Clean FIIM Rules (ENG Edition)

Pure structured translation. Original rule numbers are preserved in brackets.

PART I — GENERAL PROVISIONS


(Based on Original Rules 1.1–1.4; 1.2; 2.4)

  1. These Rules establish the official regulations for the game “Mafia” as adopted by FIIM.

  2. These Rules define the structure of the game, the rights and obligations of participants, and the authority of the Judge.

  3. The game is conducted under the direction of the Judge, who regulates its beginning, end, and all game phases. (Original Rule 1.2)

  4. The official language of the game is Russian and the regional language of the tournament. The regional language is determined by the tournament regulations and must be approved by the authorised FIIM body. (Original Rule 2.4)


1.2 Scope of Application

(Based on Original Rules 2.1–2.4; 3.1–3.4)

  1. The game is conducted at a gaming table designed to comfortably seat ten players. (Original Rule 2.1)

  2. The Judge may be seated at or near the gaming table in a position allowing full visibility and audibility of the game. (Original Rule 2.1)

  3. Each player’s seat must be equipped with a numbered placard and a game mask. (Original Rule 2.2)

  4. The gaming venue must be equipped with acoustic or other musical equipment for conducting the Night phase. (Original Rule 2.3)

  5. A player remains within the gaming area for the duration of their participation in the game. (Original Rule 3.1)

  6. A player may use equipment that does not endanger others, does not offend players, judges, or spectators, and does not create an unjustified advantage over other players. (Original Rule 3.2)

  7. Upon the Judge’s request, players must surrender mobile devices prior to the game, after switching them to silent mode or turning them off. (Original Rule 3.3)

  8. The use of personal masks during the game is permitted only with the approval of the Judge. (Original Rule 3.4)


1.3 Official Terminology and Definitions

(Based on Original Rules 1.1; 1.3; 1.4)

  1. Ten players participate in the game. (Original Rule 1.1)

  2. Players are randomly divided into two teams:

    • the Red team (civilians),

    • the Dark team (mafia). (Original Rule 1.1)

  3. The game consists of two phases:

    • the Day phase,

    • the Night phase. (Original Rule 1.3)

  4. A player is considered eliminated at the moment the results of voting or the Night “killing” are determined. (Original Rule 1.4)

Note: The official FIIM Rules use the term “Black” to designate the mafia team. In this edition, the term “Dark” is used while preserving full equivalence with the original terminology.


1.4 Game Objective

(Based on Original Rule 1.4)

  1. Victory of the Red team occurs when all members of the Dark team have been eliminated from the game. (Original Rule 1.4)

  2. Victory of the Dark team occurs when the number of players of both teams remaining at the table becomes equal, or when the number of Dark players exceeds the number of Red players. (Original Rule 1.4)


1.5 Official Game Format (10-Player Standard)

(Based on Original Rule 1.1)

  1. Ten players are invited to the gaming table.

  2. The game uses the following set of cards:

    • seven Red cards,

    • three Dark cards. (Original Rule 1.1)


1.6 Composition of Teams

(Based on Original Rule 1.1)

  1. The Red team consists of seven players.

  2. The Dark team consists of three players.

  3. Players are randomly assigned to teams. (Original Rule 1.1)


1.7 Special Roles

(Based on Original Rule 1.1)

  1. Among the seven Red cards, one card is the Sheriff.

  2. Among the three Dark cards, one card is the Don.

  3. The Sheriff and the Don are special roles within their respective teams. (Original Rule 1.1)


PART II — GAME SETUP AND PREPARATION


2.1 Seating Arrangement and Numbering

(Based on Original Rules 2.1; 2.2; 4.1.1–4.1.2)

  1. Ten players are invited to the gaming table. (Original Rule 4.1.1)

  2. The gaming table must allow comfortable seating for ten players. (Original Rule 2.1)

  3. The Judge has the right to be seated at the gaming table or near it in such a way as to see and hear everything occurring at the table. (Original Rule 2.1)

