Psychological game mafia. Mafia psychological game: secrets

Psychological game"Mafia".

Target: formation of internal self-control; development of memory, attention; development of the communication sphere.

Materials: pre-prepared cards according to the number of participants, several of which have the word “mafia” written on them.

Procedure: participants sit in a circle facing the center. The trainer hands out a special card to the participants, having agreed in advance which cards will represent the “mafia”. Players look at the cards without showing them to anyone, after which they are collected. Mafiosi should not show their affiliation in any way, but “ civilians"should detect them by their behavior patterns.

“Night is falling on the city. “The civilians are sleeping,” says the presenter, all participants close their eyes, and the presenter continues: “Meet the mafia!”

The mafiosi open their eyes and look at each other. After this, the presenter invites them to close their eyes and says: “Morning has come. The news spread throughout the city that the mafia had appeared. Residents are discussing this message and trying to guess who the culprit is.”

The group opens its eyes and has a discussion, analyzing the behavior of each participant. The group chooses a “candidate” by voting; if the group guessed correctly, the leader says: “Congratulations! You killed a mafioso,” and the group continues their discussion. If the participants indicate incorrectly, the presenter announces: “Alas! You killed an honest man!” The player the group points to is eliminated from further play. The presenter says: “Night is coming to the city. “All the residents are asleep.” Everyone closes their eyes, and after some time, when the presenter is convinced that no one is peeking, he gives a sign to the mafia, for example: “Only the mafia is not sleeping. She goes hunting." Mafia people open their eyes, choose a victim, negotiate with their eyes and show it to the leader, after which they close their eyes again.

“The morning has come! – announces the presenter. “The city woke up, and its residents learned a terrible message. That night a civilian was killed: - the presenter points to the participant chosen by the mafia. “Who is the criminal?”

The group resumes discussion. The game continues until all the mafiosi are discovered and eliminated or the number of civilians becomes less than the number of bandits.

Discussion.

  1. Important Rule ClarificationsMafia

    The leader is always right.

    You can open your eyes only at the request of the presenter.
    (The offender leaves the game unconditionally).

    Players are prohibited from opening their eyes at night without the appropriate order from the leader.
    (The offender leaves the game unconditionally.)

    According to the rules of the game, for the day's discussion the participants are given time, after which the presenter announces that the players must stop the conversation.
    .

    The player does not have the right to utter the words “I swear” during the game, and the player does not have the right to swear in any other form, or to appeal to any religion.
    (The offender receives a reprimand from the presenter).

    At night, any gestures or comments from civilians are prohibited.
    (The offender receives a reprimand from the presenter).

    Players who have left the game are prohibited from giving hints (gestures) to the remaining participants in the game.
    (The offender is not allowed to play in the next game).

    “Car accident” is a situation when two or more players get the same number of votes. These players are given 1 minute to convince the table which of them should remain in the game. If the nominated candidates again receive an equal number of votes, the presenter puts the question to a vote about the “fate” of these players (i.e., either they both leave the game, or both remain).

    Per player, 3 comments are allowed.
    (A player who receives more than 3 comments unconditionally leaves the game).

Time: 50-60 min.

Target: develop skills of persuasion, defending your position.

Materials: cards with the inscriptions CITIZEN, DOCTOR, MAFIA, MANIAC.

The essence of the game

The Mafia game is based on constant communication and discussions between participants. The game has a place for deception and deceit, the conclusion and vile violation of contracts and alliances.

Discussion of the game situation takes place through a clash of opinions in incessant disputes, while some players prefer to remain silent, while others, on the contrary, participate too actively and noisily in the discussion. Thus, the game is as close as possible to real life.

The task of civilians is to understand who the mafia is, the task of the mafia is to play so that none of the civilians guess that they are the mafia.

