How to play Mafia: the MafiaVoice rules

These are the rules of sport mafia — the club game — as we play it. First, the short version for your first game. Below it, the full rules for club players: every number, and every place where we differ, with the reason.

The short versionFor club playersLearn it freeWhat costs money

The short version

10 players. 7 are red — the town. 3 are black — the mafia. You see only your own card; the 3 black players also know each other.

The four cards

All four roles →

The night

If you have no night move, the screen says so: “You have no move tonight — wait for the morning.”

The day

What each hand sign means →

The vote and ties

The last word and the best move

On screen: “Your best move — Name up to 3 seats you think are mafia”.

Fouls

What else is not allowed, and how to appeal: Rules of conduct.

How the game ends

What is different online

Every difference from the club rulebook, with its reason, is in the table at the bottom of this page.

For club players: the full rules

The same game, with every number. Our rules follow the MafiaVoice rules, edition of 1 February 2026: the mechanics are the same, the words are ours. Every number on this page is checked against the game's code by an automatic test.

Table10 seats, drawn at random. 7 red (6 civilians and the sheriff), 3 black (2 mafia and the don).
WinRed: no black left. Black: black players equal red ones or outnumber them.
Draw3 shooting nights in a row with nobody leaving (by a shot, the vote, a lift or a removal). The agreement night does not count. Points for a draw: 0.
Night 1Agreement, 60 s. The don sets the shooting order — any living seats, own team included. No order in time — an order drawn by lot stands. No shot, no checks.
ShotEvery shooting night, 20 s. Each living black player picks a seat. One seat from all — killed. Different seats or a missing pick — a miss. Any living seat may be shot, a teammate included.
Don's checkEvery night, 20 s: sheriff or not. Not a teammate, not himself, not a seat he already checked, living seats only.
Sheriff's checkEvery night, 20 s: red or black. Not himself, living seats only.
WakingThe host calls the don and the sheriff every night, even when they are out, so a silence never gives a role away.
Speech60 s each, in seat order. Day 1 opens with seat 1; each later day with the seat after the previous opener. “Pass” ends the minute.
NominationOne per player per day, in one's own minute; one's own seat is allowed. Every accepted nomination gets a silent caption from the host, e.g. “Accepted: 5”; a refused second one gets nothing. Nominations close when the vote starts.
VoteOn the nominees in nomination order; one vote each, 60 s, hidden until all have voted. A vote not cast counts against the last nominee — even if that is the voter. Most votes leaves. Day 1 with one nominee, or any day with none: no vote.
TieEach tied player speaks 30 s in nomination order, then a re-vote between them. A tie among fewer of them: 30 s each again and another re-vote. The same players tie again: “Should all of them leave?” — more than half of the living players for it, all leave; half or fewer, all stay. Never put to that question: the whole table, or 3 players out of 9.
Last word60 s for a player who leaves by the vote, by a lift or by a night shot. The card stays hidden to the end. A last word after the result is decided does not change it.
Best moveOnly the player killed on the first shooting night: 20 s, up to 3 living seats (not one's own), then the last word. None if 2 or more players left by the vote on day 1, and none at all if the mafia missed that night.
FoulsGiven for: a sign sentence beyond 3 in one speech; an insult or swearing at a player confirmed on a report, or by a moderator on a line our check flagged; an insult, hate or a sexual remark caught by the table’s own check — a public warning (seat and category, never the words), and on the second such line in a game, or a clear case, a foul. 3rd foul: the next ordinary speech is skipped (10 s to nominate or pass); with 4 or fewer players alive it is a 30-second speech instead; a tie speech and a last word are not affected. 4th foul: removal after the current speech, no last word; it cancels the current vote (a running tie included) or the next one — if the day's vote is already over, the next day has none.
PointsShown on the result screen. Win 1.3, loss 0.3, draw 0. Best move, red players only: 3 black named +0.7, 2 black +0.5. Removal −0.8.

How we differ from the club rulebook — and why

Club rulebookMafiaVoice — and why
Cards are dealt by hand; on the first night the sheriff shows himself to the host with a sign, then 30 seconds of free seating.The app deals the cards and already knows every one, so there is no sign and no seating time.
The agreement minute always runs in full.If there is no other person on the mafia team (the rest are bots), “OK” ends it early — there is nobody to wait for.
Hands go up in the open, name by name.A hidden vote within 60 seconds, all opened at once: online, hands cannot appear on every screen at the same instant.
The host says “Accepted” aloud after every nomination.The same answer as a caption on screen, without voice, so it never talks over the speaker’s minute.
The host decides when gesturing is too much.A fixed number: 3 sign sentences per speech; the next one is a foul. Signs are allowed at anyone's minute.
Fouls mostly punish talking out of turn.The microphone opens only on your minute, so talking out of turn cannot happen.
An insult or swearing removes a player at once.A foul on the same ladder: the table’s check warns first and fouls on a repeat or a clear case, a report needs a person; speech recognition can mishear, and one machine mistake must never remove a player mid-game.
A violation during one's own last word is a removal and −0.8.Not penalised yet: the player is already leaving, and a machine cannot assess it reliably.
A 4th foul removes the player at once.Removal comes right after the current speech, so the person speaking is never cut off.
A removal cancels the nearest vote.If the day of the removal has no vote anyway (one nominee on day 1, or none), the cancellation is used up on that day.
The rulebook names no time for the shot.20 seconds, the same as each check.
Repeat checks, checking a teammate or a player who is out are allowed but penalised.They are simply not possible: the don cannot check a teammate or the same seat twice; nobody can check himself or a player who is out. Such a check would only waste the move.
The best move may name any seats.Only living seats, not one's own (owner's decision).
A draw is three nights in a row with nobody leaving.Only shooting nights count; the agreement night has no shot to miss.
A draw pays 0.3 to everyone, minus small penalties.A draw pays 0 to everyone (owner's decision).
The host may add extra points, penalties and compensation.Not given: no person watches an online game the way a club host does. The game review can say where a host would have penalised.
A technical pause can stop the game.No pause: a lost connection has 120 seconds, then a bot keeps the seat so the other nine can play on.
The host speaks the fixed club phrases.Our host says the same things in the same order, in its own words.
Voting oneself out is penalised.Nominating and voting against oneself are allowed, with no penalty; a vote not cast goes to the last nominee even if that is the voter — one rule with no exceptions.

What level one teaches

Level one — “Your first table” — is 39 sessions, free in full the moment you make a free account (no card). 25 of them teach a new idea; the rest are the games that make it stick.

  1. Ten people, and three of them are lying — Three players at your table know who their partners are, you and six others know nothing, and every hard thing about this game grows out of that one gap.
  2. Nine bots, and what this table is for — This table deals nine bots against you, the same way a real club deals — so the habit you build here carries straight to a live table.
  3. Ten steps, and how one closes — The course is ten steps of short sessions, and each step closes on three things at once — most of its sessions passed, one real game played, and a mixed final check.
  4. Who is actually sitting there — Seven of the ten play for the town and three play against it, and exactly one player on each side gets a private question to ask at night.
  5. What each card can actually do — Only two players at the table are asked a question at night, and each of them learns exactly one thing.
  6. The evening has a rhythm, and it repeats — The evening runs in a loop — a day when everybody talks and votes, then a night when nobody speaks — and every loop hands you one new fact for free.
  7. The first night, before anything has happened — The game opens with one silent night where nobody is removed, and then one round of talk.
  8. How each side wins — In ordinary play, town wins when all mafia are eliminated; mafia win when the living black count equals or exceeds the red count.
  9. A name, then a hand — Anybody may put a name up during the day, the table then votes on the names in the order they arrived, and a hand that stays down counts for the last name called.
  10. When the votes split evenly — A tie gives each tied player another half minute and then a second vote between just the two of them, and that half minute is where the tie is won or lost.
  11. A tie that repeats is settled all at once, not name by name — When a re-vote ties again on the exact same names, the table stops voting on individuals and asks one yes-or-no question: does a real majority want every one of them gone at once?
  12. Four fouls, and your game is over — A host can give you a foul: the third one costs you your next minute, the fourth ends your game — and two things end it on the spot with no warning.
  13. The four sentences a new player needs — A first-time player freezes at the table not because mafia is hard, but because the room expects four exact phrases nobody explained — nominate, end your turn, address the host, and hold your vote.
  14. Three questions to ask before your first game — Every club plays a slightly different game, and three short questions remove almost all of the confusion.
  15. Your first game: what to actually do — Name one player and give one reason — that is a complete first game, and it is enough.
  16. Remember the table without a single note — A written record rarely survives a real table, but a seat already known by heart does — hang one fact on each chair, and test the hook a few seconds after every speech.
  17. Reading a player by their normal, not by one quiet round — The same nine kinds of player show up at almost every table, and a quiet round means something different for each one — read the kind before you read the silence.
  18. Leaving the table is still a move — Whoever is voted out or shot gets a full minute to speak, and their card is never shown — not at a tournament, and not at our own table either.
  19. Three names from the player killed on the first shooting night — The player killed on the first shooting night gets twenty seconds to name three players they believe are against the town.
  20. When there are more than four cards — Many clubs add a role or two, and the extras are usually about protecting somebody or acting alone.
  21. Your hands can foul you before you say a word — At a real club table people talk with their hands too, and the rulebook fouls only two things about that: too much gesturing in one turn, and any gesturing once the vote has begun.
  22. Reading a seat number off a hand — A number held up at chest height names a seat, and because one open palm always means five, anything above five takes two hands.
  23. Each of the four cards has a hand sign — Each of the four cards has its own hand sign, and a sheriff who comes out often shows the sign as well as saying the word.
  24. Five sentences you can show tonight — A hand sign chains into a short sentence, and five of those sentences cover almost everything worth saying on your first evening.
  25. An English-speaking table plays a different game — Most English mafia writing describes a version played in text over several days, so its vocabulary only half fits a live table.

Start level one, free →

What costs money

Every one of the ten levels in this course is free in full, the same way — a free account, no subscription anywhere in the lessons. One thing costs money: the coach's own report on a game, past the first free one every day.

See what's behind the door →