  4. Each gaming position must be equipped with a numbered placard and a game mask for the player. (Original Rule 2.2)

  5. Seating positions are determined by drawing lots immediately before the start of the game or in advance in accordance with the tournament schedule. (Original Rule 4.1.2)


2.2 Role Distribution Procedure

(Based on Original Rule 4.1.3; 1.1)

  1. The Judge introduces the players and announces the beginning of the game with the phrase: “Night falls.” (Original Rule 4.1.3)

  2. All players put on their masks. (Original Rule 4.1.3)

  3. The Judge sequentially asks each player to remove their mask and open their eyes. (Original Rule 4.1.3)

  4. The player indicates by gesture which card number in the deck they wish to open. (Original Rule 4.1.3)

  5. The Judge counts to the selected card and shows it to the player. (Original Rule 4.1.3)

  6. After viewing the card, the player puts the mask back on. (Original Rule 4.1.3)

  7. The game uses seven Red cards and three Dark cards. (Original Rule 1.1)


2.3 Equipment Requirements


2.3.1 Masks

(Based on Original Rules 2.2; 3.4)

  1. Each gaming position must be equipped with a game mask. (Original Rule 2.2)

  2. The use of personal masks during the game is permitted only with the approval of the Judge. (Original Rule 3.4)


2.3.2 Music

(Based on Original Rule 2.3)

  1. The gaming venue must be equipped with acoustic or other musical equipment for conducting the Night phase. (Original Rule 2.3)


2.3.3 Judge Equipment

(Based on Original Rule 2.1)

  1. The Judge must be positioned in such a way as to have full visibility and audibility of all actions occurring at the gaming table. (Original Rule 2.1)


2.4 Player Conduct Before the Start

(Based on Original Rules 3.1–3.3)

  1. A player remains on the gaming premises while participating in the game. (Original Rule 3.1)

  2. A player may use equipment that does not create danger for others, does not offend players, judges, or spectators, and does not create an unjustified advantage. (Original Rule 3.2)

  3. Upon the Judge’s request, players must surrender all mobile devices before the game, having first switched them to silent mode or turned them off. (Original Rule 3.3)


2.5 Announcement of Game Type (Rating / Non-Rating / Tournament)

(Based on Original Section 8)

  1. The designation of a game as rating, non-rating, or tournament is determined by the applicable tournament or event regulations. (Original Section 8)

  2. In tournament play, a point-based rating system is applied in accordance with the tournament regulations. (Original Section 8)

  3. The conduct of tournament games is governed by the official tournament regulations. (Original Section 8)


PART III — STRUCTURE OF THE GAME


3.1 Overview of Phases

(Based on Original Rules 1.2; 1.3; 4.1.3)

  1. The game is conducted by the Judge, who regulates its beginning, end, and all game phases. (Original Rule 1.2)

  2. The game consists of two phases:

    • the Day phase,

    • the Night phase. (Original Rule 1.3)

  3. The beginning of the game is announced by the Judge. (Original Rule 4.1.3)

  4. The phases of the game alternate in accordance with these Rules until a team achieves victory. (Original Rules 1.4; 4.6.1)


3.1.1 Night Phase

(Based on Original Rules 1.3; 4.2; 4.5)

  1. The Night phase is conducted under the direction of the Judge. (Original Rule 1.2)

  2. During the Night phase, players perform actions only upon instruction of the Judge. (Original Sections 4.2; 4.5)

  3. The first Night is the Night of agreement of the Dark team. (Original Rule 4.2.1)

  4. During subsequent Nights, Night actions are performed in accordance with the established procedure. (Original Rule 4.5)

  5. The Night phase concludes upon the Judge’s announcement of the Day phase. (Original Rule 4.3.1)


3.1.2 Day Phase

(Based on Original Rules 1.3; 4.3; 4.4)

