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Mafia: The Game [La Mano del Padrino]; Game over


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This is Mafia: La Mano del Padrino. Your host this evening will be The One and Only Aladeen.


Roles have been handed out.

If you are a new player, it is recommended that you read the entirety of this post to ensure that you have a decent understanding of how the mechanics work. If you are a returning player and already understand most of it, feel free to scroll down to the "Changes From Last Game" spoiler and read it.

Here is an introduction, complete with role descriptions, rules, and other important information. Credit goes to Master Radishes for the writing of it:

(Please note that not all of the roles listed in here will be included in the actual game.)


Mafia is a game of strategy, trust, intuition, risk, and luck.

It is a game between two factions battling to the death for victory. Everyone is either a Townsperson or a Mafia. The Mafia know each other's identities, and work together in a group – once a night, they select a Townsperson to kill. The Townspeople do not know each other's identities, but must debate during the day who might be the Mafia among them, and then vote for someone to lynch. They must root out the Mafia through any information they can gather. There are often special roles that can assist the Townspeople, such as a Sheriff, a Doctor, etc. The winning group is the group left standing when all other members of the opposition have been eliminated.

History on CDC

Krazz introduced the game of Mafia on White Noise way back in 2008. Games were run in sequence for quite some time, during the initial heyday of Mafia on CDC. But eventually the games died off as interest waned. Fortunately, over time, Krazz and others (notably T-rex930) have re-booted Mafia several times, allowing players old and new alike to experience the game again and again.


There are two main factions: the Townspeople and the Mafia. Each side's objective is to eliminate the other. In addition, there is often a Serial Killer role, which is unaffiliated with either side and seeks to be the last player standing.


Aside from the two competing factions, there are some special roles that usually appear in the game as well, helping one side or the other. Please note that not all roles will appear in every game. The standard roles include:

Sheriff – The Sheriff is a Townsperson who can investigate one player per round. He will send a PM to the GM with one name; the GM will then inform the Sheriff if that player is Townsperson or Mafia.

Doctor – The Doctor is a Townsperson who can choose one player to "protect" during each night. If the Mafia try to kill that player, their kill will not go through – he or she will be saved by the Doctor. The Doctor may only self-save himself twice per game. The Doctor's save also only applies to one kill attempt per target per round - if, for example, both the Mafia and Serial Killer target the Doctor-protected player, the first attempt will be "saved" but the second will successfully eliminate the targeted player.

Vigilante – The Vigilante is a Townsperson who can kill one person each night. By the end of every round, he must send one name to the GM, and the player he names will be killed prior to the beginning of the next round.

Serial Killer – The Serial Killer is unaligned with either major faction. The Serial Killer gets one kill a night. He does not win with either TP or Mafia – he only wins if he is the last one standing. Although often a difficult role to win with, it hashappened on several occasions.

Kingpin – The Kingpin is the head of the Mafia. The exact aspects to this role can vary, but generally the Kingpin will get an investigative power every two rounds – he or she will select one name, and the GM will reveal if that name is a Regular Townsperson or a Special Role (i.e. Sheriff, Doctor, Vigilante). The Kingpin will also show up as "Not Mafia" to the Sheriff. However, the Kingpin cannot submit kills on the Mafia's behalf.

Twinblade - The Twinblade is a Townsperson who has a one-time ability to kill another player. However, the catch is that the Twinblade will die as well in their attempt.

Minor Roles & Game Elements

Lackey - Also known as the Roleblocker, the Lackey chooses one player each round to "block" them from performing his or her action. The target's action will not be performed - that is, the Roleblocker blocks the target's role from working for that round. The Lackey will not be able to block actions that target themselves (Sheriff investigations, kill, Med kit throws, etc. Much like the Kingpin, the Lackey shows up as a Townie when investigated but is aligned with the Mafia (thus, wins with the Mafia) and has no ability to kill. However, the Lackey may not be aware of who their Mafia teammates are (at the GM's discretion). The Lackey will not be able to block the same person/organization (a la Mafia group) on two consecutive nightfalls.

