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How to Get the Mafia to Like You Again This Is the Police

Party game

Mafia
Playing mafia game.jpg

Players making accusations in a game of Mafia

Other names Werewolf
Designers Dimitry Davidoff
Players At to the lowest degree half-dozen for classic[1]
Setup time < six minutes
Playing time fifteen–ninety minutes
Skills required Strategic thought, squad play, social skills, roleplay, lying

Mafia, also known as Werewolf, is a social deduction game, created by Dimitry Davidoff in 1986.[two] The game models a conflict betwixt 2 groups: an informed minority (the mafiosi or the werewolves), and an uninformed majority (the villagers). At the start of the game, each actor is secretly assigned a function affiliated with one of these teams. The game has two alternating phases: outset, a nighttime role, during which those with night killing powers may covertly kill other players, and 2d, a day role, in which surviving players debate the identities of players and vote to eliminate a suspect. The game continues until a faction achieves its win condition; for the hamlet, this ordinarily ways eliminating the evil minority, while for the minority this usually means reaching numerical parity with the hamlet and eliminating any rival evil groups.

History [edit]

Dimitry Davidoff (Russian: Дми́трий Давы́дов, Dmitry Davydov) is generally acknowledged as the game's creator. He dates the first game of Mafia to spring 1987 at the Psychology Department of Moscow State Academy, from where it spread to the classrooms, dorms, and summer camps of Moscow University.[3] [Notation ane] Wired attributes the cosmos to Davidoff and also dates the first game to 1987.[four] He adult the game to combine psychology research with his duties education high school students.[4] Information technology became popular in other Soviet colleges and schools, often associated with hugely popular TV series La Piovra, which first ran in 1986. In the 1990s information technology began to exist played in other parts of Europe and so the Usa. By the mid 1990s a version of the game became a Latvian television set series (with a parliamentary setting, and played past Latvian celebrities).[5]

Andrew Plotkin gave the rules a werewolf theme in 1997,[vi] arguing that the mafia were not that big a cultural reference, and that the werewolf concept fit the idea of a subconscious enemy who looked normal during the daytime.[4] Mafia and a variant called Thing[Note 2] take been played at science fiction writers' workshops since 1998,[7] and have go an integral function of the annual Blaring[8] and Viable Paradise[9] workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and S By Southwest.[4] In 1998 the Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role-playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach reading body language and nonverbal signals.[x] In September 1998 Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed.[11] The werewolf theme was also incorporated in the French adaption of Mafia, The Werewolves of Millers Hollow.

In Baronial 2000, a user nether the alias "mithrandir" of The Gray Labyrinth, a website devoted to puzzles and puzzle solving, ran a game of Mafia adjusted for play on a forum board.[12] Both The Grey Labyrinth[13] and sister site MafiaScum[fourteen] merits that this was the offset game of Mafia run on a forum board. From there, Mafia has spread to numerous online communities.

In March 2006 Ernest Fedorov was running a Mafia Club in Kyiv, using his ain patented variation of the rules. The club organizes games, rates players, and awards prizes (including a Sicily trip for their tournament-serial champion).[15]

In June 2006 a Rockingham school enquiry was launched afterward parents complained of the traumatic effects classroom Mafia was having on their 5th-grade children. Davidoff responded to the reports, saying that every bit a parent who had studied kid psychology for 25 years, he felt that the game could "teach kids to distinguish correct from incorrect", and that the positive message of being honest could overcome the negative furnishings of an "evil narrator" moderating the game as if it were a scary story.[16]

Mafia is one of the 50 nigh historically and culturally significant tabletop games since 1800 according to virtually.com.[17]

Gameplay [edit]

Cards for a Werewolf version of Mafia are held by the dealer at the kickoff of the game.

In its simplest form, Werewolf is played by two teams: the werewolves and the villagers. Alive games require a moderator who does not participate every bit a player, and identities are assigned by handing out cards, or by other non-verbal methods such equally physically borer players. At the start of the game, every werewolf is given the identities of their teammates, whereas the innocents only receive the number of werewolves in the game, and do non know which players are werewolves and which are villagers.

In an open setup, the numbers of each power part (e.chiliad. militia) present in the game is known to the players, while in a closed setup, this data is non revealed, and in a semi-open setup, merely limited or tentative information nearly the power roles is revealed. Thus, in an open up or semi-open up setup, if it is revealed that no militia are present in the game, it will not exist possible for a werewolf to plausibly claim a militia role.

There are two phases: nighttime and day. At night, sure players secretly perform special deportment; during day, players hash out and vote to eliminate i player. These phases alternate with each other until all werewolves accept been eliminated or they reach numerical parity with the innocents.

Some players may exist given roles with special abilities. Mutual special roles include:

  • seer — a villager who may learn the team of ane thespian every night;
  • protector — a villager who may protect a thespian from being killed every night, but tin only do so once in each game;
  • masons — village-aligned players who can recognize each other

Andrew Plotkin recommends having exactly ii mafiosi,[three] whereas the original Davidoff rules suggest a third of the players (rounding to the nearest whole number) be mafiosi. Davidoff'due south original game does not include roles with special abilities.[1] In his rules for "Werewolf", Plotkin recommends that the start stage exist night and that there be an odd number of players (including the moderator). These specifications avert a tie votes for eliminations and ensure that the game volition cease dramatically on an elimination rather than anticlimactically with murder equally a foregone conclusion.[three]

Nighttime [edit]

All players close their eyes. The moderator then instructs all werewolves to open their eyes and admit their accomplices. The werewolves pick a "victim" by silently gesturing to indicate their target and to testify unanimity then shut their eyes again.

A like process occurs for other roles with nightly deportment. In the instance of the seer, the moderator may bespeak the target's innocence or guilt by using gestures such as nodding or caput shaking.

Werewolves discussing whom to kill during the night

Nighttime may be accompanied by players borer gently to mask sounds made by gesturing.[xviii]

Day [edit]

During the "solar day" phase, players vote on whom to eliminate

The moderator instructs players to open up their optics and announces who "died" the previous night. Discussion ensues among the living players. At any signal, a player may accuse someone of being a werewolf and prompt others to vote to eliminate them. If over half of the players do and so, the accused person is eliminated and night begins. Otherwise, the phase continues until an elimination occurs.[3]

According to some rules, the function of dead players should not be revealed; co-ordinate to others, for case, if the protector dies, nobody should know that.[6] [18] In both cases, dead players are not permitted to attempt to influence the remainder of the game.

Because players have more freedom to deliberate, days tend to be longer than nights.

