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Sport Mafia Rules

The full rulebook — table composition, phases, voting, shooting, fouls, and disqualifications.

1. Composition and Structure of the Game

  • 1.1Ten players participate at the game table.
  • 1.2The game is conducted by a Judge. Where possible, a Side Judge participates as an assistant.
  • 1.3At qualifying rounds of tournaments and series, a Side Judge is recommended but not mandatory.
  • 1.4At finals and championship tournaments, a Side Judge is mandatory.
  • 1.5At the start of each game, players receive roles at random by gesturing to the Judge to indicate the card they wish to draw. The table is then divided into two teams:
  • Civilians — six players with the Civilian role and one player with the Sheriff role.
  • Mafia — two players with the Mafia role and one player with the Don role.
  • 1.6The game alternates Day and Night phases. The Judge announces transitions with “Night falls on the city” or “Morning comes to the city”.
  • 1.7The Day phase includes the discussion phase, the voting phase, and the farewell minute of the eliminated player.
  • 1.8The Night phase includes the preparation for shooting, the shooting phase, the Don’s and Sheriff’s checks, and the Best Move phase when its conditions are met.
  • 1.9The first night is the acquaintance and free-seating night — no shooting takes place on this night.
  • 1.10The Civilians win when all members of the Mafia team have left the game table.
  • 1.11The Mafia win when the number of Mafia players at the table equals or exceeds the number of Civilians.
  • 1.12A player leaves the game on receiving a majority of votes, being killed during the Night phase, or receiving a disqualifying violation.
  • 1.13A draw is declared if, over three nights and two game days, no player has left the table by voting, shooting, or removal. After the third such night the Judge stops the game and declares a draw.
  • 1.14Once a team meets its winning condition the result is determined, but all disciplinary and regulatory norms remain in force until the Judge officially declares the end of the game.
  • 1.15The Judge declares the end of the game after the farewell minute of the last eliminated player, or after a removal on a critical round.
  • 1.16Respectful communication and a friendly sporting atmosphere are mandatory for all participants.

2. Game Conditions

  • 2.1The game is played at a table that comfortably seats ten players and the Judge, allowing free gesticulation and personal space for each participant.
  • 2.2Each seat must be numbered — using numbered tokens on the table or numbering printed on the table covering.
  • 2.3Sound equipment loud enough to play music during the Night phase is mandatory.
  • 2.4Games are played in a language understood by the Judge and all players at the table.
  • 2.5Every player must have a game mask that meets the established requirements.
  • 2.6The game mask must:
  • be made from opaque material;
  • fit snugly against the face;
  • cover the area from temple to temple horizontally;
  • cover from the tip of the nose to the middle of the forehead vertically.
  • 2.7A personal mask may be used only after inspection and approval by the Judge.
  • 2.8At the Judge’s request, a player must remove or replace any equipment that may offend other participants or Judges, or that could provide a non-game advantage.
  • 2.9Reflective or mirrored items — watches, pendants, and similar accessories — are prohibited during the game.
  • 2.10All mobile and electronic devices must be in airplane mode, handed to the Judge, or placed in a designated zone outside the game space before the game begins.
  • 2.11Any circumstances conflicting with the standard regulations (special gadgets, non-standard night seating, etc.) must be cleared with the Chief Judge before the tournament begins.
  • 2.12A player who leaves the game table during a tournament game must immediately leave the game room.

3. Game Start and First Night

  • 3.1The Judge announces the start of the game with the phrase “Night falls”. All players put on their masks.
  • 3.2Each player in turn gestures the card number they want, familiarises themselves with their role, puts on the mask, and assumes the night position.
  • 3.3During acquaintance the Judge wakes the entire Mafia team simultaneously — the only night the Mafia wakes together.
  • 3.4The Don identifies himself by gesture and, within one minute, assigns the order of night shootings for subsequent nights. After “Mafia goes to sleep”, players mask up and return to the night position.
  • 3.5After acquaintance the Judge lets the Sheriff identify themselves by gesture — no more than ten seconds.
  • 3.6The Sheriff waking up as part of the Mafia group on the first night is prohibited.
  • 3.7The Judge then announces a twenty-second free-seating phase. Players may assume any comfortable position without touching or removing masks. All night rules remain in effect except the requirement of the correct night position.
  • 3.8At the end of free-seating the Judge announces “Morning comes to the city”. Players remove their masks and begin the discussion.

