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The Rogues Gallery

Five classes. One city. No certainties.

01

The Game

Trust No One: Mafia drops fifteen players into Victorian London, where every handshake is a wager and every alibi is a story someone chose to tell.

At night the Mafia hunts. By morning they are citizens again, indistinguishable from the people they are killing.

The town has two guaranteed allies — the Sheriff and the Doctor — and one investigator who works in the dark. Everyone else has to be figured out.

15
Players
6
Mafia
9
Town
02

The Classes

The Mafia
Hunts by night, votes by day, and spends the daylight hours being someone harmless. Knows the other Mafia; nobody else knows either of them.XV — The Devil
The Detective
Works the city unmarked, gathering what nobody volunteers. The knowledge is real — proving where it came from is the hard part.XI — Justice
The Sheriff
The uniform makes them permanently, publicly trustworthy — and permanently, publicly a target. Authority buys the room; it does not buy the night.IV — The Emperor
The Doctor
The only person who can undo a night. Verified by the coat, hunted for exactly that reason, and never in two places at once.VI — The Lovers
The Civilian
No power, no proof, no protection — and the largest bloc of votes in the city. Whoever the Civilians believe decides who dies at dawn.XVII — The Star
03

Mechanics of Survival

Voice Communication

Live voice chat is the whole game. Accusation, defence and deception all happen out loud, and everyone hears everything.

Day & Night Cycle

Darkness belongs to the Mafia. Dawn belongs to the vote. The two phases feed each other until one faction runs out of people.

Role Abilities

The Detective investigates, the Doctor revives, the Sheriff carries authority. Using a power is information — for you and for whoever is watching.

Trust as Currency

Reputation is earned by visible, useful work and spent on being believed. Run out and the correct accusation still gets you hanged.