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  • Mafia strategy game. Mafia - rules and description of the game

    Mafia strategy game.  Mafia - rules and description of the game

    Mafia is the second most important game power. The basis of the strategy of playing mafia as a mafia is the desire to stay alive by killing everyone else. The tactical techniques of the mafiosi are focused on such a turn of the matter so that, without giving themselves away, bring confusion into the ranks of civilians. Then, you see, the townspeople will put one of their own in prison.

    The successful implementation of the strategy of playing the mafia for the mafia is directly related to the ability of the mafia to quickly adapt to the situation that develops at the table at a given moment.

    Mafia surrenders its

    The player can try to get lost in the crowd of civilians. He expresses his suspicions and may even vote against the same mafiosi as himself. This gives him the opportunity to get into the credibility of the townspeople. Such provocative tactics can be effective if the obvious suspicions of civilians fall on one of the mafiosi. The Commissioner, who at night has the opportunity to be convinced of the "mafia" of the players named by him, can strengthen the credibility of the traitorous mafiosi. The main thing is not to overdo it and not be the object of verification yourself.

    The end is the crown of the whole business!

    The last word in the discussion should always remain with the mafiosi, since the final reasons in each day's round of voting are better remembered and affect the result. When agreeing on the sequence in which the night shooting will be carried out, one should not forget about this factor.

    Mystery of the third night

    One of the tactical moves of the mafiosi is their deliberate mistake on the third night of the game. It is effective with 10 players. After being murdered on the second night and convicted on the second day, the mafia can take a chance and miss if there are three mafiosi left in the game. The mistake is designed to confuse civilians and, deceived, during the day they can expel their own. With a strong Commissar, this tactic may not work. But playing Mafia involves risk.

    Best plan

    Sometimes the lack of a definite plan in the game is the best plan. Let's say that on the first night, the mafiosi did not decide on a specific plan for night murders, but agreed on how the victims would be assigned during the game. These tactics require careful attention and can be very effective.

    It would be good for the mafiosi to decide on a secret sign (send a certain emoticon or write a phrase / word), which can be used to convey information about the Commissioner or the murder of a player to theirs.

    A player's categorical statement that he knows exactly the suit of another player speaks of his mafosity. Only mafiosi know exactly the status quo.

    When the Commissioner is killed, the mafia player should vote with other mafiosi fearlessly, since there will be no more checks.

    The recommendations given in the article are not a recipe for success. They must be used wisely. They have developed over the long years of the game's existence, and only practice will help to check the validity of the proposed strategy of playing the mafia for the mafia.

    You know, anything can happen in life, I knew one guy who met with his cousin, watched love events similar to the plot of the Pearl Harbor movie. However, such things are usually only an exception, emphasizing the rule, do you agree with me?

    So in the mafia, there are cases that occur with the concepts of "most likely", "most likely." In other words, there are certain game episodes about which one can say "most often this means ..." or "more likely ...". Such things in the game I call probability theory. For example, the black player doesn't shoot very often on the first night? Truth? Therefore, please consider the two theses given below almost axioms.

    Consider an example: On the first night, the mafia shoots 1 player. On the first round, players 2, 3, 4, 5 vote for 6. On the second night, player 10 is shot. One sheriff is revealed at the table - this is player 2, his checks are: 3 - red, 4 - red.

    We have:

    • 2 sheriff
    • 3 checked red - OUT 6 players
    • 4 checked red
    • 5 incomprehensible player

    According to the theory of probability, on the first day, four reds cannot get the red off the table. They can, of course, but the probability is about 5%. And if this happens, then the mafia has the right to win. In this situation, it is necessary to remove 5 players from the game. Because, based on the "theory of probability" between 5 and 6 there is one black. "On the first day, four reds cannot pull out a red player, while four reds can pull out a black player." This statement is 95% true. I don’t suggest you just believe it - check it in practice and you will most likely be convinced of the validity of such a judgment. This concept will help us further when we analyze the fundamental definitions in the mafia - balance and counterweight. Thus, we will use the principle of "probability theory" and play as a counterweight (see the article on balance and counterweight below) and remove 5 players from the game. The game must continue! If not, I repeat once again, in the current situation, where four reds removed the red in the first circle, the mafia must win. After 5 player withdraws and the game continues, you realize that one black player left between 5 and 6. The sheriff makes another check, finds red - the game is mathematically won. At the table after the withdrawal of 5 players, six participants remain, of which one is a sheriff and two are checked red, the sheriff of the game is shot at night, and five players remain at the table - 3 and 4 are checked red + a night commissioner check. If the check is red, then with five players at the table, two unverified ones are removed and the victory of the peaceful.