4. Day Phase: Discussion

  • 4.1Each player is given exactly one minute to speak during each day.
  • 4.2Players speak strictly in order according to their seat numbers.
  • 4.3On the first day, the player at seat 1 begins. On each subsequent day, the first speaker is the next player clockwise from whoever opened the previous day.
  • 4.4A player ends their speech with the words “Pass” or “Thank you”.
  • 4.5During the Day phase it is prohibited to:
  • put the mask over the eyes;
  • use the mask to cover the face or part of the face;
  • use clothing accessories that cover the face or eyes;
  • lie on the game table.
  • 4.6If a player receives their third foul before their speech, they lose the right to speak that round.
  • 4.7If the third foul is received during or after the speech, they lose the right to speak the next round.
  • 4.8If three or four players remain and the third foul is received during or after the speech, they receive 30 seconds instead of losing the speech entirely.

5. Nominating Candidates

  • 5.1During their minute, each player may nominate any other participant for the vote.
  • 5.2A nomination is free-form, in the present tense, with a clear number — for example, “I nominate player No. …”. The Judge confirms with “Accepted”.
  • 5.3Each player may nominate no more than one candidate per game day.
  • 5.4If the proposed candidate has already been nominated, the player may nominate any other participant not yet nominated.
  • 5.5A player who lost the right to speak through three fouls keeps the right to nominate a candidate by gesture or verbally.

6. Voting

  • 6.1At the end of discussion the Judge announces voting, conducted only on candidates nominated during the current day.
  • 6.2The order of voting corresponds to the order in which candidates were nominated.
  • 6.3Until the first vote for any candidate is accepted, players may request a review of the candidate list. After at least one vote is accepted, no further requests are accepted.
  • 6.4To vote against a candidate, immediately after their number is announced, place a clenched fist vertically on the table.
  • 6.5The vote takes effect at the Judge’s second announcement of the number. The recommended time from the second announcement to “Thank you” is 1.5 seconds; votes cast on “Thank you” are counted.
  • 6.6In disputed situations the Judge may use video replay; votes cast within 1.5 seconds of the second announcement are counted.
  • 6.7A player keeps their hand on the table until the Judge announces the number of votes cast.
  • 6.8Each player may vote against only one candidate.
  • 6.9If a player raised then removed their hand before “Thank you”, the vote still counts and the player receives a foul.
  • 6.10If a player does not vote, their vote is automatically counted for the last nominated candidate.
  • 6.11On the first day, no vote is held if only one candidate was nominated. On subsequent days a vote is held regardless of the number of candidates.
  • 6.12The player who receives a majority of votes leaves the game table.
  • 6.13If two or more candidates tie, each is given 30 seconds for a repeat speech in the original order, after which a new vote is held only between them.
  • 6.14If the repeat vote ties again among fewer candidates, the procedure repeats: 30 seconds each and another vote.
  • 6.15If the same players tie a second time, the Judge puts the question: “Who is in favour of all tied candidates leaving the table?”
  • A majority in favour — all named players leave the table.
  • Half in favour or fewer — these players remain.
  • 6.16A player who leaves by vote does not reveal their role and is entitled to a one-minute farewell speech.
  • 6.17If a player is disqualified before voting results are determined, they count as eliminated in place of the current vote, and no vote is held that phase. Voting counts as having taken place once a critical number of votes is cast for a candidate or for raising several.
  • 6.18If the Judge disqualifies a second or further player in the same round, each counts as eliminated in place of the next vote, which is also not held. Disqualifications in one round can affect only the current and next game day’s voting.
  • 6.19If a player is disqualified after results are determined, they count as eliminated in place of the next vote, and no vote is held on the nearest day.
  • 6.20If two players are disqualified after results are determined, each counts as eliminated in place of one of the two following votes, and no voting is held on the two nearest days.

7. Raising Multiple Candidates

  • 7.1Voting for the simultaneous elimination of more than half the players at the table is not permitted.
  • 7.2On the first day no more than two candidates may be raised. If after a repeat vote five players remain tied, the raise vote is not held and the Judge announces the transition to night.
  • 7.3With nine players, raising three candidates is prohibited. If three tie, the raise vote is not held and the game moves to night. This rule may vary by rating system and is set in the settings of each game.
  • 7.4Raising five candidates with ten players is permitted only after the second game night.
  • 7.5Raising three candidates with nine players is permitted only after the third game night.
  • 7.6Permitted number of candidates for raising depending on the number of players at the table:
  • 10 players — 2 candidates (after night 2 — up to 5);
  • 8 players — 2 or 4 candidates;
  • 6 players — 2 or 3 candidates;
  • 4 players — 2 candidates.

8. Second and Subsequent Nights: Shooting

  • 8.1At the end of the Day phase the Judge announces “Night falls”. All players immediately put on their masks.
  • 8.2From the second night the Mafia perform the nightly shooting. The Judge announces the numbers in order, adding “number” and duplicating with gestures for video review.
  • 8.3Mafia players, with eyes closed, imitate a shot with a raised hand when their chosen number is announced.
  • 8.4If all Mafia shoot the same participant, that player is killed and leaves in the morning. Their role is not revealed; they get a one-minute farewell speech.
  • 8.5If Mafia shoot different participants or do not shoot, the Judge records a miss — no one leaves the table.
  • 8.6After the shooting phase the Judge says “Mafia withdraws”.
  • 8.7If a player was disqualified before shooting began but was also targeted, the Judge records the removal and announces a miss in the morning. No vote is held on the nearest day.
  • 8.8If a targeted player was disqualified after shooting began, the Judge announces both the kill and the disqualification in the morning. Voting on the nearest day is held.
  • 8.9Before the Day phase, while players hold the night position, the Judge announces the shooting result:
  • “The night continues in the city, player No. … was killed”; or
  • “The night continues in the city — no kill tonight”. Then “Morning comes to the city” is announced.

9. Night Checks

  • 9.1After the shooting phase, the check phase begins.
  • 9.2“The Don wakes up.” The Don unmasks and gestures who they believe is the Sheriff. The Judge confirms with the Sheriff sign if correct, or crossed arms if not. Then “The Don goes to sleep.”
  • 9.3“The Sheriff wakes up.” The Sheriff unmasks and gestures who to check. Thumbs up means Civilian, thumbs down means Mafia. Then “The Sheriff goes to sleep.”
  • 9.4The Don and Sheriff each have one check per night, no more than ten seconds each.
  • 9.5On subsequent nights the Don wakes separately during the check phase to attempt to identify the Sheriff.

10. Best Move

  • 10.1A player killed during the second game night (the first night after acquaintance) receives the right to a Best Move.
  • 10.2The right is forfeited if two or more players have left the table before the end of the second night as a result of voting or removal.
  • 10.3The Judge announces: “The night continues in the city. Only the first killed player is awake. Player No. …, you were killed by the Mafia. You have 20 seconds for your Best Move.”
  • 10.4The player may keep or remove the mask and must clearly name three numbers they believe are members of the Mafia. No more than 20 seconds are allotted.
  • 10.5During the Best Move any additional phrases, gestures, or comments are prohibited. If violated, the Best Move is not accepted and the Judge immediately announces “Morning comes to the city”.
  • 10.6If accepted, the Judge confirms, asks the player to put on the mask, announces morning, and gives the player their farewell minute.

11. Night Behaviour

  • 11.1During the Night phase all players take the standard position: straight back, arms crossed on the shoulders, head tilted forward about 45 degrees from vertical.
  • 11.2During the Night phase the following are strictly prohibited:
  • talking, including whispering;
  • singing, dancing, laughing;
  • gesticulating;
  • touching other players;
  • eating or drinking;
  • smoking;
  • any other activity inconsistent with night behaviour.

12. Fouls

  • 12.1A foul is an official warning issued by the Judge. Accumulated fouls restrict speaking rights or lead to disqualification.
  • 12.2A player receives a foul for the following violations:
  • 12.2.1Speaking out of turn — whispering, expressive silent articulation, or words spoken quietly but clearly.
  • 12.2.2Touching other players during the Day phase, or communicating off the table (behind backs, under the table, etc.).
  • 12.2.3Voting prematurely before a candidate is announced, or lifting the hand from the table before “Thank you”.
  • 12.2.4Any gestures, nods, or non-verbal calls to vote during the voting phase.
  • 12.2.5Violating the voting order, including refusing the vote in situations where the Judge requires the remaining vote to go to the last candidate.
  • 12.2.6Distracting sounds — clicking, hissing, whistling, loud breathing, finger-snapping, and other noises that interfere with hearing speeches.
  • 12.2.7Delay in putting on the mask after the Night phase is announced, including deliberate hesitation.
  • 12.2.8Excessive gesticulation that interferes with the speaking player or distracts others.

13. Technical Fouls

  • If a club’s rating system does not provide for technical fouls, standard fouls under section 12 apply instead, under the same rules.
  • 13.1A technical foul is a disciplinary control tool used when a player’s behaviour disrupts the atmosphere or provides a non-game advantage through excessive emotionality.
  • 13.2Each player may receive one technical foul. A second technical foul results in automatic disqualification.
  • 13.3Technical and standard fouls are independent of each other: a player may have any combination of both.
  • 13.4A technical foul is announced aloud at the moment of the violation, e.g. “Player No. 1, that is your first technical foul.”
  • 13.5The gesture for a technical foul is tapping an open palm on the opposite elbow.
  • 13.6When asked about their fouls, the Judge states the number of standard fouls and signals any technical foul by gesture; with none, showing the standard count is enough.
  • 13.7A player receives a technical foul for the following violations:
  • 13.7.1Aggressive or emotional gesticulation. With one technical foul already, the Judge warns verbally before a second, except for blatant repeats.
  • 13.7.2Striking the table or aggressively handling equipment (masks, tokens, etc.). A repeat with one technical foul already results in immediate disqualification without warning.
  • 13.7.3Arguing with the Judge, expressing dissatisfaction with a ruling, or making inappropriate remarks toward them. On repetition, a second technical foul after a verbal warning.
  • 13.7.4Loud, sharp clapping. A repeat with one technical foul already — disqualification without warning.
  • 13.7.5Raising the voice, shouting, pressing on the table, or clearly emotional gesticulation during another’s speech. On a sharp, obvious outburst, a second technical foul without warning.
  • 13.7.6Other unethical behaviour — rude or offensive remarks, or any conduct the Judge deems unacceptable. The Judge may issue a warning or a technical foul immediately depending on severity.

14. Disqualification

  • 14.1The Judge removes a player from the table for the following violations:
  • 14.1.1Receiving a fourth standard foul.
  • 14.1.2Leaving the table without the Judge’s permission outside a time-out phase.
  • 14.1.3Attempting to gesticulate during the Night phase — during shooting, the Don’s or Sheriff’s checks, the Best Move, or when waking with the first killed player — if it affected the game.
  • 14.1.4Touching other players during the Night phase.
  • 14.1.5Insults — direct, veiled, or with a derogatory undertone — toward players, the Judge, or spectators, including derogatory slang.
  • 14.1.6Ableist language, or mention of mental or physical ailments in reference to oneself or other players.
  • 14.1.7Appeals to the intellectual abilities of players, the Judge, or oneself.
  • 14.1.8Any appeals to sexual or physical violence — direct or indirect.
  • 14.1.9Gestures of a sexual or offensive nature, including during the deal.
  • 14.1.10Removing the mask during the Night phase without a rules-based justification.
  • 14.1.11Talking or whispering during the Night phase.
  • 14.1.12Appeals to non-game ethical, religious, or cultural values to prove a role or influence the vote.
  • 14.1.13Tears or a near-tears state at the game table.
  • 14.1.14Provoking the Judge during voting by breaking the established voting form, or deliberately voting for two or more candidates.
  • 14.1.15Passing information by whispering in someone’s ear, or any actions aimed at concealing what was said from the Judge — regardless of video replay.
  • 14.1.16Using a language not understood by the majority of participants if it could provide a non-game advantage.
  • 14.1.17Obscene or profane language, or veiled obscenities, including mouthing the words.
  • 14.1.18Phrases aimed at influencing the Best Move of a potential victim (e.g. “If you die, name 1, 2, 3”), or claiming influence over the Best Move to prove a role.
  • 14.1.19Using electronic devices during the game.
  • 14.1.20Announcing an intention to appeal to the Judge about this game before it has ended.
  • 14.1.21Racist remarks, or any national or religious discrimination toward players or the Judge.
  • 14.1.22Sexist statements of any form or direction.
  • 14.1.23Phrases with sexual overtones to prove a role or influence the vote.
  • 14.1.24Threats to prove a role by non-game means — in past, present, or future tense.
  • 14.1.25Personal appeals unrelated to the current game, made to influence the vote or prove a role.
  • 14.1.26Attributing intoxication (alcohol or drugs) to oneself, another player, or the Judge.
  • 14.1.27Using suicide as a game concept (e.g. “I’m not suicidal”, “Giving 5 to the blacks is suicide”) about oneself, another, or the Judge. Mentioning it outside a game context is not grounds for disqualification.
  • 14.1.28A hysterical outburst — loud shouting or screaming during a speech, aggressive gesticulation.
  • 14.1.29Verbalising the use of a game spreadsheet or tally system.
  • 14.1.30Phrases or gestures referencing excrement.
  • 14.1.31Accusations of real or fictional sexual violence, harassment, threats, distribution of intimate material without consent, or other serious offences — even in a joking manner.
  • 14.2All grounds above apply to every player without exception, regardless of role — including those whose “red” affiliation has been confirmed.

15. Opposite Team Victory (OTV)

  • 15.1OTV is an exceptional disciplinary sanction: the game stops immediately and victory is declared for the team opposite the offending player.
  • 15.2Grounds for awarding OTV:
  • 15.2.1Using an oath, bet, or their equivalent in any form to prove a role or influence the game or the vote.
  • 15.2.2Blackmail, threats, or bribery to influence the game — whether carried out or only stated.
  • 15.2.3Hints from the audience, including loud sounds by eliminated players in the hall or when leaving their seat.
  • 15.2.4Proving the Sheriff role through unique night information — actions or events observable only during the Night phases.
  • 15.2.5Threatening to commit a violation that directly entails OTV — even if the violation did not take place.
  • 15.2.6Knocking under the game table to prove a role or influence the vote.
  • 15.3Several day-phase violations, when committed during a player’s farewell minute (after elimination), result in OTV:
  • 15.3.1Insults — direct or veiled — toward players, the Judge, or spectators.
  • 15.3.2Appeals to non-game ethical and/or religious values to prove a role or influence the vote.
  • 15.3.3Tears or a near-tears state at the table.
  • 15.3.4Passing information by whispering in someone’s ear, or concealing what was said from the Judge.
  • 15.3.5Using speech not understood by the majority, with possible non-game advantage.
  • 15.4Violations of clauses 15.3.1–15.3.6 by a player in contention but not yet eliminated also result in OTV.
  • 15.5After a decisive vote or kill, violations that could have provided a non-game advantage are not penalised by the Judge.
  • 15.6If a significant non-game advantage materially affected the game, the Chief Judge may change the result or order a replay, in agreement with the authorised member of the organising committee.