The main rules of the mafia game:
  • The presenter distributes cards face down to the game participants;
  • Participants who received cards with the inscription CITIZEN are part of the “civilians” team;
  • The participant who received a card with the inscription DOCTOR is a “doctor” and is part of the team of “civilians”;
  • Participants who received cards with the inscription MAFIA are part of the “mafia” team;
  • A participant who receives a card with the inscription MANIAC is a “maniac” and is part of the “civilians” team.
The gameplay is divided into “day” and “night”:
  • The first round begins at nightfall, during which all players fall asleep, that is, they close their eyes and put on masks.
  • At night, the host allows the mafia players to open their eyes and meet their comrades. After meeting the players of the mafia team, they fall asleep.
  • Next, the presenter asks the doctor to wake up. The doctor wakes up and falls asleep, after which the presenter wakes up the maniac. As a result, the presenter understands who is who.
  • At the next stage, daylight comes, all the players wake up, and a discussion begins about which of them may be dishonest, that is, involved in the mafia.
  • At the end of the discussion, the presenter announces an open vote for imprisonment. The player who scored greatest number votes, must go to jail, that is, leave the game after opening your card and showing it to all participants
  • Then night falls again and the mafia wakes up. The mafia team confers with facial expressions and gestures and chooses the next victim, which they inform the leader about. The mafia is falling asleep.
  • Next, according to the rules of the Mafia game, the doctor wakes up and points to one of the residents whom he wants to cure, that is, save from murder. The doctor falls asleep. (The Doctor cannot treat the same player two nights in a row, including himself).
  • The maniac wakes up and points to one of the residents whom he wants to “rape,” after which he also falls asleep.
  • A new day is coming. If the mafia and the doctor pointed to the same person at night, then the victim survives. The presenter announces that an attempt was made on one of the civilians during the night, but the mafia missed, and the whole city wakes up. The name of the surviving player has not been revealed.
  • If the doctor was unable to “cure” the victim. The presenter announces that everyone is waking up, except for the resident killed by the mafia at night. This participant leaves the game, and his card is shown to all residents.
  • The presenter also announces the player who was “raped” by the maniac at night, for the entire next “day”, this player cannot speak.
  • Information about all the events that happened “at night,” as well as about the voting of the previous “day,” is used by the surviving players for discussion and the next choice for condemnation.
  • Then everything is repeated according to the rules above: discussion, voting, etc.

The game continues until the complete victory of one of the teams, namely, the arrest of all mafia members, or the murder of all civilians.

Questions for discussion:
  1. Were you comfortable in a particular role?
  2. How did you feel when you had to deceive other participants?
  3. How often do you have to “play” in your life?
  4. Was it easy for you to make decisions in favor of other participants?
  5. How did you feel when you didn't play your role convincingly?
Views: 3661
Category: GAMES AND EXERCISES FOR TRAINING » Communication and business training exercises

— salon command psychological step-by-step role play With detective story, modeling the struggle of members of an organized minority informed about each other with an unorganized majority.

Plot plot: Residents of the city, exhausted from the rampant mafia, decide to put every single mafioso in prison. In response, the mafia declares war until the complete destruction of all decent citizens.

Game description

Briefly (classic game)

The presenter distributes cards face down to the participants in the game.

Those who got the red ones form a team of “honest city residents” who do not know each other (the name “civilians” and the abbreviations “chzh”, “mzh” or “gr” are also common). One of the "honest residents" who received the red ace is a special player - the "commissar".

Players with black cards are the “mafia” team.

The gameplay is divided into two phases - “day” and “night”.

When the host announces the phase of night in the city, the players close their eyes and “sleep.” On the first night, the host allows players with black cards - the “mafia” - to open their eyes and remember their comrades - to “get acquainted”. After which the mafia “falls asleep”, and the presenter demands the commissioner to wake up. In this way, the presenter becomes aware of the layout (he finds out who is who).

When the phase of the day is announced, all residents wake up. During the day, the players discuss which of them may be “dishonest”—involved in the mafia. At the end of the discussion, the presenter announces an open vote for imprisonment (in different versions of the game this process is called lynching, hanging, murder). The most suspicious resident who dialed larger number votes - goes to jail (leaves the game), and the presenter reveals his card and announces the game status.

Then comes the “night” phase. At night, the mafia wakes up, silently (with gestures) “consults” and kills one of the surviving townspeople, showing the leader who exactly. The mafia is falling asleep. The commissioner wakes up and points to one of the residents whom he wants to “check” for involvement in the mafia. The presenter still silently, “on his fingers,” shows the commissioner the status of the person being inspected.

During the day, the presenter announces who was killed at night. This player leaves the game, his card (“status”) is shown to all residents.

Information about the events that took place is used by the surviving players for discussion and the next “condemnation”... The game continues until the complete victory of one of the teams, when the opponents are completely either imprisoned or killed...