Watcher - The Watcher is a role similar to the Sheriff, in that s/he is able to investigate one person per round. Unlike the Sheriff, however, the Watcher's investigation will be based on if any "special" action was taken (such as a Sheriff investigation, Mafia/Vigilante/Serial Killer kill(s), Med Kit passes, etc.) onto the target (in a sense, if anyone "visited" the player) and by whom. The Watcher will be able to investigate themselves to see if any action was taken on them and by whom. If multiple actions were taken against the investigated target, the very first action will be taken into account. The Watcher is aligned with the Townspeople and therefore wins with the Townspeople.The Watcher will not be told what kind of action was directed at the target, only who directed an action to the target. AKA, the Watcher will not be told:


Player A sheriff investigated Player B

but instead


Player A visited Player B

Paranoid Sheriff - Much like the vanilla Sheriff, the Paranoid Sheriff will be given an investigation per round. This means that they are allowed to PM me the name of one individual who is still in the game and I'll tell them whether or not that player is affiliated with the mafia. Unlike the vanilla Sheriff, the results that return to the Paranoid Sheriff will always be "affiliated to the mafia." Similar to all the Sheriff roles, the Paranoid Sheriff will not be able to investigate themselves.

Naive Sheriff - Much like the vanilla Sheriff, the Naive Sheriff will be given an investigation per round. This means that they are allowed to PM me the name of one individual who is still in the game and I'll tell them whether or not that player is affiliated with the mafia. Unlike the vanilla Sheriff, the results that return to the Naive Sheriff will always be "not affiliated to the mafia." Similar to all the Sheriff roles, the Naive Sheriff will not be able to investigate themselves.

Psycho Sheriff - Much like the vanilla Sheriff, the Psycho Sheriff will be given an investigation per round. This means that they are allowed to PM me the name of one individual who is still in the game and I'll tell them whether or not that player is affiliated with the mafia. Unlike the vanilla Sheriff, the results that return to the Naive Sheriff will always be the opposite of the player's actual affiliation (i.e. mafia will show up as "not affiliated to the mafia", townspeople will show up as "affiliated to the mafia". Similar to all the Sheriff roles, the Psycho Sheriff will not be able to investigate themselves.

Medic Kit - The Medic Kit is an inanimate, moveable object in the game. When the game is started, the Kit will be tossed to a random player. This player will need to toss the Kit to someone else in the game for the new Round. Two names will need to given to the GM of the game by the end of the Round and one of those names given will be taken at random. That player will have the Kit for the new Round AFTER Nightfall.

For example:


Player A starts off the with Medic Kit in Round 1. He gives two names to the GM (Player B and Player C), and a name is taken by random (B was chosen). B will be given the Kit for Round 2 and is NOT protected during the Nightfall of Round 1 (A is). Instead, B will be protected during the Nightfall between Rounds 2 and 3.

The Kit must travel to TWO other players before it can go back to the original player of the "chain." A player is not allowed to "keep" the Kit for the round (aka not tossing the Kit.)

Player A -> Player B -> Player C -> Player A


Player A -> Player B -> Player A

Kingpin investigations will reveal the Medic Kit holder as Special. If, by chance, one of the targets was killed off by the Mafia/Serial Killer/Vigilante/Lynch (aka Player A), the other player (Player B ) will automatically receive the Kit. If, by chance, both of the targets were killed off before the Kit could be passed, the Kit will be taken out of the game.

If the person with the Medic Kit chooses a player that is still suffering from the "cooldown" of the Kit as one of the two names, the other player will receive the Kit automatically. If the person with the Medic Kit is lynched, the Medic Kit will be taken out of the game.

Cult Leader - The Cult Leader, similar to the Serial Killer, is unaligned with either major faction. However, the Cult Leader has the ability to recruit one player into their Cult each night up until round 3. After Round 3, the Cult Leader can only recruit new players every second night. (i.e. Round 1, Round 2, Round 4, Round 6, etc..) Cultists do not have the ability to kill other players. The Cult wins by becoming the majority faction in the game.