  1. The Day phase begins upon announcement by the Judge. (Original Rule 4.3.1)

  2. During the Day phase, players discuss the game and may nominate candidates for voting. (Original Rule 4.3.1)

  3. Players speak in numerical seat order. (Original Rule 4.3.2)

  4. On the first Day, speeches begin with Player No. 1. (Original Rule 4.3.2)

  5. On each subsequent Day, speeches begin with the next seat number following the player who started the previous Day. (Original Rule 4.3.2)

  6. Each player is allocated one minute for speech, including time for nomination. (Original Rule 4.3.1)

  7. Voting is conducted at the end of the Day phase in accordance with the established procedure. (Original Rule 4.4)


3.2 Game Flow Continuity

(Based on Original Rule 4.6.1)

  1. In subsequent Days and Nights, the course of the game does not change.

  2. The phases of the game alternate in accordance with these Rules until victory of one of the teams is achieved. (Original Rule 4.6.1)


PART IV — NIGHT PHASE PROCEDURE


4.1 Night Behaviour Requirements

(Based on Original Rules 4.1.3; 4.5.10–4.5.13)

  1. During the Night phase, all players must wear their masks. (Original Rule 4.1.3)

  2. Players must sit upright with their backs straight. (Original Rule 4.5.10)

  3. Players must keep their hands crossed on their shoulders. (Original Rule 4.5.10)

  4. Players must keep their heads inclined at approximately 45 degrees. (Original Rule 4.5.10)

  5. During the Night phase, players are prohibited from:

    • speaking or making sounds,

    • singing or producing intentional noises,

    • eating or drinking,

    • removing their mask except when instructed by the Judge,

    • touching other players. (Original Rules 4.5.10–4.5.12)

  6. Before the beginning of the Night phase, players must remove hats, glasses, or other items that may interfere with mask positioning. (Original Rule 4.5.13)

  7. The mask must not be held by hand during the Night phase unless instructed by the Judge. (Original Rule 4.5.13)

  8. Any violation of Night behaviour requirements is subject to disciplinary sanctions in accordance with these Rules.

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These requirements apply except during explicitly defined “free seating” intervals established by these Rules.


4.2 First Night — Dark Team Agreement and Sheriff identification

(Based on Original Rule 4.2)

  1. During the first Night, the Judge announces: “Mafia wakes up and gets acquainted.” (Original Rule 4.2.1)

  2. All players of the Dark team remove their masks and open their eyes simultaneously. (Original Rule 4.2.1)

  3. The Dark team members familiarize themselves with one another without verbal communication. (Original Rule 4.2.1)

  4. The Don indicates themselves to the Dark team by the official gesture established by these Rules. (Original Rule 4.2.1)

  5. The Don appoints the order of shooting for subsequent Nights.

  6. The Dark team is allocated exactly one minute to complete the agreement and establish the shooting order.

  7. Upon expiration of the one-minute limit, the Judge announces: “Mafia falls asleep.” (Original Rule 4.2.1)

  8. The Dark team members put their masks back on.

  9. The Judge instructs the Sheriff to identify themselves without verbal communication.

  10. After the Sheriff indicates themselves during the first Night, the Judge waits an additional thirty seconds.

  11. During this period, players remain in “free seating” while continuing to comply with Night behavioural requirements.

  12. During free seating, players’ hands must remain above the level of the gaming table.


4.3 Second and Subsequent Nights — Dark Team Action (Shooting Procedure)

(Based on Original Rules 4.5.1–4.5.4)

  1. During subsequent Nights, the Judge announces: “Mafia goes hunting.” (Original Rule 4.5.1)

  2. The Judge sequentially calls seat numbers from 1 to 10. (Original Rule 4.5.1)

  3. When the number of the intended target is called, each member of the Dark team indicates the chosen player by imitating a shot with fingers of a raised hand. (Original Rule 4.5.1)

  4. The shooting is considered successful if all members of the Dark team indicate the same player. (Original Rule 4.5.2)

  5. If at least one member of the Dark team indicates a different player, indicates more than one player, or fails to indicate a player, a misfire is recorded. (Original Rule 4.5.2)