The essence of the game

Researchers distinguish two types of games: competition (wrestling) and performance (masquerade). "Mafia" successfully combines features of both types. She is both a show and a struggle for survival. Unlike cards, this game has nothing to do with money, unlike golf, it does not require financial expenses, and unlike football, it does not require good physical preparation. Most importantly, it brings much-valued intellectual pleasure. The game's potential is hidden in the disinterested frivolity of the game.

This game is unique. It is based, first of all, on communication, on discussions between participants. Deception and treachery, the conclusion and vile violation of treaties and alliances, constantly occur here and are actually legitimized. Discussion of the game situation takes place through a clash of opinions in incessant disputes, while some players prefer to remain silent, while others, on the contrary, participate too actively and noisily in the discussion. Thus, the game turns out to be infinitely far from the impartial duel of intellects characteristic of some board games(for example, chess, go), and this brings it closer to real life. The goal of the game is to survive with your team.

The game consists of two main components: psychological and mathematical.

Mathematical: Every “day” players need to remember who voted for whom and who the person they voted for turned out to be. IN important points It’s easy to determine that the one who voted more often for the honest ones is most likely the mafia.

Psychological: Players must have the acting ability to convince others of their honesty, as well as the strong gift of winning others along when voting for players suspected of dishonesty.

The axiom of every move is that there will be fewer living residents, some will be imprisoned, and some will be killed. The game has a paranoid atmosphere, with each move the nervousness escalates. Not a single honest resident knows for sure exactly who in the game belongs to the enemy team. Every ordinary citizen does not trust anyone and is forced to believe only in himself. Believing someone else unconditionally often means being deceived and dying.

In order to survive, each member of the mafia team has to remain in the shadows, not attract much attention from others, and skillfully dodge, masquerading as an honest citizen. The question “Are you really honest?” usual The main attribute of a mafioso is the ability to lie truthfully.

The main quality of an honest resident that commands respect and praise from others is the ability to recognize a lie in time. There are two main methods for honest residents to identify dishonest ones.

Analytical. The decision of the player-analyst, who sends a resident to jail, is based on objective data, that is, on irrefutable facts, such as, for example, self-confession (“punches”), obvious accusations of someone during a discussion, voting results.

Intuitive. The decision of the intuitive player is subjective, based on assumptions and interpretation of the discussion by interpreting verbal statements (including slips), intonation, facial expressions, and gestures. Intuition, for example, cannot distinguish a mafia member from a commissioner. Intuitive sees only the “glow of status” - a special state of internal superiority that appears among high-status players (mafiosi, commissar...), outwardly expressed by a disdainful attitude towards ordinary honest residents.

The psychology and “interest” of the game “Mafia” lies in solving the problem of which team will achieve victory. Mafia, where members of the group, knowing each other, are not inclined to allow voting for their own imprisonment, and which has the opportunity to accurately eliminate a member of someone else’s team every turn? Or a team of honest residents who don’t know each other, who can get rid of the mafiosi only through a general vote with the mafia, often by eliminating themselves?

Rules of the game

Number of players

Optimal: 8-16 people.

Possible: from 2 to 30.

With a small number of players, the game quickly ends; with a large number, it loses its meaning due to the general noise and division into groups of discussants.

You can play together, dealing three cards, one of which is face down. Players either decide which of them is the mafia, or the mafia is a hole card. Then, if they vote for a hole card, and if it is fair, the mafia wins, and if it is a mafia, the mafia loses. Or one of the players convinces the other that he himself is honest, and the other is the mafia and reveals a hole card. If it is mafia, the mafia wins.

Formula for calculating the number of mafia members: , where is the number of mafiosi, is the total number of players, is the calculated coefficient.

The result of the calculation is rounded modulo down to the nearest whole number.

For playing “live” - in salons (offline, in “real life”), in IRC and chats, it varies from 3 to 4. That is approximately.

IN online games with delayed turn - PBEM and forum options, games on blogs and social networks— an increased value for is usually accepted.

For example, in PBEM, the reasons for this are:

Neutralization of “spoons” - this is the name given to people who have signed up for the game, but do not enter into in-game correspondence; Spoons are usually taken out of the game by autokill.

Amateur version game cards St. Petersburg branch of Kozanostra

Distribution of statuses

Cards: uncrumpled, unmarked, “honest” - red (diamonds or hearts), “mafia” - black (spades or clubs), “Commissar” - ace of diamonds (hearts), or the king of the same suits.