    Thesis 2: "When on the first round the table is divided between two players 3-on-3 or 4-on-4, then there is a black player among those who got into a car accident"

    If at the first vote the votes are divided 4-by-4, then “with a probability of 80% there is one black among these players”, if 3-by-3, then “with a probability of 60% there is one black between these players”. I must say right away that I did not make a strict calculation, as is done when collecting statistics, but it feels like the percentage is quite correct and reflects what is happening in the game. My practice of the game suggests that the percentages voiced are approximately correct and correct, but even if you are ready to argue - great, at least the topic of the dispute was asked. By the way, I want to note that one can still argue with the second thesis - the figures of 60% and 80% are conducive to this, but with the first statement everything is categorical. My position is fundamental - if suddenly four reds took off a red one in the first round, then the civilians should lose such a game, and that's okay! Of course, you do not need to rely on this alone, you need to add many other factors that arise in the game, but the data on the theory of probability can be used when it is difficult for you to make a decision and you are not sure what to do. Two sheriffs? No precise understanding? Does everyone want to vote for different sheriffs? Can the city unite the argument about the "theory of probability" and bring out on day 2 (with 7 or 8 participants at the table) a player who got into a car accident on the previous day, but ended up staying in the game? Be careful, the players may still want to choose between the sheriffs, you shouldn't go against it, then make a choice. But suggesting your own version and convincing the city has never been a bad move :) Try to take over the game and one day you will feel how you did it.

    Summing up, I would like to say, in fact, the theory of probability has only two points:

    1. "On the first day, four reds cannot pull out a red player, while four reds can pull out a black player."
    2. "When on the first round the table is divided between two players 3-on-3 or 4-on-4, then there is a black player among those who got into a car accident."

    Successful play directly depends on the effectiveness of the chosen strategy and the ability to implement the right tactics at the right time, based on the situation at the table.
    This section will help you with this.

    1. Showdown of the sheriff with 8 or fewer players at the table (unofficial rule for the sheriff)

    Situation: You are the sheriff of the game, there are 7 or 8 people left at the table.
    Your actions: You need to open up before the next vote and tell the table who exactly and in what order you checked in order to help the table to demolish the black, not the red player.
    Otherwise, if there are three mafias at the table, and a red player is killed during the day, civilians will lose at the same second (if there were 7 people at the table before voting) or next night (if there were 8 people at the table before voting, and at night the mafia will kill another civilian), since 6 people will remain at the table, 3 of whom will be the mafia (3 on 3 situation).
    Exception: If one of the players who have already left the table by this time was checked by you and turned out to be the mafia, you do not need to show up.
    You must do the same if there are 5 or 6 players at the table, and you still have not revealed (in order to avoid a 2v2 situation).

    2. Shooting your own

    Situation: You are the mafia.
    Your actions: Active play, "zakos" under an ordinary civilian, suspicion and voting during the day against other black players.
    In this way, you can earn the trust of other Red players who share your suspicions, and move suspicions away from yourself. Your chances are increased if the sheriff checked the players of your team, whom you accused of being "black", at night. The main thing in this situation is to avoid the sheriff's check yourself.

    3. Remove the sheriff

    Situation: You are the don of the mafia.
    Your actions: On the first night, when the mafia meets, you can agree with your "colleagues" how you will tell them the sheriff, if, of course, you will find him on one of the following nights.
    For example, it can be a left hand gesture, a certain gesture at the time of your presentation or the sheriff's speech. Noticing your secret sign, the whole mafia will shoot at the sheriff at night (or vote for him during the day) - he will be killed. Thus, you will deprive the opposing team of an important trump card.

    4. Search for civilians

    Situation: You are the sheriff.
    Your actions: Sometimes it makes sense to check players at night, not in search of the mafia, but in search of strong red players who can play the game.

    TACTICS FROM GEVARA

    1. Closing planning

    The tactics can be applied in the event that the mafia cards were drawn by the players sitting under the first numbers.
    The point is that they speak last every circle. This is achieved by shooting the red ones sitting further in the circle.
    That is, with black players 1 and 2, it is necessary to remove players 3, 4, 5. Thus, from the second round the last speech will be at the unit, and from the third round 2 black players will close the circle.
    You can also use this tactic if Black is sitting at the end of the circle, removing the first players. Even with a seating arrangement "through one" can be set to remove the gaps between the blacks and make them the last on the circle.

