![](/uploads/1/2/5/5/125583416/991700294.jpg)
Before we get to the rules, things will be easier to explain through the setup. There are two setups, which are really whether or not you have cards. To begin setup, follow the below instructions: You need at least 4 people to play, although it is more fun with 8 or more. 1 person, not included in the 4 of the minimum group will be the mayor, who directs the game as it goes, and has control over the powers in the group.
For every 4 people, there is one mafia. Example: if there are 8 people in your game, there are now two mafia In a round there are also doctors and sheriffs, which we will later discuss under circumstances, but for now we'll have one of each. For this tutorial, we'll be playing with a group of 8, including 2 mafia, 1 doctor and 1 sheriff, meaning that 4 will be civilians Setup #1: This is with a deck of cards. Aces are your Mafia Queens are your doctors and Kings are your Sheriffs All other cards (2 thru J) are civilians In our case, prepare two aces, 1 Q, 1 K and 4 other cards besides the listed. The mayor will hand each player a card face down to each player.
These cards will not be revealed to other players during the game. Setup #2: This is without cards. Instead, we'll be using taps, so it is up to the mayor to remember how many people he picked and which character he assigned. Everybody will close their eyes and the mayor will walk around to assign roles. If the mayor taps you once, you are mafia. Twice is doctor Three times is sheriff And if you don't get tapped you're a civilian (More simple setup; the mayor should make sure not to choose extra characters or mistakenly bump into other players)There are certain skulls/circumstances that change how the game is played. Now that we have the setup out of our way, it is now time to explain the rules.
In this game you'll be go through a deck of cards like a stealthy thief, as you move around through the shadows, extinguish torches, and steal. Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec. This is a Rogue Specialization Ability. This site makes extensive use of JavaScript.
Roles (basic and later explained through gameplay): Mayor- is not an actual player in the game but rather the narrator; he has complete power over the group except the power to veto votes. He/she will assign the roles, tell when each role to wake up and sleep, create a story and sanction votes. It's this person's job to keep the game grounded and to keep the players reasonable.
The mayor must remain unbiased throughout the game. Mafia-Will kill other players and try to convince other players who the mafia is without revealing themselves Doctor-can save himself (look under 'Circumstances') and can save others Sheriff-points at any other player and the mayor can either nod or shake their head of the person is mafia or not; uses his or her power to sway public opinion Civilian- the most basic role, who votes and tries to figure out the mafias and vote them off Obviously you don't want to reveal your roles of you have an important one but rather convince others you are a civilian. Rules: Mayor has the right to silence the group or restart the game completely. Mafia can only choose one target per round (2 mafia vote on 1 target) Revealing your card (if you are playing with cards) is cheating. Opening your eyes when it is not permitted is cheating.IMPORTANT: In real life, the dead can not speak.
Common saying of course. So in the game, the dead are not allowed to influence the town through speech or physical gestures.
It is cheating. (They can talk, but any hinting at a mafia should get them kicked from the next round or game.). What I mean by circumstances is when things either get out of hand or you can't figure out where to go from your last move. Here are some of the main circumstances I've ran into:The doctor: This class seems overpowered, no?
Why not save yourself every round so you can figure out the mafia yourself? Those are the motives that most doctors will have, and they will barely make good doctors. The circumstance here is allowing for the doctor to save himself, every other round, so that his role doesn't not become unbalanced. Not necessarily a rule.Circumstance 1: Somebody woke up when they weren't suppose to? Simple fix: You either restart the round, or kill the person who wasn't suppose to be awake. Example: A Doctor wakes up when the mayor requests the Mafia to wake up. The mayor has a choice to immediately end the life of the doctor or reset the game.Circumstance 2: If you are the mayor, and you forget what happened in the round you've just completed, you can start the round again.
Example: Say Mafia decide to kill person A, but you forgot who person A is. Simply get the mafia to get back up when everyone is asleep and ask them who they wanted to kill.There aren't too many circumstances, but if you run into some, don't be afraid to message me:3. The definition of skulls based off a game/video game, is a customization that makes a game easier/harder/weirder.