Game theory [edit]

Mathematical report [edit]

Mafia is a complicated game to model, then most analyses of optimal play have assumed both (a) that there are merely townsfolk and Mafiosi and (b) that the townsfolk never have a probability of identifying the Mafia that is better than hazard. Early treatment of the game concentrated on simulation,[nineteen] while more than recent studies have tried to derive closed-form equilibrium solutions for perfect play.

In 2006, the computer scientists Braverman, Etesami and Mossel proved that without detectives and with perfect players the randomized strategy is optimal for both citizens and mafia. When in that location is a large enough number of players to requite both groups similar probability of winning, they showed that the initial number of mafiosi m needs to be proportional to the square root of the full number of players P, that is chiliad P {\displaystyle {\textstyle m\propto {\sqrt {P}}}} .[20] With a simulation, they confirmed that fifty mafiosi would have well-nigh a 50% chance to win among 10,000. The Mafia'south chance of victory is

W(m, P) m / P ,

which is a good approximation when the right hand side is beneath 40%. If whatsoever detectives are added to the game, Braverman et al. proved that the number of Mafiosi must remain at a stock-still proportion of the total number of players for their take chances of winning to remain constant.[Note 3]

In 2008, Erlin Yao derived specific analytical bounds for the mafia'due south win probability when in that location are no detectives.[21]

In a paper[22] from 2010, the verbal formula for the probability that the mafia wins was found. Moreover, it was shown that the parity of the initial number of players plays an important role. In particular, when the number of mafiosi is fixed and an odd player is added to the game (and ties are resolved by coin flips), the mafia-winning chance do not drib just rise past a factor of approx. π / 2 {\displaystyle {\sqrt {\pi /two}}} (equality in the limit of the space number of players).

Results in live play [edit]

In live (or videoconference[23]) existent-time play, the innocents typically win more often than game theory suggests. Several reasons for this accept been advanced:

  • The physiological stress of sustained lying degrades the initial ability of mafioso to deceive the innocents, much more than a model of perfect play would predict, especially if the innocents tin can get the town emotionally involved in the game's result:

If you're trying to feign daze or anger, it'due south much harder to do over a long catamenia. People accused of something they're trying to hibernate will start out feigning outrage – 'How dare y'all ask me that?' But that will beginning to change to objection rather than shock, as it'south psychologically very difficult to mimic emotion.

  • The information revealed past the mafiosi voting patterns tells against them subsequently in the game. Ane of the game's fans Max Ventilla, has said that "If the villagers are allowed to keep a pencil and paper, they always win."[24]
  • As players get more experienced, their strategic composure and ability to spot and use deception increases.[25] They will typically get better at the skills needed for playing innocents faster, being villagers more than often than mafiosi.
  • The Metagame attribute: Dimma Davidoff has said past connections will always lose to time to come collaborations.[4] When playing several Mafia games with the same people, information technology'due south more helpful to be known for honesty than for deceit. Davidoff considers that so important that he thinks the advantages of playing the mafioso role honestly, outweigh the disadvantages.

Just, the Mafia can win in alive play; their best take a chance of winning occurs when mafioso bond with their innocent neighbours and convince those neighbours to value that bail over dispassionate analysis.[24] [26] The game designers Salen and Zimmerman take written that the deep emergent social game play in Mafia (combined with the fear of emptying) create platonic weather for this.[27]

Optional roles [edit]

These boosted roles are named differently in the many versions of Mafia, for thematic flavour, or historical reasons. Also, the same role-name tin can accept differing functions beyond dissimilar versions of the game.[28] What follows is a general listing of office types found in Mafia variants; since the specific names vary by milieu it must be non-exhaustive.

Investigative roles [edit]

Players with these roles utilize their own night-stage to notice something well-nigh other players. Though the standard game now includes the basic Detective, these roles are optional, and games can exclude them entirely (such as the stool pigeon variant, or Davidoff's original rules).

Investigative roles (standard) [edit]

  • Detective, Seer, Commandant,[29] Sheriff,[30] Constabulary, etc.
Allied with the Innocents, the Detective tin detect whether a thespian is a mafioso. They will typically wake up, and signal at one person; the Narrator will silently bespeak to the Detective whether that histrion is Mafia or Innocent. In some versions of the game, the Detective's investigation result is announced publicly by the Narrator, for example the Detective found a Mafioso!. More commonly, no announcement is made. As with other roles, which player is the detective is not generally known, leaving anyone the option of pretending to be the Detective.
A Detective is usually included in modern games. For example, somebody is e'er assigned this part in all commercial card game versions,[Note 4] and almost all net-based, and nearly face-to-face games beginning with at least one detective.[Notation v] Multiple detectives either act in separate nighttime phases (unaware of the identities of other detectives)[31] or work together as the police (an association role).

Investigative roles (less common) [edit]

  • Psychic, Wizard, Fortune Teller, Oracle, Tracker, Watcher, etc.
Psychic, Psychologist, or Sorcerer-type investigators can determine other players' roles, rather than their alignments.[28] Roles which detect other roles are usually implemented in the same fashion equally the Detective's ability to determine alignment. For example: the Psychologist points to a player (at night) for a Thumbs-up from the moderator if the Vigilante is pointed to.[Note 6] A Tracker may run across what someone's dark action was, or the target of their action, while a Watcher may see all those who visited someone at night.
Information revealed to investigators is fallible (in more than complicated variants). Online versions can requite information with a confidence level, and in other variants the Narrator deceives the Detective by showing all players equally Innocent, all every bit Guilty, giving reversed results, or random information (these tin be termed every bit Naive,[32] Paranoid, Insane, or Random respectively). Additionally, some Alignment roles requite immunity to successful investigation.[Notation 7]
In some games, there are Mafia Detectives, who have the power of a normal detective but are on the Mafia side. The Super Commandant has the standard ability of a Detective, while also protecting the investigated from nighttime-time assault.