    Advantages: The last-to-speak players often decide the voting outcome.
    - Disadvantages: the use of tactics involves bringing it to the end, which abstracts it from the current moment, when it is necessary to change the order of shooting (the sheriff's autopsy, the need for a crossbow).
    - A nuance: the fake sheriff should reveal exactly the black who speaks earlier, so that the trailing blacks have the opportunity to support him.
    - Authorship: for the first time in my memory was applied by Mr. Persik.

    2. Two nights

    Don appoints himself for the second night, and for the first and third any of the Reds.
    As of the end of the second day, it is necessary to take out two reds - one on the first night and one on the second day. Second night - shooting at the Don.
    The point is, the second night is much easier to find the sheriff. There is a simple mathematical calculation: 8 players, of which 3 are our own and one checked on the first night. 8 - 4 = 4.
    Thus? out of the four red ones it is necessary to calculate the sheriff. Even with a failed check, you can easily guess by the elimination method, choosing the most sheriffian player out of the remaining three.
    This is followed by a "surprise" murder and autopsy by the sheriff. In this case, the real sheriff is called black, plus checking someone else.
    Thus, the pseudo-sheriff looks very convincing, despite the fact that the "proven black" in his speech is revealed by the sheriff. The ratio at the table is 5: 2.
    In the afternoon, the real sheriff is removed (4: 2), then it’s up to skill, but in the best case scenario, the table is incredibly tangled, which makes it easier for the mafia to play.

    Advantages: beautiful and interesting mafia game, high probability of victory.
    - Disadvantages: there are a lot of moments when something can go “wrong”. Of the most likely, these are situations when the sheriff is killed on the first night, then it makes sense to renegotiate; on the first day a black man is killed, then it is more risky to shoot the don and it is more difficult to find the sheriff; or the false sheriff was simply not believed.
    - Nuance: Black's super-team play is supposed, aimed at showing the don, as a turning point in the game.

    3. Day planning

    Don does not appoint at night, but beacons his own in the course of the day.

    Advantages: tactics are fully consistent with the current moment, the relevance of what is happening; Nothing demobilizes the table like high-quality shooting.
    - Disadvantages: risk of getting caught.
    - Nuance: at night it is necessary to work out the lighthouses; closely monitor the don, but a decision can be made “mutually”, but for sure.
    - Authorship: for the first time in my memory was applied by Mr. Ferrari.

    4. Slip on the second night

    The mafia's slip relaxes the peaceful, serves as a reason to confuse them; the planned miss does not demobilize the mafia, which is important so as not to get caught.
    Further, pure mathematics: the third circle - 8 players (one killed on the first night, the second on the second day, the second night nobody). If 3 of them are black, then the demolition of one red and a shot at night - the victory of the mafia (3: 3).
    But more importantly, under these circumstances, it is possible to arrange a firefight (an even number of players). There is no need to explain how important it can sometimes be.
    There is a mathematical factor "+1". In the usual situation on the third round (4: 3), the victory of black comes in the afternoon with the removal of one red, which is very difficult to accomplish.
    In a scenario with 8 players (5: 3), demolition of a peaceful one is easier, because the choice is wider. Then the factor "+1" also affects - the game ends at night when the mafia hits.
    The tactic involves active autopsies for sheriffs; carry-over of both players; blushing blacks by initiating shootouts.

    Advantages: the possibility of speculating on a slip; factor "+1"; shootouts.
    - Disadvantages: a miss is a miss, with a strong play of the Reds it can work against the mafia.
    - Nuance: it does not imply a black team play, the scope of improvisation will allow you to change tactics and manipulate correctly.
    - Blame: His Majesty is a case.

    - salon team psychological turn-based role-playing game with a detective plot, simulating the struggle of members of an organized minority informed about each other with an unorganized majority.

    The plot of the plot: Residents of the city, exhausted from the rampant mafia, make a decision to jail all the mafiosi to the last one. In response, the mafia declares war until the complete destruction of all decent townspeople.

    Description of the game

    Briefly (classic game)

    The presenter distributes cards face down to the participants of the game.