Here are some skulls you can use in Mafia!You were it? Skull: Allows the mayor to ask if 'someone was mafia or not'. It makes the game easier so you can find out how many more mafia are left.You only live twice skull: Get the James Bond reference?
This skull is specific to the doctor. With this skull activated, the doctor has to follow the once every other round rule, which states he can only save himself every other round. Example: If I was doctor and saved myself first round, I could only save myself on the third, fifth, seventh and so on rounds.Reveal Yourself! Skull: The only time the mayor asks if somebody 'if they are mafia or not' is when that person is voted off, not killed by mafia. Activating this skull allows for the other roles to reveal themselves when they normally couldn't. Example: When the doctor gets voted off, he/she can now say they were the doctor. (This skull cannot be activated at the same time as the Nobody Knows skull.)Nobody Knows skull: Activating this skull means that when a person is voted off, they will not state whether or not they were mafia, so it's more difficult to find out if there is still more than one mafia out there.You Saved Me!
Skull: Activating this allows for a doctor not to be targeted by the mafia for 3 rounds if they successfully save a victim, including themselves. Example: If you were doctor, and saved person A, and the next round mafia tries to kill you, the mayor will announce in the recap that you were a victim, but the doctor saved you, even though you may have not saved yourself. (This skull only works once per game)Wait, the sheriff has a gun? Skull: This is the weirdest skull ever. The sheriff has a gun with 2 bullets. He has a choice whether or not to use it at the beginning of the first two rounds, but he will be unable to check people's innocence, and if he checks for people's innocence first, he will be unable to use the gun.
Example: Round 1, the mayor asks the sheriff who he wants to check, but if the sheriff shapes his finger into a gun and points at someone, then the mayor will nod. In the recap, that person dies, but their role cannot be revealed. Round 2, the mayor asks the sheriff who he wants to check, and if the sheriff does check, then his gun is rendered useless. The same could be said when you check someone in round 1, and try to use the gun in round 2: it won't work unless it's the first two rounds.
Since Mafia has been around since I was 11, I've learned a lot about this game, so here are a few tips on how to play like a pro!-Mafia is a psychological game. Although you trust/distrust someone in real life, the game completely changes those factors. People will always try to get inside your head, and get them on your side. You should try to do the same, but be careful about who you ally with.-Some people can't help smiling if you ask them if they are a civilian or mafia, so don't just go on the assumption they are lying to you. I had a friend who had a suspicious smile all the time, even though he was just a civilian.-Don't stay silent too much, because when you finally do go after someone, they will use that against you, saying that you've suddenly started talking just to get rid of them.-Don't underestimate your opponents.
In a game of 12 people, we had 3 mafia, a doctor and sheriff, and seven civilians. By round 3, 2 mafia had died along with two civilians, and one civilian was saved.
![Card Thief Game Shadow Step Card Thief Game Shadow Step](http://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2012/08/thief-shadowstep.jpg)
The one mafia left was me, so I pulled my trump card: my psychological attacks. I turned everybody against each other, and acted as their moderator.
By the last round, it was two civilians and me, meaning that if either of them died, I won. I finally used my 'I helped you clause' which entails 'Don't you remember that he tried to vote you off two rounds ago, and I helped saved you? Why would I have reason to kill you now?' That always gets them.
In the end, I single handedly defeated 7 other players, whose reactions were: Dear God, who is this kid? But really, don't underestimate the younger people of your group, or the silent, or the over talkative.-As a sheriff, understand that you don't check a target twice. If person A is innocent, why choose him again? I had somebody do this during a round, and he wasted 4 guesses on the same person.-Another thing as sheriff, you need to learn how to defend others. If you know who the innocents are, try to keep them alive. If you are playing against 2 mafia, and 1 has already died, then use your authority against them.
'Okay everybody, there's only one mafia left, and it's person C. I know because I'm the sheriff. If he doesn't end up being the mafia, you could kill me, but then we would have already won the round.' That is a very aggressive sheriff play.-On a very rare occasion, sometimes more than one doctor/sheriff is played. In that case, you need to support each other as the mafia would in keeping each other alive. The chances of two doctors is very slim though.-Mafia need to know how to wage a war, even if it means sacrificing one of your own.