All-seeing roles [edit]

  • Witness, Kid, Footling Daughter, etc.
Instead of having to investigate, some innocent roles give complete information on the entire mafia: The witness is told who the mafia are during the get-go night, while the mafia are non told the witness's identity (differing from the stool pigeon in not being a part of the mafia).
The Petty Girl in Werewolf and Werewolves of Miller'southward Hollow is allowed to secretly peek and spotter every bit the werewolves choose their victim; if discovered doing so past the Werewolves, she dies of fright.[Notation 8]

Protective roles [edit]

  • Guardian Angel, Doctor, Babysitter, Hero, Jailer, etc.
Allied with the Innocents, the Physician-type role defends others at night.[Notation 9] Typically, they will awaken at nighttime after the Mafia have gone back to sleep and point at one person to protect; that person will survive whatsoever nighttime-time attack.[Note 10] They are typically allowed to protect themselves, and are normally barred from protecting the same target on successive nights.[33] A Guardian Angel can only protect others. The Nurse gains the Medico'south abilities if the Doctor dies.[Note 11] The Jailer protects innocents only like the physician, but too simultaneously blocks their night activeness. The Firewoman,[34] or the Herbalist tin protect from some dark-time attacks but not others (in Werewolf, for example, they choose one person to protect with wolfsbane, simply that person may even so be killed by the Serial Killer). Other games limit this ability to a certain number of times.[Annotation 12]

Killing roles [edit]

  • Vigilante, Veteran, Hunter, Flop, Woodcutter, etc.
Bated from Mafia, Werewolves, and Serial Killers (alone guilty parties), the Innocents may accept some roles with the power to kill at nighttime. The Vigilante is an innocent who kills every night, in their ain night-time stage sometimes.[Note 13] In some variations, the Vigilante has limited ammunition. Some variations introduce a time limit of 2 nights before the role player in the Killing Role can kill again. Other variations add together the trait that if the Vigilante kills an innocent they either lose the ability to kill or die from guilt the next nighttime. The Veteran has a finite-utilize ability (usually three); if activated, anyone who targets them (friend or foe) volition be killed. The Bomb may merely trigger if targeted at nighttime (not necessarily for death) by another office. Variants exist where this person tin can kill during the daytime cycle (e.g., the Terrorist / Gravedigger), sometimes only if executed during the daytime. The Woodcutter or Hunter can take one other person with them whenever they die.[Note fourteen]

Alignment roles [edit]

  • Miller, Godfather, Blastoff Wolf, Wildcard, etc.
Some roles can fool investigations to determine their alignments: the Miller is an Innocent who appears guilty (usually because they are an outsider); the Godfather, on the other manus, appears innocent despite existence the Mafia leader.[Note 15] The Alpha Wolf or Master Werewolf take the same role every bit the Godfather in Werewolf settings.

Double-agent roles [edit]

  • Traitor, Possessed, Hugger-mugger Cop, Godfather, etc.
The Traitor is not a mafioso (in that he does not awake at night and is not revealed every bit a mafioso by Detective type roles), only works to protect them and hamper the town during the day cycle, and wins only with a Mafia victory.[35] Conversely, the Undercover Cop is a mole within the Mafia group who acts with the Mafia but wins with the innocents. The stool dove may be the but optional role in play,[36] and makes upwardly one of the few modern game forms to be played without an investigative role.
Singled-out from the alignment-function Godfather, the double-agent Godfather behaves as a standard mafioso, but wakes again (after the Mafia sleep) to perform an extra kill. This Godfather-function wins only if he survives.

Role manipulators [edit]

  • Role-blocker, Motorbus Commuter, Thief, Barman, Witch, etc.
These roles tin cease or alter the night actions of others; for case, they may prevent a protection or investigation from occurring, or they may change the target.[37] The Role-blocker tin block the Vigilante for a night, while the Thief, Prostitute or Hypnotizer might be able to disable the powers of any selected target.[Note xvi]
When the thief is used in Werewolves, an additional townsfolk card is added before dealing, and the Thief may cull on the offset night to steal the part of another player or to have the unused role card. The thespian whose role was stolen gets the unused role card and the Thief card is discarded.

Recruitment roles [edit]

  • Godfather, Psychiatrist, Piper, Cult Leader, etc.
The Mafia Godfather may be able to recruit innocent players into their faction under sure circumstances. The Yakuza is a regular mafia player with an extra power: they may cede themselves from the second night (during the night) and cull an innocent to join the mafia.[Notation 17]
Each dark, the scientist selects a role player to cure; if a mafioso is cured, they awaken equally an innocent.[38] The Psychiatrist is an innocent with the ability to convert the Serial Killer into a normal innocent.[39]
Cult Leaders recruit followers at night instead of kill; they act as an independent faction, commonly with the ability to talk at night.
The Piper wins by mannerly every surviving role player; she charms players at night, who so know each other (but non the piper) but are otherwise unaffected.[33]

Clan roles [edit]

  • Freemasons (Masons), Siblings, Lovers, Constabulary, etc.
Possessors of these roles know one another and what their roles are.[twoscore] On the innocent's side, a Bricklayer usually has no special abilities, simply knows the identity of all other Masons and that all Masons are also innocent.[41] Every member of the detectives or the law knows all the rest, because they interact at night to investigate someone (sharing the powers of the Detective role betwixt them).[42]
Sibling pairs typically consist of one Mafia and one Innocent; in most versions, if one is killed, the other also dies.[43] Cupid in Werewolf chooses a pair of Lovers on the first dark.[44] In this variant, the Lovers can besides win the game (regardless of whether they are Mafia, Innocents, or both) past existence the last two standing. Like Siblings, however, if 1 of the pair dies, the other dies also.

Election roles [edit]

  • Doublevoter, Priest, Rabble Rouser, Lawyer, etc.
Until the Rabble Rouser dies there are two eliminations per day.[33]
In some games there are players who tin alter the vote count. Some players take 2 votes (Doublevoter); some players can simply bandage the terminal vote to impale a player (Actor); cannot vote to eliminate (Voteless Innocent);[45] must delegate someone else to vote for them (Fool), or crave one fewer vote to eliminate (Hated Innocent). The Priest cannot place the final vote (this part is non necessarily the aforementioned every bit the Downtime-role priest). The lawyer selects someone during the night, and if that person tops the elimination vote the next day, saves them (a different lawyer role releases the wills written past players killed up to that bespeak, when she dies).

Public roles [edit]

  • Mayor, Judge, Sheriff, President, etc.
This function is taken in addition to the assigned office, and it endows the player with additional, overt, powers (especially during the daytime). Empowerment can be random, just is usually fabricated by vote. For example, the Mayor or Sheriff can be elected each morning, and gain two elimination votes,[47] or a Judge could moderate discussion in parliamentary fashion (to the reward of their team). The elected President has the sole elimination vote.[48] In the popular online Mafia variant Town of Salem, the Sheriff is a function which tin interrogate people at dark to observe their role. The Godfather and the Arsonist are undetectable by a Sheriff, and the Framer can frame a role player (to appear as a mafioso to the Sheriff).