    Those who got the red ones make up a team of “honest city dwellers” who do not know each other (the name “civilians” and the abbreviations “chzh”, “mzh” or “gr” are also common). One of the "honest citizens" who received a red ace, a special player - "commissar".

    The players with black cards are the "mafia" team.

    The gameplay is divided into two phases - "day" and "night".

    When the host announces the phase of the night in the city, the players close their eyes - "sleep". On the first night, the presenter allows the players with black cards - "mafia" - to open their eyes and remember their comrades-in-arms - "get acquainted". After which the mafia "falls asleep", and the presenter demands to wake up the commissioner. Thus, the leader becomes aware of the alignment (he finds out who is who).

    At the announcement of the phase of the day, all residents wake up. During the day, the players discuss which of them may be "dishonest" - involved in the mafia. At the end of the discussion, the presenter announces an open vote for imprisonment (in various versions of the game, this process is called lynching, hanging, murder). The most suspicious resident with the most votes is sent to jail (leaves the game), and the host reveals his card and announces his game status.

    Then comes the "night" phase. At night, the mafia wakes up, silently (with gestures) "confers" and kills one of the surviving townspeople, showing the host who exactly. The mafia falls asleep. The commissioner wakes up and points to one of the residents, whom he wants to "check" for involvement in the mafia. The presenter also silently, “on his fingers”, shows the commissioner the status of the person being checked.

    During the day, the presenter announces who was killed at night. This player leaves the game, his card ("status") is shown to all residents.

    Information about the events that have taken place is used by the surviving players for discussion and another "condemnation" ... The game continues until the complete victory of one of the teams, when the opponents are completely either imprisoned or killed ...

    The essence of the game

    Researchers distinguish two types of games: competition (wrestling) and performance (masquerade). "Mafia" successfully combines features of both types. She is both a show and a struggle for survival. Unlike cards, this game has nothing to do with money, unlike golf, it does not require financial costs, unlike football - good physical fitness. Most importantly, it brings such a cherished intellectual pleasure. In the disinterested frivolity of the game, its potential is hidden.

    This game is unique. It is based primarily on communication, on discussions between the participants. Here, deception and deceit, the conclusion and dastardly violation of treaties and alliances are constantly taking place and in fact legalized. The discussion of the game situation takes place through a clash of opinions in incessant disputes, while some players prefer to remain silent, others, on the contrary, participate too actively and noisily in the discussion. Thus, the game turns out to be infinitely far from the impartial duel of intellects characteristic of some board games (for example, chess, go), and this brings it closer to real life. The goal of the game is to survive with your team.

    The game has two main components: psychological and mathematical.

    Mathematical: every "day" the players need to remember who voted for whom and who turned out to be the one for whom they voted. In important moments, it is easy to determine that the one who voted more often for the honest is most likely the mafia.

    Psychological: Players must have acting skills to convince others of their honesty, as well as a strong gift of being carried away by others when voting for suspected dishonest players.

    The axiom of each move is that there will be fewer living inhabitants, some will be imprisoned, and some will be killed. There is a paranoid atmosphere in the game, with each move the nervousness is exacerbated. Not a single honest citizen knows for certain who in the game belongs to the opposing team. Every ordinary citizen does not trust anyone and is forced to believe only in himself. Trusting someone else unconditionally often means being deceived and dying.

    In order to survive, each member of the mafia team has to stay in the shadows, do not pay special attention to themselves, skillfully dodge, masquerading as an honest citizen. The question "Are you really honest?" common. The main attribute of the mafiosi is the ability to truthfully lie.

    The main quality of an honest citizen that commands respect and praise from others is the ability to recognize a lie in time. There are two main methods of detecting dishonest ones by honest residents.

    Analytical. The decision of a player-analyst, who sends a resident to jail, is based on objective data, that is, on irrefutable facts, such as, for example, self-admissions ("punctures"), explicit accusations of someone during the discussion, voting results.

    Intuitive. The decision of the player-intuition is subjective, based on assumptions and interpretation of the discussion through the interpretation of verbal statements (including reservations), intonation, facial expressions, gestures. Intuit, for example, cannot tell a member of the mafia from a commissioner. Intuit sees only the "status glow" - a special state of internal superiority that appears among status players (mafiosi, commissar ...), externally expressed by a disdainful attitude towards ordinary honest residents.