Possible: any small objects of two types - coins, plastic eggs from Kinder Surprises, pebbles on the beach (by color or cracks), shells... Example: you cannot deal cards with 6s from the preference deck - it is desirable that the backs are the same .

The presenter carefully shuffles the cards and goes around everyone else, giving out cards to choose from from the face-down cards fanned out. When receiving a card, you need to look at it unnoticed by your neighbors and put it in your pocket. Possible: After shuffling, the deck is passed around the circle, everyone takes out one card and passes it on. Minus - cards may fall. If the cards are wrinkled or have different backs, the presenter may ask the players to close their eyes before dealing, after which the players hide the cards in their pockets or under themselves.

Reaction to the hand: Many players, finding themselves in the mafia, lose at the time of the hand if they are being watched. Inexperienced and novice players, when receiving a mafia card, rejoice - “you don’t need to determine who is honest and who is the mafia - spank everyone.” By their joy one can understand their mafia affiliation. Experienced players do not show joy, but often have some habits - when they find themselves in the mafia, they begin to: swing on a chair, rub their hands, scratch their heads, take something from the table and start chewing.

First night

The host (usually one of the experienced players) asks if everyone has looked at their cards. Then he commands: “Everyone closed their eyes, night fell.” All players close their eyes. The presenter says: “The mafia has opened its eyes and is getting acquainted.” Players with black cards (mafia) open their eyes and begin to look around in search of awake players (other members of the mafia). The presenter at this time can say: “I’m counting to 5. One, two, three, four, five. All. The mafia met and fell asleep. Morning has come. Everyone woke up."

Mafia on the first night: The mafia is required to wake up on the first night to meet. Anyone who has not woken up is breaking the rules of the game - later, when discussing during the day, members of the mafia will rely on incorrect data. It is necessary to get acquainted as carefully and silently as possible.

Honest on the first night and subsequent ones: One option (for beginners) is to sit as quietly as possible and listen to who is moving and where, whether chairs and beds are creaking, whether someone’s neck is cracking in search of friends. But this is not a game of better hearing, it is not forbidden to make noise, move and even talk - explaining: “It’s me in a dream...”. In critical situations - there are 1-2 more honest ones - the best option is to sit quietly. It is not prohibited, but it is not customary to hold your neighbors’ hands or close your eyes - the game is not about how you can point at someone with your knee.

The way the host speaks on the first night is one of the topics of discussion for the first day. Therefore, it is better not to turn your head from side to side and speak at the same time - if you are in the mafia. However, you can always say that he turned his head on purpose.

First day

The players exchange information: about the reaction to the hand, how the presenter led it, what was heard at night, how the mood of the players changed during the night. The conversation can proceed in any way: “The only one with glasses means he’s a mafia.” “She was moving all night.” “Vasya drank tea at night and didn’t wet himself—that means he’s a mafia.” “The presenter at night said - and the mafia is 3, - but I thought 4.” Both honest and mafia can use honest and dishonest arguments, both true and false information, to convince others that they are right. On the first day, novice players are easily seated - mafiosi, delighted at the distribution, or uncomfortably seated at night and forced to make noisy introductions. Experienced players, finding themselves in the mafia together, sometimes start laughing merrily after the first night, hoping to win easily - this is what lets them down. They often kill on the first day in a single impulse: an experienced player holds his hand up for someone for a long time, persuading everyone to kill this comrade.

Vote. Voting is a process when live players raise their hands to seat someone and hold them for some time (5 seconds or more). If a player is sent to prison - more than half of the players held their hands for more than 5 seconds, he does not have any "last word". If his exclamations convince some of the players to give up, then he may or may not have the “last word.” “The last word” is not part of the game, it is one of the ways to save your life during the discussion. After voting, the player reveals his card, all discussion ends, players try to remember who voted for and against. If the player is honest, then those who imprisoned him are under suspicion; if they are mafiosi, then those who did not vote are suspected.

Subsequent events

Night. The presenter announces: “Everyone has fallen asleep. The mafia has woken up and is choosing a victim.” At this time, the mafia players consult with their eyes and show, for example, with their fingers, who to kill. Or the presenter points one by one at the sleeping people, and the mafia waves their head affirmatively. The mafia tries to kill the most experienced players who can identify its members, or those who make very convincing excuses and who are difficult to imprison during the day, those who expressed suspicions against the mafioso the previous day. However, for interesting game in equal numbers, they usually don’t kill experienced players - this is what novice mafiosi do, so they can be easily identified later. The one who expressed suspicions is not always killed - before the night they say: “Well, that’s it. I figured out the mafia - it's you, you and you. Now this night they will kill me.” That's why he is left alive. The best option is to kill the commissioner. You can also kill a member of the mafia (usually in a non-critical situation), when everyone is sure that he belongs to the mafia team, and he will definitely be killed during the day. The presenter tries not to speak at night, constantly watching the mafia so as not to give it away. The player is considered killed during the night if all mafia members agree. At night, the mafia must agree on who they actually take out of the game with their shot.