Handicapped roles [edit]

  • Murr, Drunkard, Hamlet Idiot, Teenage Werewolf, etc.
This may be a secondary role, taken in addition to the assigned role. All the same, it has the opposite effect, giving the bearer a handicap, like speaking only gibberish in the case of the Village Drunk, etc.
Alternatively, it may exist a standard function with a particular constraint, such as the teenage werewolf who must say the word werewolf at to the lowest degree once each day.[49]

Handicapper roles [edit]

  • Silencer, Dentist, Prostitute, Fog, etc.
The Dentist may select whatever other player at night, and prevent them speaking during the following day.[33] The Silencer is a mafioso with the identical power, except that they may non silence the same player on successive days. The silenced individual wakes in the morning and is immediately instructed non to talk until the end of the mean solar day. They can still raise their mitt to vote in live games (although, if they were silenced by a prostitute, they are non allowed to vote).[50]

Post-mortem roles [edit]

  • Nighttime Background, Priest, Medium, Coroner, etc.
The nighttime background roles are standard (mafia or innocent) except for revealing a deceptive alignment when killed. The M.E. gathers information from the killings that tin help the innocents, while the Priest learns about the alignment of the dead in the same way that the Detective learns most the living.[51] The Medium can interrogate dead players.[Note xviii] While the coroner survives, the narrator will explain the means of death in all night kills.[38]

Reanimation roles [edit]

  • Reviver, Governor, Martyr, Witch, etc.
Revivers and Master Revivers are able to resurrect dead players, Principal Revivers can bring the revived into their association (due east.thousand., the Masons: see Clan roles). The players resurrected by a Necromancer are converted to the Necromancer's alignment; those revived by the voodooist bring together a separate zombie grouping.[38] The Governor can reprieve those killed during the daytime, as tin can the Martyr if he sacrifices himself. The Witch has a (unmarried-employ) revival potion. At night, she's shown who will die in the morning, and can cull to salve them.[Note xix]

Dominion-immune Roles [edit]

  • Bulletproof, Oracle, Elder, etc.
The Bulletproof innocent is invulnerable at night,[Annotation 20] though usually with limits; for example, the Elder will survive the first dark attack, but not the second.[33]
The Oracle has an investigative office similar to a Seer merely besides has the power to talk when inactive (talking in a sleep phase is usually a dominion infraction).

Special roles [edit]

  • Baker, Chef, Village Idiot, Cobbler, etc.
The baker is on the side of the innocents. During the night, the bakery gives one player a loaf of bread, potentially revealing their identity. If the baker dies, the innocents have only three nights to dispose of the mafia, or the innocents starve, and the mafia win. The Cobbler,[33] Villager, or Jester has the objective of convincing the boondocks to kill them, or is required to vote in favor of all proposed eliminations. Sometimes, successful elimination of the Village Idiot results in the mafia being able to kill two people that night.

Complicated roles [edit]

Boosted variations exist, sometimes with fifty-fifty more specialized or complicated abilities. There are many special roles, and many moderators design novel roles for each game. Some commercial variants ship with bare cards to let this customization.[52] For example, neutral factions such as the serial killer could exist (the serial killer would have to impale anybody, innocent or mafia, to win).

Variations [edit]

The naming of various roles, factions, and other elements of play is theme-dependent and has limitless variation. Common alternative themes restyle the mafia equally werewolves, cultists, assassins, or witches, with other roles being renamed appropriately.

Over the years, players have created Mafia variants that include additional rules. Some of these are listed here.

Variations on the win conditions [edit]

If there are as many mafiosi as innocents in the twenty-four hour period-phase then a mafia victory is declared immediately, nether the original Mafia rules. With the ability to deny a majority at an emptying vote, remaining mafiosi cannot be eliminated unless innocent/neutral killing roles exist. Other variants suspend this dominion, and just declare the game later every member of one faction has been eliminated: this makes the game easier to explain, and to run.[53]

Election variants [edit]

Nominees for elimination may be allowed to make a speech in their own defence force. Commonly, each player must vote, can only vote one time and cannot vote for themselves. Merely some variants accept a more complicated process of selecting players to be executed. Davidoff's original 'Mafia' allowed multiple day-fourth dimension executions (per day), each needing but a plurality to action.[54]

Voting variants abound, but any elimination commonly requires an absolute majority of the electorate, or votes bandage. And then the voting is usually non by secret election for multiple candidates with the highest vote count eliminated; it is more than usual for the voting to be openly resolved either by:

  • A nomination or series of elections structured to ultimately offering a choice between two candidates, or
  • An selection to eliminate (or not eliminate) one suspect (with a new doubtable produced if the last one survives the vote).[53]

Tied votes [edit]

Deadlocked elections can exist resolved past lot[20] or by killing the thespian with the scapegoat special role.[iv]

The special case of one mafioso and one innocent remaining can be decided randomly[55] or exist ruled a Mafia win—this is more than usual in live play.[56]

Optional elimination variant [edit]

The Innocents tin cull non to kill anybody during the day. Although ordinarily unsure of Mafia identities, the Innocents are more likely to randomly impale a mafioso than are the Mafia (at nighttime). Therefore, not eliminating anyone (fifty-fifty at random) will typically favor the Mafia.

Still, when the number of survivors is even, No Kill may help the Innocents; for instance, when iii Innocents and one mafioso remain – voting for No emptying gives a 1/three chance of killing the mafioso the next day, rather than a 1/iv chance today (assuming random elimination).

Mafia killing methods [edit]

Some variants require all Mafia members to cull the same victim independently for a kill to succeed. This tin can be achieved in the following ways:

  • By waking the Mafia members upwardly separately.[57]
  • By calling out the names of all surviving players and requiring surviving mafiosi to enhance their hands when the name of the victim is called out. In this variant, the mafiosi only "wake up" (open their eyes) at the very kickoff of the game when they identify each other. This variant also allows other roles to take their actions by simply raising their easily when their target's proper noun is chosen out.
  • By having them write their kills. Under this variant, Innocent players write the discussion 'honest' on a piece of newspaper; Mafia members write the name of a player for elimination. If all the mafia notes have the same name on them, that player is considered killed by the Mafia.

In some online versions of the game, a detail actor (the Godfather or a designated mafioso) must send in the kill.

Some other variant requires the night-fourth dimension vote to exist secret and unanimous, just allows multiple players to be added to the execution queue to ensure unanimity.

Multiple families [edit]

Multiple, independent groups of mafia or werewolves[58] act and win independently, giving faster game-play and the potential for cross-burn between the factions.