    Psychologism and "interestingness" of the game "Mafia" consist in solving the problem, which of the teams will achieve victory. Mafia, where the members of the group, knowing each other, are not in the mood to allow voting for the landing of themselves, and which has the ability to accurately eliminate a member of someone else's team every move? Or a team of honest citizens who do not know each other, who can get rid of the mafiosi only through a universal vote with the mafia, and often leaving themselves behind?

    Rules of the game

    Number of players

    Optimal: 8-16 people.

    Possible: 2 to 30.

    With a small number of players, the game ends quickly; with a large number, it makes no sense because of the general noise and division into heaps of discussants.

    You can play together by dealing three cards, of which one is face down. The players either decide which one is the mafia, or the mafia is the hole card. Then, if they vote for a hole card, and if that is honest, the mafia won, and if the mafia, the mafia lost. Or one of the players convinces the other that he is honest himself, and the other is the mafia and opens a hole card. If she is mafia, the mafia won.

    The formula for calculating the number of mafia members:, where is the number of mafiosi, is the total number of players, is the calculated coefficient.

    The calculation result is rounded modulo to the nearest whole number down.

    For the game "live" - ​​in salons (offline, in "real"), in IRC and chats varies from 3 to 4. That is approximately.

    In online delayed games - PBEM and forum options, games on blogs and social networks - a higher value for.

    For example, in PBEM, the reasons for this are:

    Neutralization of "spoons" - this is the name of people who signed up for the game, but did not enter into the game correspondence; usually spoons are taken out of the game by an "autokill".

    An amateur version of the game cards of the St. Petersburg branch of Kozanostra

    Distribution of statuses

    Cards: uncrumpled unappreciated, "honest" - red (diamonds or hearts), "mafia" - black (spades or clubs), "Commissar" - an ace of diamonds (hearts), or the king of the same suits.

    Possible: any small items of two types - coins, plastic eggs from "kinder surprises", pebbles on the beach (by color or cracks), shells ... Example: you cannot deal cards with 6 from the preference deck - it is desirable that the shirts are the same ...

    The presenter carefully shuffles the cards and bypasses all the others, giving out cards of a choice from cards turned face down in a fan. When you receive a card, you need to look at it and put it in your pocket, unnoticed by your neighbors. Possible: After the shuffle, the deck is transferred in a circle, each one draws one card and passes on. Minus - cards may fall. If the cards are crumpled or with different backs, the presenter can ask the players to close their eyes before the deal, after which the players hide the cards in their pocket or under themselves.

    Reaction to the distribution: Many players, when they find themselves in the mafia, lose at the moment of the distribution, if they are watched. Inexperienced and novice players, receiving a mafia card, rejoice - "you don't need to determine who is honest and who is mafia - slap everyone." By their joy, one can understand their mafia affiliation. Experienced players do not show joy, but often have some habits - when they find themselves in the mafia, they start: swinging in a chair, rubbing their hands, scratching their heads, picking up something from the table and starting to chew.

    First night

    The facilitator (usually one of the experienced players) asks if everyone has looked at their cards. Then he commands: "Everyone closed their eyes, the night has come." All players close their eyes. The presenter says: "The mafia opened her eyes and is getting to know each other." Players with black cards (mafia) open their eyes and begin to look around for sleepy players (other members of the mafia). The leader at this time can say: “I count to 5. One, two, three, four, five. Everything. Mafia met and fell asleep. Morning has come. Everyone woke up. "

    Mafia on the first night: The mafia must wake up on the first night to meet. Anyone who has not woken up violates the rules of the game - further, when discussing in the afternoon, members of the mafia will rely on incorrect data. It is necessary to get acquainted as carefully and silently as possible.

    Honest on the first night and the following: One option (for beginners) is to sit as quietly as possible and listen to who is moving and where, whether chairs, beds squeak, or someone's neck crunches in search of friends. But this is not a game for the best ear, it is not forbidden to make noise, move and even talk - explaining: "This is me in a dream ...". In critical situations - 1-2 more honest ones - the best option is to sit quietly. It is not forbidden, but it is not customary to hold neighbors' hands or close your eyes - the game is not about how you can show someone with your knee.

    The way the host speaks on the first night is one of the topics of discussion on the first day. Therefore, it is better not to turn your head from side to side and speak at the same time - if you are in the mafia. However, you can always say that he turned his head on purpose.

