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Inspector vs Mafia

A tense 2-player duel: one player hides, the other hunts.

Players2 players
Duration~15-25 min
DifficultyEasy

One player secretly becomes the Mafia, hidden among 25 suspects on a 5x5 board. The other is the Inspector, armed with evidence cards, hunting for the one suspect who's lying. Shift the board, gather clues, and strike at exactly the right moment - a wrong guess doesn't end the game, but a right one ends it instantly.

Objective

The Mafia is one of the 25 suspects on the board and wins by staying hidden long enough to kill the Inspector's secret identity, or by racking up 14 kills in total.

The Inspector doesn't know who the Mafia is, but wins by correctly accusing them - through a confident Arrest or a card-fuelled Citizen arrest.

Board & Suspects

The board is a fixed 5x5 grid, filled with 25 random suspects at the start of every game - board size never depends on player count in this mode.

One of those 25 suspects is secretly the Mafia's true identity, chosen before either player sees the board laid out.

Kill, Arrest, and Interrogate all reach the 8 cells around your identity - fewer near an edge.
  • Your identity
  • Valid target (adjacent)
Step 1 of 2

The Inspector's Hand & Identity

After the Mafia's opening kill, the Inspector draws a hand of 3 evidence cards and picks one of them, face down, as their own secret identity.

The other 2 cards stay in the Inspector's hand as evidence, ready to be spent later on Interrogate or Citizen arrest.

Evidence Deck & Discards

Cards not drawn into the Inspector's hand form the evidence deck, used for Masquerade draws and for refilling the hand.

Spent or discarded cards go to a discard pile and are out of play for the rest of the game.

How the Game Starts

There's no dice roll or coin flip to decide who goes first. The Mafia's forced opening kill is what starts the game - they must kill an adjacent suspect on their very first turn, before any other action is available.

Only after that opening kill does the Inspector draw a hand and pick a secret identity.

Turn Order

After the opening kill and the Inspector's identity pick, play strictly alternates: Mafia, then Inspector, then Mafia again, and so on.

Each turn is exactly one action - pick it, resolve it, and pass the turn.

Actions

Shift

Mafia · Inspector

Slide a whole row or column by one cell, wrapping around the board.

Choose any full row or column and slide it by exactly one cell. The card that falls off one edge wraps around and reappears on the opposite edge.

You don't need to be in or near the row or column you shift - any line on the board is fair game.

You may not immediately undo your opponent's most recent shift: the same row or column, in the opposite direction, is blocked on your very next shift.

  • Valid targets: Any row or column on the board, whether or not your identity or your opponent's sits in it.
  • Not a legal target: Reversing the exact row/column and direction your opponent just shifted, on your immediate next turn.

After this action: Always ends your turn.

Before: pick any row or column - you don’t need to be near it.
  • Row being shifted
Step 1 of 2

Kill

Mafia

Kill a living suspect adjacent to your own identity card.

Choose a living suspect in the 8 cells surrounding your own identity card and flip it face-up dead.

If the suspect you kill happens to be the Inspector's secret identity, you win instantly.

Reaching 14 total kills also wins the game automatically, even without hitting the Inspector.

  • Valid targets: A living suspect within the 8 cells around your own identity card.
  • Not a legal target: Suspects that are already dead, or suspects outside the 8-cell area around your identity.

After this action: Always ends your turn.

Kill, Arrest, and Interrogate all reach the 8 cells around your identity - fewer near an edge.
  • Your identity
  • Valid target (adjacent)
Step 1 of 2

Masquerade

Mafia

Draw the top evidence card and secretly swap your identity onto it if it's still alive.

Draw the top card of the evidence deck and look at it secretly.

If that suspect is still alive, discard your old identity card (flipping it dead) and adopt the drawn suspect as your new secret identity.

If the drawn suspect is already dead, you simply discard that card face-up and keep your current identity - the action still counts as used.

After this action: Always ends your turn, either way.