  6. In the event of a misfire, no player leaves the game during that Night. (Original Rule 4.5.3)

  7. After the completion of the shooting procedure, the Judge announces: “Mafia falls asleep.” (Original Rule 4.5.4)


4.4 Don’s Night Action (Finding Sheriff)

(Based on Original Rule 4.5.5–4.5.6)

  1. The Judge announces: “Don wakes and is looking for the Sheriff.” (Original Rule 4.5.5)

  2. The Don removes their mask and indicates the number of one player using fingers. (Original Rule 4.5.5)

  3. The Judge confirms or denies the presence of the Sheriff by a characteristic head movement and the official gesture established by these Rules. (Original Rule 4.5.6)

  4. No verbal confirmation is permitted. (Original Rule 4.5.6)

  5. The Judge then announces: “Don falls asleep.” (Original Rule 4.5.6)


4.5 Sheriff’s Night Action (Investigation)

(Based on Original Rule 4.5.7–4.5.9)

  1. The Judge announces: “Sheriff wakes.” (Original Rule 4.5.7)

  2. The Sheriff removes their mask and indicates the number of one player using fingers. (Original Rule 4.5.7)

  3. The Judge shows the result using the official gestures established by these Rules. (Original Rule 4.5.7)

  4. The head movement and hand gesture indicating the result must be shown simultaneously. (Original Rule 4.5.7; Section 9)

  5. No verbal confirmation is permitted. (Original Rule 4.5.7)

  6. The Judge then announces: “Sheriff falls asleep.” (Original Rule 4.5.9)


4.6 Best Move (First-Night Elimination)

(Based on Original Rule 4.5.8)

  1. A player eliminated during the Night following the first Day has the right to perform a Best Move.

  2. The Judge announces: “Player No. __, you have been killed. Wake up.”

  3. The player removes their mask and verbally announces the seat numbers of three players they believe to belong to the Dark team.

  4. The player has no more than twenty seconds to declare the Best Move.

  5. The Judge repeats the declared numbers and announces: “Accepted.”

  6. If the player discloses additional game information, addresses other players, or makes statements beyond declaring numbers, only the numbers declared before such disclosure are accepted.

  7. The declared numbers may not be changed or supplemented.

  8. After completion of the Best Move, the player returns to Night position and the game proceeds to Morning.

  9. The eliminated player retains the right to a final one-minute speech during the Day.

Note: Scoring consequences of a successful Best Move are defined in PART XIII.


4.7 Determination of Night Elimination

(Based on Original Rules 1.4; 4.5.3)

  1. A player eliminated as a result of a successful Night shooting leaves the game at the beginning of the following Day. (Original Rule 4.5.3)

  2. The eliminated player’s role is not revealed.

  3. The moment of elimination is the moment the result of the Night shooting is determined. (Original Rule 1.4)

  4. In decisive situations resulting in victory, the eliminated player has the right to a final speech in accordance with these Rules.


4.8 Technical Pause During Day

(Based on Original Rule 4.5.12)

  1. If a technical pause is declared during the Day phase, the behavioural requirements of the Night phase apply for the duration of the pause. (Original Rule 4.5.12)

  2. During such a pause, players must remain silent and comply with Night behaviour requirements.


PART V — DAY PHASE PROCEDURE


5.1 Opening of the Day

(Based on Original Rule 4.3.1)

  1. The Day phase begins upon announcement by the Judge. (Original Rule 4.3.1)

  2. The Judge announces the results of the Night phase, if applicable. (Original Rule 4.3.1)


5.2 Announcement of Night Outcome

(Based on Original Rules 4.5.3; 4.3.1)

  1. If a player was successfully eliminated during the Night phase, the Judge announces that player’s seat number. (Original Rule 4.5.3)