    First day

    The players exchange information: about the reaction to the distribution, how the host led, what was heard at night, how the players' mood changed during the night. The conversation can proceed in any way: "Only he is alone with glasses - it means the mafia." "She stirred all night." "Vasya drank tea at night and did not pour himself on it - it means the mafia." “The host said at night - and the mafia is 3, - and I thought 4”. Both honest and mafia, to convince others that they are right, can use honest and dishonest arguments, both true and false information. On the first day, novice players easily sit down - mafiosi, delighted during the distribution or uncomfortable at night and forced to noisily get to know each other. Experienced players, having found themselves in the mafia together, sometimes start laughing merrily after the first night, hoping to easily win - this brings them down. They often kill on the first day in a single impulse: an experienced player holds his hand raised for someone for a long time, persuading everyone to kill this comrade.

    Vote. Voting is a process when live players raise their hands for landing someone and hold them for some time (from 5 seconds or more). If a player is imprisoned - more than half of the players held their hands for him for more than 5 seconds, he has no "last word". If his exclamations convince some of the players to give up, then he may say "the last word", or may not. The last word is not part of the game; it is one way to keep yourself alive during the discussion. After voting, the player opens his card, any discussion ends, the players try to remember who voted for and against. If the player is honest, then those who planted him are under suspicion, if the mafiosi, then those who did not vote are suspected.

    Subsequent events

    Night. The host announces: “Everyone fell asleep. The mafia has woken up and is choosing a victim. " At this time, the mafia players confer with their glances and show, for example, with a finger whom to kill. Or the presenter points to the sleeping people in turn, and the mafia waves its head in the affirmative. The mafia is trying to kill the most experienced players who can figure out its members, or those who very convincingly discourage themselves and who are difficult to imprison during the day, those who expressed suspicions about the mafia on the previous day. However, for an interesting game in an equal composition, experienced players are usually not killed - this is what novice mafiosi do, so it is easy to figure them out later. The one who expressed suspicions is not always killed - before the night they say: “Well, that's it. I figured out the mafia - it's you, you and you. Now they'll kill me tonight. " Therefore, he is kept alive. The best option is to kill the commissioner. You can also kill a member of the mafia (usually in a non-critical situation), when everyone is sure that he belongs to the mafia team, and he will definitely be killed during the day. The host tries not to speak at night, watching the mafia all the time so as not to betray her. A player is considered killed at night if all members of the mafia agree. At night, the mafia is obliged to agree on whom they actually take out of the game with their shot.

    Morning. The host announces: “The mafia has chosen its victim. The mafia fell asleep. The commissar woke up. " The commissioner wakes up and chooses whom to check. Only one player can be checked. The Commissioner points to someone. The presenter silently nods: "Yes, mafia", or shakes his head: "No, honest." If the commissioner is killed that night, even before his check, the leader shows crossed arms - this means that the commissioner is killed, but the commissioner still has the right to check one player. If the commissioner points at the player, and he has just been killed, then the presenter also shows crossed arms - the "corpse" cannot be honest or the mafia. The commissioner checks the players who are most suspicious to him, or who are completely honest, so that it is clear who to rely on in the discussion. If the game is played with a non-team maniac, who plays personally for himself, then to the commissioner's question the presenter twirls his finger at his temple, showing that the tested player is a "maniac" (and not the commissioner is an idiot).

    Day. The presenter says: “The commissioner checked. I found out everything. Asleep. Everyone woke up. And only Petya did not wake up. And Petya was an honest citizen ... ”The victim's card is revealed. If the commissar is killed during the day, then the presenter skips the commissar's morning. On the second and all subsequent days, there is a huge amount of information: who and when voted for whom, what happened and who was killed at night, who behaved how, whom the commissioner checked, how many mafiosi remained. The players try to make chains: “If Misha is in the mafia, then who else? Masha and Vanya ". Everyone draws up their lists of suspects. Voting occurs when players do not receive half of the votes. Lists for voting (oral) are drawn up - like: “Alla, Petya, Vanya were proposed. We vote for Alla. "

    Game situations

    The commissar, who decides to "reveal himself" to honest residents, without revealing his card (usually, open showdown by live players is prohibited), announces - “At night I checked Kolya, and he turned out to be a mafia. Who is behind Kolya? " If such a “manifestation of Christ to the people” is critical for the survival of the mafia, then one of the members of the mafia often decides on a “false commission”, says “Ha! But here I am the Commissioner! And I checked the honest resident Yulia! " It is convenient for the mafia to report that their fake commissioner was checking all those subsequently killed. Also, sometimes after the night, a simple honest person says so, if a real commissioner whispers in his ear all the information he has in front of him, and then they kill him.