Say it's a normal 8 person game, with two mafia. You've already killed 3 people, and both mafia are alive, so secure your chance by making it to the end. Nobody ever suspects that mafia would kill mafia, so when the mayor asks to vote somebody off, and your buddy is screwed, go for it. People will think that since you went after mafia (after he's proven of course) you probably aren't mafia. Use that as your argument too. 'You remember Mafia B?
I helped you guys get rid of him, and we've made it this far, there's no way I could be mafia, because that would be too high of a risk.' -Mafia need to act like civilians, so do a 'ruse' between you and your mafia to make it look like you're accusing each other, to displace the balance of mafia. It will confuse the citizens so much.
This is Vincent in 2018 just feeling really grateful for this community and all the views this one guide got. Mafia is not only a game to me, but part of my culture. There’s a lot a learned from this game, as well as meeting wonderful people.
I just wanted to write this thank you note to the Instructable community, as well as present below some new roles I find interesting! Enjoy and thank you once again. New Roles: Sniper: I went to youth group retreat, and this role was presented to me as the main Mayor of the group.
The sniper is given their role at the same time as everyone else. When they are told to wake up at night, they can choose a target to prepare to kill. However, they can only give a signal to the mayor during the day to kill their target.
The sniper has a set amount of kills, which I decided should be 1 bullet for every 5 people including the sniper. Saboteur: I experimented with this role as an example of the veteran from Werewolf. The concept is if someone visits the veteran’s house at night, they get shot, regardless of their role. The concept of the Saboteur is that they receive their role like everyone else.
When they are asked to wake up, they will choose a target to sabotage. If the mafia choose the target first, one of the mafia is randomly chosen to die. If the mafia skip over the target, and the doctor saves the target, they will die. If the sheriff checks the target, they will die. You get the gist. Hello Taylorshaudean! I'm surprised people still stumble upon this guide since I made it so long ago.
Yes you are right in using the mafia to entire party ratio, 1 mafia: 4 players. Regardless of how many mafia there are, they still have to decide on one target together. The difficult aspect of course is figuring out all 6 mafia before they get to everyone. It is entirely up to the moderator, but usually you'll add one additional doctor for every 10 players, and another sheriff for every 3 mafia.
So in this case, you would have 24 players, including 6 mafia, 2 sheriffs and 2 doctors. The same rules would apply to the sheriffs and doctors. Feel free to ask more questions or make any suggestions!
IOS Universal, Android (coming soon).Neil Gaiman is my favorite (living) author. I haven’t read anything from him that I’ve disliked, and will buy any new book he writes without even knowing what it’s about.
I feel the same way about Wes Anderson’s movies, even though I’m not a hipster (and if you call me one, I’ll take off my glasses and jaunty hat and we’ll have to go outside, mister). For some reason, certain creators just connect with each of us regardless of what they put their minds too. It’s no different in the digital realm. For a long time, Blizzard was my spirit animal, then Playdek. I still like both of them, but I’m starting to think that is the one. Maybe it’s the art, maybe the gameplay.
Probably both. Whatever it is, they know how to crawl inside my head and hit all the right buttons. Is still in there, tapping away as one of my favorite mobile games ever. Their latest, Card Thief, might be even better.Card Thief takes place in a castle or manor represented by a 3×3 grid of cards crafted from a 45 card deck. You play the titular thief, trying to wring as much gold from each card as you can while remaining unseen in the shadows.
To complete each mission you need to steal a treasure chest which is always halfway through the deck, and then escape the manor via the Exit, the last card in the deck. Time to pick a pocket or two.Each castle is protected by a slew of guards who randomly face one direction when dealt, but will turn their attention your way if you walk through a lighted card. Yes, there are dark and light cards, with the light cards being illuminated by orthogonal torches. You can extinguish torches to create more darkness, but each card you step on each turn will reduce your Stealth. If your stealth is zero (or below), then guards will see you when you enter a lighted card and it’s game over.