Morning. The presenter announces: “The mafia has chosen its victim. The mafia fell asleep. The commissioner woke up." The commissioner wakes up and chooses who to check. Only one player can be checked. The Commissioner points to someone. The presenter silently nods: “Yes, mafia,” or waves his head: “No, honest.” If the commissioner is killed that night, even before checking him, the presenter shows crossed arms - this means that the commissioner is killed, but the commissioner still has the right to check one player. If the commissioner points at a player, and he has just been killed, then the presenter also shows crossed arms - the “corpse” cannot be honest or mafia. The commissioner checks the players who cause him the most suspicion, or who are absolutely honest, so that it is clear who to rely on during the discussion. If the game is with a non-team maniac playing for himself, then in response to the commissioner’s question the presenter twirls his finger at his temple, indicating that the player being tested is a “maniac” (and not the commissioner - an idiot).

Day. The presenter says: “The commissioner checked. I found out everything. Fell asleep. Everyone woke up. And only Petya did not wake up. And Petya was an honest resident...” The murdered man’s card is revealed. If the commissioner is killed during the day, then the presenter then skips the morning of the commissioner. On the second and all subsequent days there is a huge amount of information: who voted for whom and when, what happened and who was killed at night, who behaved how, who was checked by the commissioner, how many mafiosi remained. Players try to make chains: “If Misha is in the mafia, then who else? Masha and Vanya." Everyone makes their own lists of suspects. Voting occurs when players do not receive half the votes. Voting lists are compiled (oral) - like: “Alla, Petya, Vanya were proposed. Let's vote for Alla."

Game situations

The commissioner, who decides to “reveal himself” to honest residents without revealing his card (usually explicit revealing of cards by living players is prohibited), announces: “At night I checked Kolya, and he turned out to be a mafia. Who is for Kolya? If such a “appearance of Christ to the people” is critical for the survival of the mafia, then one of the mafia members often decides to commit “false commissarship” and says “Ha! Commissioner, however, here I am! And I checked the honest resident Yulia! It is convenient for the mafia to report that their fake commissioner checked everyone who was subsequently killed. Also, sometimes after a night a simple honest man says this, if in front of him a real commissar whispers in his ear all the information he has, and then he is killed.

With an even number of players (in some variants of the game), the corpse has a “half-voice”. But he has the right to vote only if the number of honest residents and the mafia is equal - that is, in critical situations. However, he can only raise his hand at the time of voting and has no right to take part in the discussion. In order to find out the opinion of the “half-corpse”, if it is not possible to get half the votes, and the honest ones are confident in the knowledge of the half-corpse, living players vote for all the living ones in turn, raising exactly 1 hand less than the required number. If suddenly someone raises an extra hand, honest players they immediately give up and the main suspicion falls on the one who raised his hand.

You can’t call your card, like “I have 6 diamonds again.” The game is on not on determining the card, but on honesty or mafia. If an inexperienced player, or an experienced one, says so, there should immediately be someone who has the same card.

When playing, most often the same people get mafia or honest cards, and it also often happens that during several games the commissioner is the same person. Therefore, a player who refers to the theory of probability most often belongs to the mafia.

Experienced players often split into pairs - on the very first day they start accusing each other of being mafiosi and calling for votes for “well, an obvious maf!”, but at the same time they do not vote themselves. In the following days, the charges are usually dropped.

"The corpses are silent." Killed players do not have the right to speak during the discussion, give out any information to the living, or in any way influence the course of the game: “Well, it’s already clear. Let's hurry up." The leader monitors the peace of the dead and imprisoned.