The Mafia draws the top evidence card and secretly checks it.
  • Mafia identity
  • Discarded (marked dead)
Step 1 of 2

Interrogate

Inspector

Spend a hand card to mark a living suspect innocent and check the area around them.

Spend one card from your hand on a living suspect still on the board.

That suspect is permanently marked innocent, shown with a visible check-mark.

You privately learn whether the Mafia is somewhere in the 8 cells around that suspect - a yes/no answer only, never who.

  • Valid targets: Any living suspect still on the board.
  • Not a legal target: Suspects that are already dead.

After this action: Always ends your turn.

Spend a hand card on a living suspect: it’s marked innocent, and the 8-cell area around it lights up to show what was checked.
  • Marked innocent
  • Checked area

Replace card

Inspector

Discard a hand card and draw a fresh one from the evidence deck.

Discard one card from your hand and draw a new one from the evidence deck.

This gives no information at all - it's purely a way to cycle a card you don't want.

After this action: Always ends your turn.

Citizen arrest

Inspector

Discard a living hand card and accuse a suspect adjacent to that card's board position.

Discard a LIVING suspect card from your hand.

Accuse one of the suspects adjacent (8 cells) to that discarded card's own board position of being the Mafia - not adjacent to your own identity.

Guess correctly and you win instantly. Guess wrong and the discarded card is simply lost - no hint is given either way.

  • Valid targets: A suspect in the 8 cells around the board position of the card you just discarded.
  • Not a legal target: Suspects outside that 8-cell area, and your own secret identity.
  • Targeting yourself: Never allowed - your own secret identity can never be the target of a Citizen arrest.

After this action: Always ends your turn - no redraw afterward.

Arrest

Inspector

Accuse a suspect adjacent to your own identity - or accuse yourself - at no card cost.

Accuse a suspect in the 8 cells around your own identity card, or accuse yourself, of being the Mafia.

This costs no card - it's a free action.

Guess correctly and you win instantly. Guess wrong and the game simply continues; there's no other penalty.

  • Valid targets: A suspect in the 8 cells around your own identity card, or your own identity card itself.
  • Not a legal target: Suspects outside the 8-cell area around your identity.
  • Targeting yourself: Allowed and legal - self-arrest is often used as a safe bluff, since it can never accidentally win but also costs nothing extra.

After this action: Always ends your turn.

Kill, Arrest, and Interrogate all reach the 8 cells around your identity - fewer near an edge.
  • Your identity
  • Valid target (adjacent)
Step 1 of 2

Win Conditions

The Mafia wins by killing the suspect that is the Inspector's secret identity, or by reaching 14 total kills.

The Inspector wins with a correct Arrest or a correct Citizen arrest - either one ends the game immediately.

Either player can surrender at any time from a shared Surrender button; doing so ends the game immediately and hands the win to the other player.

Board Compression

A row or column that becomes fully dead is removed immediately, and the board shrinks around it.

This can happen right on the Kill or Masquerade action that empties the last living suspect in that line, or on any Shift that newly lines up an already-fully-dead row or column - it is never delayed until later.

Kill-Area Info Leak

If the Mafia kills a suspect the Inspector had already marked innocent via Interrogate, the Inspector privately learns whether the Mafia was in the 8 cells around that kill too - the same yes/no reveal as Interrogate, just triggered by a kill instead.

A nice-to-know side effect, not a core action you choose to take.

Spend a hand card on a living suspect: it’s marked innocent, and the 8-cell area around it lights up to show what was checked.
  • Marked innocent
  • Checked area

No Undo

Every move is final the moment you submit it. There is no way to take back a Shift, Kill, Masquerade, Interrogate, Replace card, Citizen arrest, or Arrest once played.

Examples

Self-arrest is a safe bluff

As Inspector, you can Arrest your own identity. It will never accidentally win (you already know you're not the Mafia), but it costs nothing extra either - a common way to bait information or burn a turn safely.

Masquerade onto a dead suspect

If the card you draw for Masquerade turns out to already be dead, you don't get another try. You discard it face-up, keep your current identity, and still lose one of your 3 Masquerade uses for the game.