    With an even number of players (in some versions of the game), the corpse has a "half voice". But he has the right to vote only if the number of honest residents and the mafia is equal - that is, in critical situations. However, he can raise his hand only at the time of voting and has no right to take part in the discussion. In order to find out the opinion of the "half-corpse", if it is not possible to gain half of the votes, and the honest ones are confident in the knowledge of the half-corpse, the living players vote for all the living in turn, raising exactly 1 hand less than the required number. If suddenly someone raises an extra hand, honest players immediately drop their hands and the main suspicion falls on the one who raised the hand.

    You cannot name your card, like "I have 6 diamonds again." The game is not about determining the card, but about honesty or mafia. If an inexperienced player, or an experienced one says so, should immediately find someone who has the same card.

    When playing, most often the same people get mafia or fair cards, and it also often happens that in the course of several games the commissioner is the same person. Therefore, the player referring to the theory of probability most often belongs to the mafia.

    Experienced players often split into pairs - on the very first day they start accusing each other of being mafia and urging them to vote for “well, an obvious maf!”, But do not vote themselves. In the following days, the charges usually end.

    "The corpses are silent." The killed players have no right to speak during the discussion, to give out any information to the living and to influence the course of the game in any way: “Well, it's still clear. Hurry up". The leader monitors the calmness of the dead and imprisoned.

    "Honest but stupid." For an experienced (honest) player, an inexperienced and honest one is often more dangerous than the mafia, because he rarely gives in to persuasion and votes randomly, or according to the principle: "But he just didn't give me a chocolate bar." Therefore, it also makes sense to vote for such people during the day. There are also "quiet" honest (usually girls), pacifist inclinations who do not vote for anyone, even being involved in a mafia group. They also need to be killed early, as they cannot be identified, and non-voting often delays the game very much. There are also "noisy" honest ones who, having made sure that someone is a mafia, no longer change their minds until their death or his death, convincing others of this. There are "touchy" honest ones who say - "me again, and what is this again? Vasya, you are a fool. I will not play with you anymore ... "sometimes appearing at the same time in the ranks of the mafia. You can't play like that.

    Tactics in the game

    "Honesty"

    "Gang of Siskins" (used mainly in chat rooms and IRC).

    This tactic consists in the fact that a group of honest residents (in game slang, "siskins"), who know the commissioner (sometimes also a doctor and a maniac), is formed against the mafia. As a rule, her education begins with a check by the commissioner of one "siskin", to which he calls himself. Banding together allows the "siskins" to drastically reduce the ability of the mafia to destroy citizens by day's vote. If the mafia is discovered at night, one of the "siskins" during the day starts voting against him, which is supported by all the others. One of the members of the mafia, posing as a commissioner, can also be engaged in the formation of a gang of "siskins". After a night check of the accomplice, he tells one of the other participants that he is the maf, and he, accordingly, is the commissioner. After a friendly vote for an accomplice (who, of course, turns out to be the mafia), the victim of the deception usually has no doubts that the commissioner is the one who pointed him to the "mafioso". The real commissioner is forced to create a parallel gang and check at night those who are pointed to by his chosen confidant - in order to prove that he is a real commissioner. In addition to creating a gang with a false commissar, the main tactic of the mafia against the "siskins" is not the destruction of the "siskins" themselves (players checked by the commissar), but the search for the commissar. If the mafia manages to kill him at night, then the chances of the "siskins" to win drop sharply, only if the game has not gone so far that there are already a lot of "siskins" and they can destroy all "suspicious" (unverified) citizens during the day.

    "Shouting" (only applicable in PBEM)

    An honest resident killed or imprisoned by the first move becomes a "mouthpiece" - a liaison (between the commissioner with assistants and unverified townspeople) and advisory (between the commissioner, his assistants and verified honest residents) link. In the morning, the megaphone sets the tone for the discussion, asking citizens for candidates for possible mafiosi and / or offering to speak on someone, and in the evening summarizes the opinion of the city and, after consulting with the commissioner, gives the city a recommendation (“order”) to land.