"Honest but stupid." For an experienced (honest) player, an inexperienced and honest one is often more dangerous than the mafia, since he rarely gives in to persuasion and votes randomly, or according to the principle: “He didn’t give me a chocolate bar just now.” Therefore, it also makes sense to vote for such people during the day. There are also “quiet” honest ones (usually girls), with pacifist inclinations, who do not vote for anyone, even if they are involved in a mafia group. These also need to be killed early, as they cannot be identified, and not voting often delays the game very much. There are also “loud” honest people who, having become convinced that someone is a mafia, do not change their opinion until their death or his death, convincing others of this. There are “touchy” honest ones who say, “me again, and what is this again? Vasya, you are a fool. I won’t play with you anymore...” sometimes ending up in the ranks of the mafia. You can't play like that.

Tactics in the game

"Honesty"

“Gang of Siskins” (used mainly in chats and IRC).

This tactic consists in forming a group of honest residents (in gaming slang, “siskins”) against the mafia, who know the commissioner (sometimes also the doctor and the maniac). As a rule, its education begins with a commissioner checking one “siskin” to whom he calls himself. Uniting in a gang allows the “siskins” to sharply reduce the mafia’s ability to exterminate citizens during daytime voting. If the mafia is discovered at night, one of the “siskins” begins a vote against him during the day, which is supported by everyone else. One of the mafia members, posing as a commissioner, can also start forming a gang of “siskins”. After checking his accomplice at night, he tells one of the other participants that he is a maf, and he, accordingly, is a commissioner. After unanimously voting for an accomplice (who, naturally, turns out to be a mafia), the victim of deception usually has no doubt that the commissioner is the one who pointed him to the “mafioso.” A real commissar is forced to create a parallel gang and check at night those whom his chosen one points to. confidant- to prove that he is a real commissar. In addition to creating a gang with a false commissioner, the main tactic of the mafia against the “siskins” is not the destruction of the “siskins” themselves (players verified by the commissioner), but the search for the commissioner. If the mafia manages to kill him at night, then the chances of the “siskins” to win drop sharply, only if the game has not gone so far that there are already a lot of “siskins” and they can destroy all “suspicious” (unverified) citizens during the day.

"Bullhorn" (applicable only in PBEM)

An honest resident killed or imprisoned in the first move becomes a “mouthpiece” - a connecting (between the commissioner with his assistants and unverified citizens) and an advisory link (between the commissioner, his assistants and verified honest residents). In the morning, the mouthpiece sets the tone of the discussion, asking citizens for candidates for possible mafiosi and/or offering to speak out about someone, and in the evening it summarizes the city’s opinion and, after consultation with the commissioner, gives the city a recommendation (“order”) to imprisonment.

"Setup"

It is used by the mafia and consists of deliberately voting against one of the partners, or committing any other deliberate actions that contribute to the disclosure of his role. This tactic is undertaken in order to divert suspicion from the framing members of the mafia at the expense of the framing member. IN classic version represents a vote against an accomplice who was not checked, and further appeals to the community that the mafia does not reveal its own.

"False commissarism"

It consists in the fact that at the beginning of the game one of the honest residents introduces himself to the city as a commissioner, exposing himself to the mafia's shot, but protecting the real commissioner, giving him the right to live and check for at least an extra day.

"Spoonboy"

The practice of removing silent players (“spoons”) from the game not only pushes players to more active game, but also does not allow high-status players to remain quiet.

The game "Mafia" is a psychological game, the plot of which depends entirely on the presenter and the players themselves. Playing Mafia, taught by a professional trainer, can build the skills needed for more effective communication in everyday life. Because card game“Mafia” is a role-playing psychological game, then, depending on the role you receive, you will be able to practice and hone your skills:

  • listen carefully, not missing a single word or gesture;
  • take a blow, speak convincingly and convincingly;
  • work in a team, understanding partners at a glance;
  • recognize falsehood and manipulation;
  • influence, persuade, conduct subtle diplomacy.

The game "Mafia" is an opportunity to spend time not only having fun, but also usefully and gaining additional skills.

The game "Mafia" is better than a dog and a computer. After all...

  • Many people have completely forgotten that games are not only played in front of a monitor. If we talk about psychological games, they are not compatible with the monitor at all - the computer has no psyche at all.
  • Many people have forgotten what it's like to meet people in real life. Moreover, many do not understand how you can meet someone not on the Internet.
  • Many people don't know that a best friend can be acquired in a couple of well-spent evenings.
  • Many people have completely forgotten what real communication is.

Well, the goal of the Mafia game is to win with your team. So we invite you...