  2. The eliminated player leaves the game at the beginning of the Day.

  3. The role of the eliminated player is not revealed.

  4. In the event of a misfire by the Dark team, the Judge announces that no player leaves the game during that Night. (Original Rule 4.5.3)


5.3 Last Word Procedure

(Based on Original Rule 4.3.1 and Section 7.9)

  1. A player eliminated during the Night phase has the right to a final speech lasting one minute. (Original Rule 4.3.1; 7.9)

  2. A player eliminated during the Day phase has the right to a final speech lasting one minute. (Original Rule 7.9)

  3. In decisive situations resulting in victory, the leaving player retains the right to a final speech. (Original Rule 7.9)


5.4 Speech Order and Time Limits

(Based on Original Rule 4.3.1–4.3.2)

  1. During the Day phase, players speak in numerical seat order. (Original Rule 4.3.2)

  2. On the first Day, speeches begin with Player No. 1. (Original Rule 4.3.2)

  3. On each subsequent Day, speeches begin with the next seat number following the player who started the previous Day. (Original Rule 4.3.2)

  4. Each player is allocated one minute for speech. (Original Rule 4.3.1)

  5. The time allocated for speech includes time used for nomination of candidates. (Original Rule 4.3.1)


5.5 Restrictions During Speeches

(Based on Original Rules 4.3.1; 6.6)

  1. Players may speak only during their allocated speaking time. (Original Rule 4.3.1)

  2. Players may not interrupt other players. (Original Rule 4.3.1)

  3. Players must not violate the behavioural restrictions established by these Rules. (Original Rule 6.6)


5.6 Nomination Procedure

(Based on Original Rule 4.4.1–4.4.3)

  1. During their speech, a player may nominate one candidate for elimination. (Original Rule 4.4.1)

  2. A nomination must be clearly stated by indicating the seat number of the nominated player. (Original Rule 4.4.1)

  3. A player may nominate only one candidate during their speech. (Original Rule 4.4.2)

  4. A nomination may not be withdrawn. (Original Rule 4.4.3)


5.7 Voting Procedure


5.7.1 General Voting Rules

(Based on Original Rule 4.4.4–4.4.9)

  1. Voting is conducted at the end of the Day phase among all nominated candidates. (Original Rule 4.4.4)

  2. The Judge announces each nominated seat number individually. (Original Rule 4.4.4)

  3. Players vote by immediately placing a closed fist in a vertical position on the gaming table after the Judge announces the candidate’s number. (Original Rule 4.4.4)

  4. The time allowed for voting is approximately 1.5 seconds.

  5. The player must keep their fist on the surface of the gaming table until the Judge announces the number of votes.

  6. A player may vote for only one candidate. (Original Rule 4.4.5)

  7. A player may not abstain from voting. (Original Rule 4.4.5)

  8. If a player does not vote, their vote is automatically counted against the last nominated player.

  9. Voting must be clear and unambiguous. (Original Rule 4.4.6)

  10. If a player withdraws their hand before the Judge announces “Stop” or “Thank you,” the vote is nevertheless counted.

  11. The player who receives the highest number of votes leaves the game. (Original Rule 4.4.8)


5.7.2 Day 1 Special Case: Single Nominee → No Vote

(Based on Original Rule 4.4.10)

  1. If, on the first Day, only one candidate has been nominated, voting is not conducted. (Original Rule 4.4.10)

  2. In such a case, the Day phase concludes without elimination.


5.8 Split Vote (Tie) Procedure

(Based on Original Rule 4.4.7–4.4.9)

  1. If two or more players receive an equal and highest number of votes, each such player is granted thirty seconds for additional speech.

  2. After these speeches, a re-vote is conducted among those candidates in the order of their nomination.

  3. If the re-vote again results in a tie among fewer candidates, the tied players again receive thirty seconds for speech followed by another re-vote.

  4. If the re-vote results in a tie among the same candidates, the Judge puts to vote the question: “Who is in favour of all nominated players leaving the table?”