Attributes [edit]

In this variant, players are given two cards: the kickoff contains their function, the 2nd an attribute. Attributes were originally derived from roles that could apply to both Mafia and Innocent alignments such equally Bulletproof (cannot be killed at nighttime), Mayor (has two votes in the elimination), and Siamese Twins (more commonly known as Siblings or Lovers).[59]

Breakthrough Werewolf [edit]

This variant was adult past Steven Irrgang and used for a puzzle in the 2008 CISRA Puzzle Contest. The divergence from a standard game of Mafia is that players are not initially assigned roles, but rather on each 24-hour interval are given the probabilities describing the game'southward current quantum state. Each player with a not-zero probability of existence a seer or a werewolf performs the appropriate night actions (which may non exist effective if information technology is later determined that the player did not have that role). When a histrion is killed, the wave office collapses and the players are given updated probabilities.[sixty]

Railroad train Mafia [edit]

Traditional Mafia re-envisioned and heavily modified by the Copenhagen Game Collective to be played in a subway metro. In this variation, players who are eliminated are kicked off the railroad train (at the next cease), and must look in shame for the post-obit train – a kind of 'afterlife' railroad train – to join a second, interwoven game.[61]

Invisible City: Rebels vs. Spies [edit]

A location-based mobile gaming variant for Android, designed for city center play. The ii factions are: the Rebels, the majority; and the Spies, the informed minority. The rule-set replaces expulsions with scoring by round. Each player is assigned an private mission each round. Some missions are critical and if one of those fails, the round goes to the Spies, but only i histrion knows which missions are critical.[62]

Ultimate Werewolf [edit]

In this version of Mafia, the principal enemies are the werewolves, every bit opposed to the mafia. The werewolves wake at night to kill a player, who is normally a Villager. Other helpful roles such as the Seer, Bodyguard, and Witch exist to assist purge the village of werewolves, but other neutral roles exist such every bit the Tanner, lovers (if Cupid is in the game and the lovers are from dissimilar teams), and a third major faction: Vampires.

I Night variant [edit]

In this standalone game published by Bezier Games, players only "slumber" and close their optics for a single night at the beginning of the game. They then accept a single day of give-and-take, with a unmarried elimination. No players are eliminated every bit the game progresses. There is no moderator, so everyone gets to participate as a member of the town or village. When playing this game, three more role cards are used than the number of players; when everyone is randomly dealt out their menu the iii extra ones placed in the center of the table. To begin the game one of the players, with eyes closed, will act as the "caller" on the single starting night, going through the dark roles in one case: Werewolves and Minions (if in play) will identify each other, the Seer will examine one player's carte or 2 of the centre cards, the Robber will steal another role player'south role card and supercede it with their own, the Troublemaker will blindly bandy 2 players' office cards, the Insomniac wakes up to bank check if their role carte du jour has been swapped, etc. The game ends on a single emptying vote, with the villagers winning if a single werewolf is defenseless, and the werewolves winning if no werewolves are killed. This game can be played with every bit few as iii players. Play time tin be as quick every bit five minutes per game.[ citation needed ]

Town of Salem [edit]

Town of Salem is an advanced online version of Mafia that takes identify during the Salem witch trials. Information technology involves several dissimilar roles from multiple factions.[63] The game was updated on June half dozen, 2017, to add a new faction: the Coven, which mainly consists of witches and is like in function and goal to the more traditional Mafia.[64]

Online play [edit]

Mafia can as well exist played online. Games can be played on IRC channels, where a bot assumes the part of a game moderator and the interaction of players is conducted via textual communication.[65]

Playing mafia-like games online opens the possibility of long lasting games, such as the ones on forums. In such games, one day in existent life usually corresponds to one day within the game, and so players log in each forenoon to see who was killed during the night phase.

Online games accept several advantages. There is no need to gather many people in the same room, and then organizing and playing a game of Mafia is faster and more convenient. Removing the human moderator and the need for players to close their eyes removes the possibility of adventitious revelation of data. Online play also allows office mechanics which would be too cumbersome to apply in a physical version of the game.

A drawback of online play is the lack of direct face-to-face communication, which many consider the nigh important aspect of Mafia. Some sites organize Mafia games with web cams, and then that face-to-face communication is preserved. The long lasting online mafia games that are normally played via online forums do not necessarily have this drawback. People who communicate via forums usually do non know each other in real life.

In a traditional Mafia game, all of the players are in i room. There is no way to communicate with some other thespian in individual. With online games, this is not the instance. Many Mafia game forums and game sites have rules that mandate that only one channel of advice must be used for all game related discussion.[66]

Artificial intelligence [edit]

Werewolf is a discipline of artificial intelligence inquiry due to its unique features such as persuasion and deception.[67] The game requires several AI technologies such as multi-agent coordination, intentional reading, and understanding of the theory of mind.[68]

Deep learning has been used in an attempt to develop agents that tin win the game as werewolves or every bit villagers.[69] Regular expressions have been used to parse utterance logs for divulgence (or "coming-out" every bit a role) and decision information, although i difficulty has been that a statement such as "Role player A is a werewolf" could be based on either the thespian'south ability (east.one thousand. as seer) or merely speculation.[70]

See too [edit]

  • Amid Us
  • Assassin (game)
  • Gnosia
  • Blindside! (card game)
  • The Resistance (game)
  • Town of Salem
  • Secret Hitler
  • Flash murder
  • Werewolves Within

Notes [edit]

