Two versions of the mafia party game (read more on wikipedia) I designed with fun new roles to jazz up the classic game.

Mafia, sometimes known as Werewolf or Assassin, is a reasonably well-known party game. The game pits townies against an elusive enemy that kills them in the night. By day the townies can talk and accuse each other of being the werewolf in hopes of fingering the correct person for a nightly lynching.

The first version of the game was made to be played in person with a group of people. It incorporates a small number of roles but allows for some variety. Having different roles makes the game more interesting but requires careful balancing to make neither side is more powerful than the other. I added a dynamic referred to as “no reveal” whereby the role of a deceased player is not revealed to the rest of the team. This gives advantages and disadvantages to both sides. The town has the advantage of keeping the mafia on their toes by preventing the mafia from knowing who they have alive left to threaten them with and the mafia has an advantage because the townies cannot be sure who they have killed.

General Game

At the opening of the game the players will get random cards telling them their roll. (The moderator will see the card when they distribute it)

During the night the townies all put their heads down and make noise. The mafia will look up and they all know each other. They can only communicate nonverbally so as not to tip off the townies. They can vote by pointing. The person they choose will be killed.

Upon waking everyone learns who was killed and gets to deliberate.

The identities (role) of those killed by lynching or mafia killings are not revealed.

Townie Roles

Townie Skills: may call for a census once during the game to learn the ratio of townies to mafia remaining. This allows them to know how many are left without revealing the roles.

Priest: can protect any living player each night. That person will not be killed but everyone will know they were attacked.

Oracle: can determine the role of any living player. Can do so each night phase. The oracle will point to a living player and the moderator will write their roll on the board and then erase it

Medium: can determine the role of any dead player. Can do so every other night phase (every night phase would give them too much information). The medium will point to a dead player who must show the medium their card.

Toxic: if the mafia targets this person, their death will also cause the death of the mafia member closest to them. This will appear as two deaths and the players will not know which one was the toxic and which was the mafia member.

Villagers: regular townies.

Mafia Roles

Skills: can communicate at night. Restricted by nonverbal communications

Don: tie breaker vote. If the mediator feels that the mafia deliberations are stalemated or at an impasse, they can point to the don to indicate that they have the final choice. If the don is killed, the moderator selects a new don at their discretion. In a small game, this role is often not required

Stooge: the mafia may chose to fake an attack on this person once. This will keep the townies from being able to confirm the identity of anyone who survived an attack as a definite townie.

Mafia: regular mafia guys

GuildWiki Mafia

This version of mafia was designed to be played by the community at GuildWiki. I based the roles on the roles and abilities of the classes in the game and the story on the game’s lore. Additionally, I wanted to give the townies some ability to communicate with each other at night. This, I learned from previous games, was part of the fun because players could all converse and conspire at night. However, this would give the townies a big advantage. For that reason, I had to carefully design it so that this wouldn’t result in a single townie’s role being known, everyone confiding in that townie because it was safe, and that one person being able to put everything together.

Designing it around the classes in Guild Wars was especially amusing because it let me come up with fun, new roles. Some of the roles were inspired by roles in earlier games, but others were completely unique. I was able to make so many different roles that everyone who played would get a unique one. While some of the roles make more sense if you are familiar with those classes and the mechanics and skills of Guild Wars, they are mostly explained in a way that that fits in with the mechanics of the game.

Intro (story)

Just sit right back and you'll hear a tale; a tale of a fateful trip. That started from this frozen port aboard this tiny ship. The weather started getting rough, the tiny ship was tossed....

The ship set ground on the shore of this uncharted Orrian Isle. Some of the travelers formed into a small faction of mafia and they pitted themselves against the others. The fearful "townies" realized they were in danger but no one knew who they could trust. During the day, the whole group talked and tried to figure out who was who and they lynched their suspects. But at night, the mafia talked among themselves and planned kills against the townies.

Welcome to Mafia version X

No single day or night can last longer than a week.


Days cannot end until everyone has voted or abstained. You must either vote or abstain. Once everyone has voted or abstained the day will continue until a majority is reached. Days cannot end until everyone votes. Non-mafia members cannot speak out of game during the day phase.


Townies can speak at night privately at their own risk. Townies cannot speak publicly at night. Nights cannot end until everyone with night actions has contacted the moderator with either a decision to take no action or to inform the moderator of their actions. Resurrected players cannot speak out of game at night. (Resurrected mafia can still speak to other mafia members).


There will only be one of each role. All roles are used. There is no one without a role. Remember that using the special abilities offered by your role will usually alert someone to your identity. When a player is killed, only their allegiance is revealed, not their role (until the Item Ritualist is killed).

Most roles require you to contact the moderator. Make sure you do. Roles may be refined if deemed necessary.

Townie Roles

The Minion Master (MM) Can raise one undead minion from a dead player each day. The minion can vote but cannot speak otherwise. The minion has to vote for the same person the MM voted for. The MM must forward the email contacting the corpse to the moderator. The same person can be animated more than once. If the MM dies and they had a minion alive the previous day, that corpse will be alive for the next day and can vote for whoever they want. The animated corpse cannot speak in or out of game unless they have been contacted by the Communing Ritualist.

