipline saves you — demand arguments before an execution and check the event log, not the mood of the table.
Ready for a game?
Create a room, invite friends by code and start hunting for the mafia.

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