The Cult Leader is the only player capable of converting players, but the faction will not collapse upon his or her death. If a Cultist is investigated, the return will be based off of their previous alliances. If the player was aligned with the Mafia before being converted, the investigation results will say they are Mafia. If they were not sided with the Mafia, the results will say they are a Townsperson. If the Cult Leader is investigated, the results will say they are a Townsperson.

Round Layout

Each round lasts 24 hours; the next round begins once the previous one ends with a GM update.

During the round, the players will debate and discuss the identities of other players in the game thread, trying to uncover the Mafia in the group. They will then vote on one person, who they believe to be Mafia, to be lynched. At the end of the round, whoever has the most votes will be lynched.

At the same time, via private conversation over the forum's messaging system, the Mafia members will discuss and vote on who they wish to kill that night. Once they've decided, they will inform the GM.

Also during the round, the Sheriff will investigate a player, and the Doctor and Vigilante will send in their target player to save or kill. Any other special roles will also conduct their business prior to the end of the round.

At a specified time, the round will end. The GM will then post the results of who was lynched, who was killed, and whether anyone was saved. The new round will then begin.

Note on order of precedence:

All kills, investigations, saves, etc must be sent via PM to the GM prior to the end of the round.

The kill order is:

1) Lynch

2) Twinblade

3) Serial Killer

4) Vigilante

5) Mafia

Any of the above roles who are killed prior to their own attack occuring will not have their kill go through. God Kills take precedence over everything.

Notes on voting

1) Please bold your vote in the game thread. E.g. Vote One one two. If you wish to change your vote, please do something like: Unvote One one two; Vote Master Radishes. The exact format does not matter so much, as long as it is bolded and clear who you are voting for. Only bolded votes count. Nicknames are acceptable, as long as it is obvious who you are referring to.

2) Any votes in edited posts will not count. This is to prevent anyone going back later and secretly changing their vote once it has been cast. If you edit your post at all, you must recast your vote.

3) In the event of a tied vote, there will be no lynching. Instead, the following round, there will be a tiebreaking vote, alongside the regular lynch vote. Therefore, players will vote for two lynchings - one between the tied players, and one for everyone else.

Other Rules

1) Currently, rounds will end at 10:30 PM PST. (Under other GMs, this may change, although it is usually during late evening Pacific Time.) The GM will update as quickly as possible; please be patient if there is a delay.

2) Once you've been killed off, please do not interfere with the game. Don't post during in-game discussions or loan your opinion to players, not even privately. The only comments you make should be completely off-topic and in no danger of influencing the game in any manner. Please stay honest when conducting private correspondence as well.

3) Please stay active. If you sign up, that means you want to play. If you do not vote at least once every two rounds, you will be killed off for inactivity. If this happens again, you will possibly be suspended for one game. Note that all punishment is at the discretion of the GM.

4) Screenshots of any communication (especially with the GM) are not allowed. If anyone is caught posting screenshots of any form, whether in PM, email, IM, or anything, that player will be banned from at least one game. Also, do not invite the GM into any private conversations, unless to prove rule-breaking. The GM is not playing the game, so keep him out of it!

5) If you are lynched, you are allowed last words. But anyone who is killed by any other means does not get last words.

6) Usually, exact numbers of each role are not revealed. But as a general rule of thumb, the Mafia will probably equal about one-third of the total players, and there will only be one of each Special role. This can vary, however.

7) Please avoid editing your posts if at all possible, in order to prevent changing or removing information in old posts. Leeway will be granted if the edit is made within the first 10 minutes after posting; after 10 minutes, there may be punishment (i.e. loss of your lynch vote) at the GM's discretion. (Tip: if you're that concerned about spelling and grammatical errors, proofread before posting.)

8) The word of the GM is final. If you disagree with something, feel free to say so (privately), but understand that the ongoing game will likely not be altered. And please remain civil if you do have a complaint – remember that the GMs are devoting their own time to running this game for you.

9) Remember, this is just a game! If things start getting heated or personal between players, take a breath and a step back. The GM reserves the right to hand out warnings or further punishment as he sees fit. Just have fun, and don't take it too hard if you get duped during the game! (Some players can be quite tricky!)

Any and all questions and comments can be addressed to the game's GM.

Have fun and good luck!

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