  1. ^ Plotkin quotes a 2005 e-mail in which Davidoff explains that he brought Mafia into the Psychology section classrooms for research and it spread (every bit a meme) from there to dormitories and probable over next summer, through student summer camps. He credits this game-based methodology to pioneering 1920s psychologist Lev Vygotskiy.
  2. ^ In which the antagonists are Things, shape-shifting aliens that can turn humans into other Things. For the rules of the original variant, see: "Thing Werewolf Variant". . For a detailed description of some other variant of this game, see: Solis, Daniel. "Alien Among United states". . For the nearly contempo variant using web-enabled devices, see: "Latitude 90: The Origin".
  3. ^ The single detective publishes a large listing of innocents, and asks to be lynched to guarantee its veracity (under the standard rules in which the detective's role is revealed later she is killed, no strategic interference from the Mafia is possible): Braverman, M.; Etesami, O.; Mossel, E. (2008). "Mafia: A Theoretical Written report of Players and Coalitions in a Fractional Information Environment". Annals of Applied Probability. 18 (3): 12. arXiv:math/0609534. Bibcode:2006math......9534B. doi:ten.1214/07-aap456. S2CID 14668989.
  4. ^ As of November 2007, five bill of fare-based versions of this game are sold, and all require ane actor to become a Seer. The "Do you lot worship Cthulhu Deck Setup". specifies that a Seer carte be dealt to someone even with the (minimum) five players. Similarly, the Lupus in Tabula Preparation calls for the Seer card to exist dealt to somebody even if the game is played with the minimum number of players (eight). Getting Started with Ultimate Werewolf Part Option advises that even the introductory game should include the Seer (with further optional roles existence added in addition to the seer in later games). Werewolves of Millers hollow uses the Fortune Teller name for the Detective but the role is identical to the standard seer/angel/detective, and is again mandatory, having its own phase of the dark in the basic rules. (As does the Seer in Are You a Werewolf? – though information technology is later the werewolves' phase.)
  5. ^ For example, "The Mafia rules (MIT)". , from Massachusetts Constitute of Engineering science, are very simple, and specify roles for 7–20 players, always including at least 1 Detective. Andrew Plotkin'due south original Werewolf ever includes a Villager (Seer), and he mentions that in 1997 Mafia was played in the National Puzzlers' League convention with a Knight Commandant. (The part of the Knight Commandant or Knight is described in detail as having the standard Detective powers in: "National Puzzlers' League – 1997 Convention Reports". Archived from the original on 2007-12-08. Retrieved 2007-11-24 . ) Plotkin describes Davidoff'south original game (which had no Detective) as well off the electric current boilerplate. A rare mod dominion-gear up with No Inspector is: Engstrom, Vegard (1999). "The Game Player Constellations". Retrieved 2010-06-xv . but only when starting with v, larger groups get at least one inspector.
  6. ^ For example, Vigilante in the "Princeton rules".
  7. ^ For case, The Oracle in Werewolf chooses i person to investigate every night, and are shown their menu, unless they option the Master Werewolf – when the Oracle is shown an (innocent) villager carte du jour.
  8. ^ For example, equally described on Ultimate Werewolf'due south Lilliputian Girl Carte du jour, and in the first non-introductory office suggested past Wired: The Child spies at night when the werewolves are killing, and only when the werewolves are killing, by opening her eyes ever so slightly
  9. ^ Depending on the variant, they may know the identities of the Mafia, merely this isn't required; they usually signal the player to protect in a divide stage of gameplay (a carve up part of the dark) than the Mafia'south killing phase. The Mafia-Doctor is a mafioso, and a more obscure variant role, with the opposite ability (from the Physician) of protecting the guilty from assault during the day.
  10. ^ The protected player gains complete invulnerability during the dark they are visited past the Doctor or Bodyguard. The Mafia do non usually know the identity of the protected thespian, nor get a gamble to select some other victim, and then this attack is wasted if the Mafia target a protected player (e.g., "Babysitter, Lupus in Tabula". Archived from the original on 2005-12-24. Retrieved 2007-11-13 . ).
  11. ^ For instance, run across the 2+2 dominion-ready describing the Nurse: "Mafia rules".
  12. ^ For instance, the Witch in Werewolves of Miller's Hollow has just one use of her protective potion. She is allowed to run into who was killed past the werewolves before applying the protective potion, so this character is more than typical of the downtime than the protective type.
  13. ^ "Do you lot worship Cthulu Roles and Quick Reference Script". Retrieved 2007-eleven-21 . . This makes the vigilante as lethal every bit the entire Mafia, potentially overbalancing the game, which has led to the introduction of roles that limit his effectiveness, such as the Walrus role-blocker.
  14. ^ The Hunter appears in Werewolves of Miller'south Hollow, for instance. The Woodcutter is a (less mutual) equivalent name for the role. Wired recommends including the hunter in even the almost bones games: "Original Werewolf characters". Wired U.k.. January 2010. Retrieved 2010-06-13 .
  15. ^ The Godfather part is played differently between variants. If amnesty to detection is the Godfather'due south but power, his leadership of the Mafia need only exist nominal: "Name: Godfather". Archived from the original on 2007-02-27.
  16. ^ The thief'south action usually applies for a single night, as in: "Mafia Game: IRC Version". Archived from the original on 2007-12-xv. . The thief sometimes has a purely investigative part – being just able to make up one's mind the roles from stolen items."Thief". Archived from the original on 2007-02-27.
  17. ^ Bennet, J. "Mafia: Advanced rules" (PDF). Archived from the original (PDF) on 2011-08-10. In other variants, the mafia tin't impale anyone else on the night this ability is used. The potential being of a Yakuza makes innocents with protective roles less inclined to reveal their roles for fearfulness of being converted (or more inclined to reveal themselves if they look the Mafia to win and wish to be converted).
  18. ^ The Medium role varies, for example see summarized 'Medium-enabled seance' rules from Werewolf at: "boredgamegeeks". 8 September 2005. Retrieved 2007-11-14 . , as opposed to the Lupus in Tabula Medium, who lonely can uncover the alignment of the deceased (see: "Lupus in Tabula (English rules) Special Characters". ).
  19. ^ The Witch was introduced as a special character in The Werewolves of Millers Hollow, where she also has a single-utilise killing potion. She may exist able to revive herself with the "reanimation potion", see: Original Werewolf characters
  20. ^ The impenetrable effect typically applies to night-time killings and is usually temporary, for example, the Ultimate Werewolf Amulet of Protection (bulletproof vest equivalent) protects over only a single night. Rare optional roles do requite permanent protection from mafia attack, such as the Lupus in Tabula Werehamster Archived 2005-12-24 at the Wayback Automobile

References [edit]