  • Learn the theory and practice of the game "Mafia", where you can acquire a lot of interesting and unique knowledge about theatrical improvisation, both on stage and in life.
  • Understand tactics, technologies and many subtle nuances in the ability to be an interesting, charming, charismatic interlocutor.
  • Master the art of psychological attack and emotional flexibility.
  • Develop your eloquence skills and master the laws of wit.
  • Learn to work with the undertones of your character, creating for yourself many new, interesting and sometimes unexpected and charming images.

Format of the game "Mafia":

  1. Theoretical part
  2. The Mafia game itself
  3. Feedback

Structure of acquired skills

Self-presentation:

  • Body language
  • Confidence
  • Formation of a stable image among others

Negotiation (last word)

  • The skill of optimal choice of legend
  • The art of persuasion
  • Emotions and imitation of emotions

Psychological attack

  • Attack - defense
  • Protection - ways
  • Psychological Aikido Techniques

You are guaranteed to get a lot of pleasure from participating in the game itself, meeting worthy partners in the game, interested spectators and experienced presenters. You will receive high-quality feedback from the game host and from the participants. Are you both scared and interested at the same time? Then the psychological game Mafia is for you!

Cost of participation in the Mafia game

She is interesting not only because of the huge number of roles she plays. The main goal of the game is to find and neutralize the entire mafia clan. And you can’t do without knowledge of at least basic psychology. That is why the main interest is the game process itself. And it doesn’t matter what company you play in. All players, regardless of age, gender and nationality, make identical mistakes. Let's look at the most common mistakes that will help you find both you and the Godfather. So, mafia psychological game secrets of winning.

How to find the mafia in the game?

It's very simple: pay attention to the behavior of the players at the table. There are several obvious signs that indicate that this is a mafia. Mafia psychological game secrets of mistakes:

Tactic 1: I don’t know who is the mafia, but I know who is peaceful

Signs. The player points to those who, in his opinion, are 100% peaceful. And when asked: who is the mafia, he answers “I have no idea.” That is, the player votes like everyone else, speaks positively, does not blame anyone and does not make his own proposals.

Who is he in the mafia. Most likely it's not Don. In any mafia clan there is a Don, sometimes a Godfather and other mafiosi who perform minor tasks. For example, they try to convince that such and such a player is definitely peaceful.

Tactic 2: I'm so suspicious that I see the mafia in everyone

Signs. The player behaves quite strangely: he sees the mafia in absolutely everyone. The words are constantly heard: what if he’s a mafia, no, he’s definitely a Don, etc. The player who chose the tactic of suspicion is almost 100% mafia.

Who is he in the mafia? Don and only Don. Typically, this behavior is chosen by the “gang leader.” The essence of this strategy is simple: to divert the city's attention not only from himself, but also from other mafiosi.

Tactic 3: I'm not a mafia, I'm a commissioner

Signs. Suddenly one of the players decides to “reveal the cards.” And, of course, he declares that he is Don. Mafia psychological game secrets of exposure: figuring out who is the commissar in the game and who is really difficult. But practice shows: usually the sheriff does not seek to reveal his identity. And if the commissioner chooses such tactics, he does not behave suspiciously, but on the contrary: he presents the facts about who is in the mafia and who is not.

Who is he in the mafia? Don or Godfather. If the type of mafia allows the role of the Godfather, then most likely this is the character in front of you. If not, then before you is Don himself.

Tactic 4: I'm not sure, but I think...

Signs. This strategy is the opposite of the previous one: the player gets confused in the “testimonies”, mumbles, and speaks as if he is not sure of his words. Here's what it looks like in reality: I think that player so-and-so is most likely a mafia. Or this: do you think player 3 is the mafia? Maybe I'm wrong, but I think Don is still a player 5.

Who is he in the mafia? Anyone but the leader of the clan. Typically, this strategy is chosen by mafiosi who perform minor tasks in the game.

Tactic 5: yes, I'm the mafia!

Signs. As soon as this player is nominated for a vote, he confidently declares: yes, I am. And not just the mafia, but the Don himself. You can vote against me and kick me out! I think there is no point in saying that absolutely every player here will think: is this the mafia? Very strange behavior for someone who is supposed to be bluffing. But that’s the whole point: this is a pure bluff, and a well-planned one at that.

Who is he in the mafia? Whoever, it's not that important. Much more important is that this is 100% mafia. No other character would ever choose this position. The only exception is the maniac. But a maniac, unlike a mafioso, chooses such tactics extremely rarely.

Share: