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Turn-Based Werewolf Rules and the Daily Flow

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Werewolf is a game of finding the hidden werewolves through conversation. Players split into the village faction and the werewolf faction (and, occasionally, a third faction). Each day the whole table debates and votes one player out; each night the werewolves attack one player — and this repeats until one side wins.

MAFIA's standard mode is turn-based werewolf. Instead of everyone talking at once during the day, the microphone passes around the table one player at a time — the online version of the "one speaker at a time" format used at in-person werewolf tables. Nobody's argument gets drowned out by crosstalk.

The goal (how you win)

FactionWin condition
Village factionVote out every werewolf (with no third faction left standing)
Werewolf factionLiving werewolves match or outnumber the village side (same caveat)
Third factionRole-specific conditions (Fox, for example)

Your role is dealt at random when the game starts and only you can see it. Every role and its ability is listed in Roles.

The flow of a day

Night

Every mic closes, and players with night abilities pick their action (attack target, divination target, and so on) on screen. Some roles, like the Werewolves and the Twins, share a private voice channel with their partners during the night.

By default there is no attack on the first night (it becomes the werewolves' planning time). Turning on the room rule 'First Day Bite' switches to attacks from night one.

Morning

The night's results are announced. A player killed in the attack leaves the game here. Once you are out, the living can no longer hear you — but you can watch the game to the end.

Day — individual turns

This is the heart of turn-based werewolf. Your voice reaches everyone only during your own speaking turn.

  • On day 1, a short first round (60 seconds by default — good for introductions and COs) is followed by a longer second round (90 seconds by default).
  • From day 2 on, each player gets one turn with the longer time.
  • Speaking order is a room setting. With 'Randomize Speaking Order' on, the order reshuffles every day; off, it follows seat order (with a random starting seat).
  • Turn lengths and skipping the first round are configurable per room (→ Creating a Room).

Interrupt

For when it can't wait for your turn, MAFIA has the Interrupt. Reserve an interrupt on someone's speech, and a short turn of your own is inserted right after it. You get one per day (→ Take Back the Debate with the Interrupt).

Free Talk

Once the individual turns finish, Free Talk opens and everyone can speak at once (rooms can skip this part too).

The vote

Everyone votes for the player they want out. The player with the most votes is voted out — and a tie at the top resolves in this order:

  1. The tied players each give a defense speech, one at a time
  2. A runoff vote is held
  3. If it is still tied, nobody is executed that day

Execution and last words

The player voted out gets to leave last words. Some roles, like the Hunter, trigger their ability on death.

The game then moves to the next night, repeating until one faction meets its win condition.

CO (claiming)

Declaring your role during the debate is called a CO (Glossary). In MAFIA the 'Call Out (CO)' button posts your claim for the whole table, and 'Edit CO' lets you revise it later. Where those buttons live is covered in Using the Room Screen.

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