  1. ^ a b "Archived re-create". members.theglobe.com. Archived from the original on 2 March 1999. Retrieved xv January 2022. {{cite web}}: CS1 maint: archived copy as championship (link)
  2. ^ François Haffner (22 February 1999). "Questions to Dimitry Davidoff about the cosmos of Mafia on the French website". Jeuxsoc.fr. Retrieved 2011-04-11 .
  3. ^ a b c d "Werewolf folio History section".
  4. ^ a b c d due east f g Robertson, Margaret (4 February 2010). "Werewolf: How a parlour game became a tech miracle". Wired UK. Vol. iii, no. 10. Conde Nast Publications. Retrieved 2010-06-06 .
  5. ^ Danopoulos, C. P.; Zirker, D., eds. (December 1998). The Military and Society in the Former Eastern Bloc. Bedrock: Westview Press. p. 175. ISBN978-0-8133-3524-7. OCLC 237326581. The objective is to discover who these [Mafia] people are even as they speak on behalf of Latvia'south welfare, and earlier they eliminate people who suspect who they are.
  6. ^ a b "Werewolf A Listen Game". is Plotkin'due south ain clarification of the original Werewolf version
  7. ^ "David Levine's Clarion Journal: Calendar week 6". web.annal.org. 2005-02-13. Retrieved 2022-03-02 .
  8. ^ "st_at_clarion: Clarion, Twenty-four hours 33: She's mafia, I know she is!". web.archive.org. 2012-03-10. Retrieved 2022-03-02 .
  9. ^ See "Making Low-cal: Home Again". ; "Making Light: Traditional diversions". ; Azure, Chris. "Viable Paradise – Day one". Archived from the original on 2011-08-17. ; Griffith, Eric. "A week in paradise". ; and Gordon, Barbara (30 December 2006). "Viable Paradise, twenty-four hours one". . Quoting Dvorin, Julia. "Viable Paradise: A Travelogue (Role 1)". Afterward the introductions and instructions for the adjacent day, I idea that perhaps we'd be released and I could become come across the room I was to exist staying in for the week and chill out a little from the travel. But such was non to exist, for the agenda now turned to the of import bonding activeness of playing Mafia and Thing. And then I pushed away the cranky traveler'south whininess that was stalking me, and sat downward in a circle with a bunch of strangers and began to accuse them of lying and murder. Also: Gould, Steven (30 September 2007). "Photo: semi-mandatory Mafia".
  10. ^ Петров С.В., Холопова Е.Н. «Невербальная коммуникация. Развивающие ролевые игры „Мафия「 и „Убийца「». Учебно-методическое пособие – Калининград: КВШ МВД России, 1998
  11. ^ "The Graduate Mafia Alliance at Princeton University". Archived from the original on 2014-05-17. . Retrieved 2014-05-16.
  12. ^ "Mafia!!". The Grey Labyrinth. mithrandir. 20 Baronial 2000. Retrieved 21 July 2016.
  13. ^ "Forum Index". The Grey Labyrinth . Retrieved 21 July 2016. The Internet's First Home of Mafia.
  14. ^ "History of the game". MafiaScum. 31 January 2007. Retrieved 21 July 2016. mith had been visiting [The Gray Labyrinth] since 1996, and started posting in the forums shortly after they started. mith had played contiguous Mafia with his church youth group in the belatedly 1990s, and one day decided it would run well on the forums. The original thread can all the same be found here.
  15. ^ Berest, Pavlo (viii March 2006). "Intellectuals playing mafia games". Now the rules of the game are the intellectual property of Fedorov. The club has its own rules, see: "Club Империя Мафии".
  16. ^ Davis, Aaron (4 August 2006). "Schoolhouse officials even so investigating 'Mafia'". Seacoast Media Group. One parent, Nicole Hollenbeck told The Rockingham News in June, My child has had sleepless nights, crying before bed considering she's agape that she'll sleep walk and relive the tragic events they talked about in course [...] Nosotros teach our kids correct from wrong, and this is what they are existence taught?
  17. ^ Arneson, Erik. "Board and Bill of fare Games Timeline". . About.com as well includes Mafia in the Top 5 All-time Voting Games. The reason it is significant is given: "Werewolf / Mafia". Archived from the original on 2007-xi-03. Retrieved 2007-11-25 . Werewolf is a favorite at game conventions and has been written about in several mainstream articles.
  18. ^ a b "Are You A Werewolf? Rules of Play". Looney Labs. Retrieved 2010-06-15 . Night-Dissonance: When everyone closes their eyes at night, it is best for people to also beginning humming, tapping the table, patting a knee, or making some racket. This will cover upward any sounds made accidentally by the werewolves, the seer, or the moderator
  19. ^ For example Plotkin, A. "Werewolf Statistics". If we figure that 9 or 11 players is ideal for a two-wolf game, and we presume that these probabilities actually ways anything (heh heh), then an ideal game has a human-win take chances of 0.23 to 0.29. (Again, for completely stupid humans.)
  20. ^ a b Braverman, Yard.; Etesami, O.; Mossel, Eastward. (2008). "Mafia: A Theoretical Study of Players and Coalitions in a Partial Information Environment". Annals of Practical Probability. eighteen (2): 825–846. arXiv:math/0609534. Bibcode:2006math......9534B. doi:x.1214/07-AAP456. S2CID 14668989. Archived from the original on 2012-03-16.
  21. ^ Derivation is by recursion on decreasing numbers of players in the post-obit circular, see: Yao, Due east. "A Theoretical Study of Mafia Games" (pdf). p. seven.
  22. ^ Migdał, Piotr (2010). "A mathematical model of the Mafia game". arXiv:1009.1031 [math.PR].
  23. ^ Batcheller, Archer L.; Hilligoss, Brian; Nam, Kevin; Rader, Emilee; Rey-Babarro, Marta; Zhou, Xiaomu (2007). "Testing the technology: playing games with video conferencing Briefing on Human Factors in Computing Systems". Proceedings of the SIGCHI Conference on Homo Factors in Calculating Systems: 849. doi:10.1145/1240624.1240751. ISBN978-1-59593-593-ix. S2CID 5230409.
  24. ^ a b McCarthy, C (24 April 2009). "Why do young techies want to be werewolves?". CNET News.
  25. ^ Cross, D. (June 2005). "Mafia Political party Actress TIPS". Vice Magazine. Archived from the original on 2008-11-xx.
  26. ^ Gopnik, Adam (2006). Through the Children's Gate: A Dwelling in New York. p. 245. ISBN978-0-676-97827-eight. the emotional authenticity of the alliances, the felt pleasure of trusting another, is startlingly, frighteningly real. You lot and George against the Mafia – but then the quick nightly shadow intrudes: What if George is the Mafia? Yet the proper suspicions, though they rise, rarely override these instant bonds.
  27. ^ Salen, K; Zimmerman, E. (Oct 2003). Rules of play: game design fundamentals (illustrated ed.). MIT Press. pp. 468–469. ISBN978-0-262-24045-ane.
