The Mafia have secretly invaded the Town and are plotting a takeover. The Townspeople must work together to identify and root out the Mafia.
Getting Started
Every round of Ultimate Mafia needs a Games Master who leads the game. They select the cards that will be included in a specific game to match the experience level of the group. They aim to create a fair and balanced game in which both teams have an equal chance to win. They facilitate the decisions and actions of each round and provide dramatic flare that sustains excitement and suspense.
For instructions, tips and tricks, see the Game Master Handbook.
Allegiances & Winning
Every player receives one black Allegiance card from the Game Master. Allegiances align with the Mafia or Townspeople or neither, if they are Neutral. The Mafia try to eliminate all Townspeople until only Mafia remain. The Townspeople try to survive and eliminate the Mafia. Neutral players have their own agendas. Each Allegiance card grants unique role and ability to be used during the game.
Powers
Players receive one or more white Power cards in addition to their Allegiance card. Power cards grant unique connections and abilities. Examples include controlling the vote of other players, casting a second vote, receiving an extra life, reversing a vote, and much more. Power cards also include weaknesses such as sharing the fate of another player or being forced to vote against your will. The number of Power cards distributed ranges from 1-3, based on the experience level and size of the group.
The Night
Each round includes a “Night” (eyes closed) followed by a “Day” (eyes open).
During the Night, every player who is still in the game closes their eyes unless the Game Master asks them to wake up and perform an action. Every Night, the Mafia select one player to eliminate from the game.
Other Night actions include additional eliminations, protections, detections, silencing, and transfer of powers.
The Day
After the Night, it’s Day time and the Game Master reveals the night’s activities. Then remaining players discuss who they want to eliminate by a group vote. Players defend themselves, accuse opponents and protect allies through theatrics, manipulation and lying.
Allegiance and Power cards change the game as abilities are activated and cards are played. They provide plot twists, change votes and influence who remains and who is eliminated.
Night and Day rounds continue until only Mafia or Townspeople remain.
For in-depth instructions, tips and tricks, see the Game Master Handbook.