    "Podstava"

    It is used by the mafia and consists in deliberately voting against one of the partners, or performing any other deliberate actions that contribute to the disclosure of his role. This tactic is undertaken in order to divert suspicion from substituting members of the mafia at the expense of the substitute. In the classic version, it is a vote against an accomplice who has not been verified, and further appeals to the community that the mafia does not disclose its own.

    "False Commission"

    It consists in the fact that one of the honest residents at the beginning of the game appears to the city as a commissioner, substituting himself for a shot from the mafia, but protecting himself with a real commissioner, giving him the right to live and check at least an extra day.

    "Spoonboy"

    The practice of putting silent players ("spoons") on the game not only pushes the players to a more active game, but also does not allow high-profile players to be quiet.

    • You talk a lot;
    • You speak little;
    • You don't look the other person in the eye;
    • Behave aggressively towards another player;
    • Sit in a "closed" position;
    • You behave differently from the previous game;
    • The suspect was changed abruptly;
    • Interceded for a player who turned out to be a mafia.

    Good bad evil

    Players will be able to continue this list. But it is already clear that many of its points will contradict each other. How to be? Alternatively, rely on your intuition and behave naturally, remembering that everything that happens is a game, and no one really feels negative towards you. At the very least, this will relieve the novice player from emotional stress during the game.

    The civilian is always under threat

    Let's talk about the rational aspects of the game as well. The civilian is always under threat. During the day he can be killed by the townspeople, and at night - by the mafia. The mafia is under threat only during the day (unless a maniac or sheriff is participating in the game). This often determines the behavior of the players.

    The ideal civilian must be absolutely logical and mobile. He will ask compromising questions, provoke, memorize the "connections" between the players. Who voted for whom, who suspected whom, who suddenly changed their minds. Mirny can only be 100% confident in himself and therefore will less often change his opinion about suspects and will not succumb to the provocation “you suspect me, so I will suspect you”. Vendetta is not constructive and therefore hurts survival.

    Civilian strategy

    Hmmmmm ....

    is to find the ulterior motives of other players and answer the question "He did it because ...". The more metrics a civilian monitors, the more accurate his conclusions will be.

    Novice players can focus on tracking one metric. For example, who the players vote for. The task is to understand why a person votes for this particular person. Determining the mafia will help you if the player changes the suspect without good reason.

    Team up with the players you think are peaceful. Over time, other players will join your tandem. Strength is in unity!

    Memorize or write down how people behave. If in the last game a person was withdrawn, spoke laconically, tried not to stick his head out and turned out to be a mafia, but in this game he is sociable and cheerful, then most likely he is a civilian and not dangerous.

    If you are playing with newcomers, then those who got the role of the Mafia will most likely try to become as inconspicuous as possible. They just don't know how to behave.

    If you are a commissioner and recognized a civilian at night, use this to find the Mafia. Start actively suspecting a civilian during the day and see who will support you in knowingly false suspicions. The Mafia does not like to unleash active hostilities on its own during the day's vote, but gladly joins in when civilians want to make a mistake and kick out their own.

    Mafia strategy

    Inveterate mafiosi know that the best strategy of behavior would be to copy the behavior of civilians. They also provoke, analyze, rarely change their minds and, on occasion, can even initiate the murder of their less experienced accomplice in order to gain a reserve of trust for themselves. Inexperienced mafia will behave passively and avoid putting other players on the vote.

    If one of you began to be suspected from the beginning of the game, then you can put a colleague on the day's vote and thereby divert suspicions from yourself.

    The last speaker in the afternoon discussion has the greatest influence on the opinion of the players. Kill the peaceful so that the mafia speaks last.

    Use the time before the game to understand how people behave in a relaxed environment. Ask your neighbor a couple of questions, pay attention to his posture, mood. If a person was cheerful, and then suddenly became nervous - perhaps he is "on the black side."

    Take a notebook with you to the game and make notes on it as you play. This will make it easier for you to argue your point of view and deflect suspicion from yourself. Write less, draw diagrams better. For example, sketch out a table with players and arrows, mark who voted against whom.

    Don't make excuses. This will create more suspicion on yourself. If there are several arguments against you, refute the weakest one. Link to records and statistics, even if you don't keep them.

    Be consistent. If you put a suspect on the vote, but he remains in the game, put him up again and prove the reasonableness of your choice with facts. This way you will quickly gain credibility.

    Agree on the rules of the game. It is important to play by the same rules, otherwise the game can turn into a quarrel, end quickly and not bring pleasure.

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