  28. ^ a b For instance, Bezier Games' Ultimate Werewolf Sorcerer [ permanent expressionless link ] has the power to detect the Seer role. (The sorcerer is granted dissimilar powers in other rule-sets, like Princeton Academy's, in which the Wizard has the power to notice the Seer.) Whatsoever name this role is known past, the Detective-detector is typically aligned with the Mafia (for example, see: "9 Player Werewolf Evil team". 2005. )
  29. ^ Gopnik, Adam (2006). "4th Thanksgiving: Propensities". Through the Children's Gate: A Dwelling in New York. pp. 242–253. ISBN978-0-676-97827-8.
  30. ^ "Mafia (con)". Archived from the original on 2007-11-18. Retrieved 2007-12-twenty . Knight Commandant / Sheriff – a townsperson who investigates mafia members
  31. ^ Cantankerous, D. (June 2005). "Mafia Political party THE SETUP". Vice Magazine. Archived from the original on 2008-eleven-xx.
  32. ^ "Proper noun: Naive Cop". Archived from the original on 2007-02-27. Retrieved 2007-12-xvi . Description: A type of cop that ever gets innocent results regardless of who they investigate
  33. ^ a b c d eastward f "Characters from the New Moon expansion ready". Wired UK. 2010. Retrieved 2010-06-13 .
  34. ^ "Various Mafia Roles: Third Party Roles: Arsonist & Firefighter". Archived from the original on 2007-02-20.
  35. ^ A typical Traitor-type role is the Possessed Special Graphic symbol from "The LUPUS IN TABULA (2d edition) rules". Archived from the original on 2005-12-24.
  36. ^ Fraade-Blanar, L. (2001-10-26). "Mafia game indulges fantasy, avoids jail term". The Johns Hopkins News-Letter of the alphabet. One person out of the circle finds themselves tapped twice, making them the stool pigeon. He must inform the townspeople, i.east. anybody who was not tapped, of the identity of the Mafia members while not beingness killed himself... The game shows a historical conflict between the accusers and the accused. It could well be the Europeans accusing witches [ permanent dead link ]
  37. ^ The Witch for example has this power in Bezier's game "Ultimate WereWolf"
  38. ^ a b c "Characters". Wired United kingdom. January 2010. Retrieved 2010-06-thirteen .
  39. ^ The Psychiatrist tin can 'cure' the Serial Killer according to the Pub Game rules: "Serial Killer". . When 'the psychiatrist' is in play, the Serial Killer may be The Psychopath, as in: "Proper noun: Psychiatrist (Various Mafia Roles: Tertiary Party at MafiaScum.net)". Archived from the original on 2007-02-27.
  40. ^ For example, Ultimate Werewolf Masons [ permanent dead link ] recognize one another from the first nighttime.
  41. ^ Spadaccini, S. (September 2005). The Big Book of Rules. Plumage. ISBN978-0-452-28644-iii.
  42. ^ Every bit in the Mafia Games setup described by group-games.com, requiring but mafiosi, constabulary, a doctor, and the townspeople. Or, a simple version using merely citizens, mafia, and detectives, as described in: Toone, M. (July 2009). Groovy Games!. MVT Games. p. 41. ISBN978-0-9798345-5-4. The detectives now guess who they retrieve might exist one of the Mafia -no talking allowed, they but indicate to i person.
  43. ^ "Werewolf: Extra Materials". Wired Magazine . Retrieved 2010-06-13 . Optional dominion: if the Lovers die and Cupid is still alive, Cupid chooses a new set of lovers.
  44. ^ The Cupid card in Bezier Game's Ultimate Werewolf, for instance.
  45. ^ Alternatively, they may have a vote, only exist mandated to ever vote against eliminations, as is the Hamlet Ethicist [ permanent dead link ]
  46. ^ "Character references". Wired Great britain. 2010-01-29. Retrieved 2010-06-14 .
  47. ^ "Mafia variant: President". described by MafiaSpiel.de, for instance.
  48. ^ A role introduced in Ted Alspach's 2010 Ultimate Werewolf: Classic Moving picture Monsters.
  49. ^ "Common Mafia Roles". Retrieved 2010-06-14 . – The Silencer is typically aligned with them and knows their identities, but (in some variants) in unknown to them, not participating in mafia killings.
  50. ^ The Priest lone knows whether the dead were innocent in the World Boardgaming Championships game described by Bruno Wolff in "Werewolf rules". Retrieved 2007-11-19 .
  51. ^ Lupus in Tabula (Werewolves at the Table) card listings
  52. ^ a b Toone, Grand. (July 2009). Bully Games!: 175 Games & Activities for Families, Groups & Children. MVT Games. p. 42. ISBN978-0-9798345-five-4.
  53. ^ "The Original Mafia Rules". 1999. Archived from the original on 1999-03-02. Retrieved 2010-06-15 . Accusations may happen any number of times during the give-and-take...once in a while, someone should suggest to accept a Mafia Night. If the bulk of the players who are yet in the game agrees, the Night begins.
  54. ^ The random resolution is typical in academic models of Mafia. For example, run into: Yao, Due east. (2008). "A Theoretical Written report of Mafia Games". arXiv:0804.0071.
  55. ^ That a single mafioso wins against a unmarried surviving innocent in the solar day phase is a standard live-play dominion, being a sub-case of the rule that a numerical equality is a Mafia victory
  56. ^ The 'dissever waking' method of designating victims is used in the official "Mayday". Archived from the original on 2007-11-13. rules, for case. (This is a Soviet Union-themed variant with other expanded rules, released under Artistic Commons licensing.)
  57. ^ "Mafia and Werewolves". Note – This variant was performed with great success on November 12, 1998 – From the erstwhile Princeton variant rules.
  58. ^ vii-0-7, Jon Bennett "Mafia Advanced Rules" (PDF). Archived from the original (PDF) on 2011-08-x. Boosted rules created by Jon Bennett, accustomed in local Mafia circles.
  59. ^ "CISRA Puzzle Competition – Quantum Werewolf". Puzzle.cisra.com.au. 2008. Retrieved 2009-06-xvi .
  60. ^ "Railroad train Mafia". Copenhagen Game Collective. 2009-09-27. Retrieved 2011-04-11 .
  61. ^ "Invisible City: Rebels vs. Spies". Human being-Estimator Interaction Group, University of Patras, Greece. 2011. Archived from the original on 2012-06-27. Retrieved 2012-11-21 .
  62. ^ "Boondocks of Salem: five Best Roles To Play (& 5 Worst)". TheGamer. 2019-05-25. Retrieved 2019-09-05 .
  63. ^ "Indie Smash Striking Boondocks of Salem Gets New Expansion: The Coven". world wide web.gamasutra.com . Retrieved 2019-09-05 .
  64. ^ "MAFIA - XKCD Wiki". wiki.xkcd.com. Archived from the original on 2019-07-26. Retrieved 2015-09-nineteen .
  65. ^ "Epicmafia - Lobby". epicmafia.com . Retrieved 2015-09-19 .
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External links [edit]

  • The original Mafia ruleset
  • Hungarian Mensa Society – first Mafia-related folio on the Internet
  • Werewolf at BoardGameGeek
  • The Princeton ruleset

currywhicent.blogspot.com

Source: https://en.wikipedia.org/wiki/Mafia_(party_game)

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