The Communing Ritualist Can contact a dead person to speak three times. They can speak to this person outside of the game. If the Ritualist tries to contact you and you haven't received a permission email from the mod, don't talk to them. Once they have communed with a person, they have the ability to speak to them for the next day/night phases. The Communing Ritualist can speak to this person during the day and night phase.

The Twins Must vote for the same person. If they disagree they can both abstain. The twins know each other. If they each vote for two different people, they will both die (so make sure you don't vote for different people). Each twin can resurrect the other twin once using Death Pact Signet. If the resurrected twin gets killed again, both twins will die. The twins know each other and may talk out of game during both the day and the night phases.

The Warrior Cannot be killed at night once by the use of Endure Pain. Can use "Watch Yourself!" to wake everyone early and end the night phase (this can only be done once; this cancels all mafia night actions. No one who hasn't performed their night action prior to this will be able to do their night action. Non-mafia night actions which already happened still are valid. )

The Monk Can protect one person each night. Cannot protect themselves. Can protect the same person more than once. Can choose to resurrect one person instead of protecting someone twice (that is, twice the Monk may choose to use their ability to resurrect someone instead of using their ability to protect). Resurrected players may not speak or be spoken to out of game. (They are weakened from the attacks on their lives and cannot wake up at night to confer with other townies).

The Paragon Can vote twice or persuade someone to change their vote each day. Cannot do both in one day. Will reveal their role to the mafia. Cannot abstain from voting. Use "vote2:name of person you vote for" to apply the double vote ability. Use "forcevote:name of person to change vote". You can only force a person to vote for the same person as you. Persuasion can reveal the Beast Master because, while the beast master can double vote like the paragon (preventing that ability from positively identifying either), the beast master can not use persuasion.

The Dervish Killing this person at night will incur the “wrath of the gods” and kill the Deadly Arts Assassin. If the Deadly Arts Assassin was being protected by the Monk, then another random mafia member will be killed in their place. Can “meditate” and learn the identity of 2 people. This can be done at any point while the Dervish is alive. If one of those people identified is a Twin, it will also identify the other Twin.

The Earth Elementalist Can cast Ward Against Foes around the campsite once. This will prevent any mafia members from killing any townies during the night. If this is the same night that the mafia chose to fake an attack on the Mesmer, the faked attack will still go through. (will alert the Earth Elementlist of the Mesmer's identity; if this occurs, the presence of the ward will not be revealed, otherwise it will be announced.).

The Item Ritualist “Holds the ashes of all dead players”. Knows the role of all deceased players. If they are killed, the ashes are dropped and the roles of all dead players are revealed. Can speak outside of the game but should be wary of who they speak to.

The Shadow Arts Assassin Can “eavesdrop” onto a mafia meeting once each night. Will "overhear" a single mafia comment (the moderator will chose a comment from the mafia discussion the previous night and send it to the Shadow Arts Assassin the next morning.) The Shadow Arts Assassin can use this to attempt to figure out who some mafia members are.

The Spirit Ranger Can use Roaring Winds to make the mafia unable to speak during the night. The Deadly Arts Assassin can still make a kill but the mafia will be unable to converse.

Mafia Roles

The Fire Elementalist Can drop a Meteor on one person one night. This person is killed independently of the mafia’s vote and the Deadly Arts Assassin’s kill. If that person survives, the HSR modifier (shortens the recharge time of the skill if it triggers) on the Fire Elementalist's staff will trigger and they can use meteor again.

The Water Elementalist Can snare a person twice using Icy Shackles. This person will not be able to speak the following day. (They are trapped in a water hex outside of the camp). The same person can be snared more than once. This person's vote will automatically be counted as abstaining.

The Beastmaster Ranger Has a pet who can also vote. (Functions as if the Beastmaster can vote twice). This will reveal their role to theParagon. Use "vote2:name" to apply this ability.

The Deadly Arts Assassin Does the actual killing for the mafia (contacts the moderator and tells them who to kill). Can choose to kill someone that disagrees with the mafia consensus if they desire. If they are killed, another mafia member is chosen by the mafia to replace them.

The Mesmer The mafia may choose to fake an attack on this person once by using Illusion of Weakness (a fake attack has the same appearance as an attack on a protected person or the Warrior). Can use Blackout to end the day phase early and prevent a lynching. This can only be done once. Any day actions (including votes) are discounted if they occurred after the timestamp on the email notifying moderator of the skill usage. If the actions are one use only, they can be redone later in the game. Everyone will still know if you have those abilities however.

The Weapon Ritualist Can cast Splinter Weapon on the Deadly Arts Assassin once. This will cause the closest townie to the Deadly Arts Assassin's target to also be killed (This will be a random person. Cannot be the person protected by the Monk. If the Dervish is chosen, it will still kill the Deadly Arts Assassin).'

The Curses Necromancer Can cast Spiteful Spirit on a townie once. The following day, the first person (mafia or townie) to speak (post a comment) after the hexed person will also be killed at the lynching.