Some cards will not reduce your Stealth, like Gold cards or if you can sneak up on a guard from behind. Other cards will replenish Stealth, or you can gain 10 Stealth if you manage to clear the entire 3×3 grid in one turn.There’s more!
Cards that are 2 steps away from you at the beginning of each turn will raise a multiplier that will increase the value of all cards remaining on the board. Thus, where you end your turn matters for the next round. End in the middle, and there will be no multipliers to pump up the value of those gold cards, but guards will also cost less Stealth to remove. End in a corner, and you’ll have 5 cards to push up that multiplier which, if done correctly, can create massive amounts of loot to pickpocket from an unsuspecting guard.There are also several different guards. There’s your basic guards which face one way and can’t see in the dark, then you have dogs which can sniff you out even in darkness, owls which can see in the dark, and two-headed monstrosities which face multiple directions. The guild master.
I kind of want to live in this world.I haven’t even mentioned equipment. Loads of different equipment that you can take along which adds another complex cherry to this already rather complex sundae. Noise arrows to change a card’s facing, water arrows to douse torches from afar, a sap which will knock cards back into the deck, cloaks which add more Stealth to your total, and much more. On top of their basic function, each piece of equipment can be upgraded multiple times by nailing achievements that don’t always lead to a successful run.Confused? Don’t sweat it. I’ve been playing the beta for over a month and I still can’t wrap my head around everything.
Unlike Card Crawl, this is not a simple pick-up-and-play-for-a-few-minutes mobile game. This is a thinker, a game you’ll want to curl up with on the couch on a quiet night and really dig into. Card Crawl was merely the appetizer, Card Thief is the main course. While it’s complicated, once you grasp the basics, it’s incredibly rewarding as well.Card Thief’s art is by, the artist who gave Card Crawl such a unique identity, and it ties both games together. It’s beautiful and makes even the menu screen an interesting experience.
An atypical chestSo far, it sounds like a rather straightforward, if complex, game. It’s more special than that. Tinytouchtales knows how to wring every drop of fun from their titles, and in Card Thief that means pushing your luck to get the most loot you can.
Each turn you leave the manor’s Chest on the board it will gain a level, becoming more valuable. How long can you leave it there before you don’t have enough Stealth points to pick it up? Even after the exit it revealed, the grid is filled with random guards and torches. Can you keep manipulating the board to pickpocket more guards, or do you need to get out of Dodge as quickly as possible? Just grabbing a level one chest and making it to the exit isn’t too hard.
Doing it with style, however, is where the fun lies.If the game has a downside, it’s the chests themselves. Getting a high level chest (or, more likely in my case, a low level chest) out of a dungeon feels great, but when you open chests the only treasure you’ll find are Insignias and Trash. The Insignias are used to unlock more castles to rob, while the Trash is literal trash that does nothing. More often than not you’ll open chests filled with nothing but Trash, and even getting an Insignia seems like a huge letdown.
I’m sure that there are plans to make the chests actually mean something outside of each game, but right now they feel like a McGuffin, only existing to give your thief something to do. It’s a minor gripe, but it’s honestly the only issue I have with Card Thief as it currently stands. And one of my typical chests.Card Thief is a different beast than Card Crawl. If you weren’t a fan of it’s light and tactical feel, then Card Thief should be more up your alley. It’s deeper, much more complex, and offers up strategic planning as you progress through each run. If Card Crawl was the best game you’ve ever played, be aware that this isn’t Card Crawl 2.0.
If you don’t want to work a little bit (and it does take a bit of work) to unravel Card Thief’s mysteries, then you might find yourself bashing your head against the wall instead of enjoying yourself. On it’s own, it’s another Tinytouchtales game that will be on my phone for a long, long time.Card Thief is proof that Tinytouchtales’ success with Card Crawl wasn’t a fluke. They really know how to make compelling and thoughtful mobile titles and, like my other favorite creators, I’ll be waiting eagerly to see whatever their twisted minds can come up with next.Reviewed on an iPhone 6S.
![](/uploads/1/2/5/5/125583416/991700294.jpg)