  5. If the majority votes in favour, all such players leave the game.

  6. If the majority votes against or the votes are equally divided, no player leaves the game and the Judge announces the Night phase.

  7. Voting to eliminate three players when nine players remain at the table is not conducted.

  8. Voting to eliminate all players at the table is not conducted.


5.9 Elimination Rules (Day)

(Based on Original Rule 1.4; 4.4.8)

  1. The player who receives the highest number of votes during voting leaves the game. (Original Rule 4.4.8)

  2. The eliminated player’s role is not revealed.

  3. The moment of elimination is the moment the result of voting is determined. (Original Rule 1.4)


5.10 End of Day

(Based on Original Rule 4.3.1; 4.6.1)

  1. After completion of voting and final speeches, the Judge announces the Night phase. (Original Rule 4.3.1)

  2. The phases of the game continue to alternate in accordance with these Rules until victory of one of the teams is achieved. (Original Rule 4.6.1)


PART VI — WIN CONDITIONS


6.1 Victory of the Red Team

(Based on Original Rule 1.4)

  1. The Red team wins when all members of the Dark team have been eliminated from the game. (Original Rule 1.4)

  2. Victory is achieved at the moment the elimination of the last Dark player is determined. (Original Rule 1.4)


6.2 Victory of the Dark Team

(Based on Original Rule 1.4)

  1. The Dark team wins when the number of Dark players remaining at the table becomes equal to the number of Red players. (Original Rule 1.4)

  2. The Dark team also wins when the number of Dark players exceeds the number of Red players. (Original Rule 1.4)

  3. Victory is achieved at the moment such numerical condition is established. (Original Rule 1.4)


6.3 Parity Definition and Immediate Game Termination

(Based on Original Rule 1.4; 4.6.1)

  1. Parity is the situation in which the number of Dark players remaining at the table is equal to the number of Red players. (Original Rule 1.4)

  2. When parity occurs, the game immediately ends with victory of the Dark team. (Original Rule 1.4)

  3. No further speeches, voting, or Night actions are conducted once victory conditions are met. (Original Rule 4.6.1)

  4. The Judge announces the result of the game immediately upon determination of a win condition. (Original Rule 4.6.1)


PART VII — JUDGE AUTHORITY


7.1 Authority of the Judge

(Based on Original Rules 1.2; 2.1; 4.1.3)

  1. The game is conducted under the authority of the Judge. (Original Rule 1.2)

  2. The Judge regulates the beginning, end, and all phases of the game. (Original Rule 1.2)

  3. The Judge ensures compliance with these Rules by all participants.

  4. The Judge’s decisions within the scope of these Rules are binding during the game.


7.2 Control of Time

(Based on Original Rule 4.3.1)

  1. The Judge controls the duration of all speeches and procedural phases of the game. (Original Rule 4.3.1)

  2. Each player is allocated one minute for speech unless otherwise provided by these Rules. (Original Rule 4.3.1)

  3. The Judge announces the beginning and end of each player’s speaking time.

  4. The Judge may interrupt a speech if the allotted time has expired.


7.3 Control of Music and Night Environment

(Based on Original Rules 2.3; 4.5)

  1. The Judge controls the use of acoustic or musical equipment during the Night phase. (Original Rule 2.3)

  2. The Judge announces all Night actions in the order established by these Rules. (Original Rule 4.5)

  3. The Judge ensures that the Night environment complies with the behavioural requirements defined in PART IV.


7.4 Authority to Issue Sanctions

(Based on Original Section 6)

  1. The Judge has the authority to issue warnings, fouls, and other sanctions in accordance with these Rules. (Original Section 6)

  2. Sanctions are imposed for violations of the Rules committed during the game.

  3. The types of sanctions and the detailed grounds for their application are defined in PART XII — FULL DISCIPLINARY REGULATION.


7.5 Authority to Remove a Player

(Based on Original Rules 6.7; 7.1–7.3)

  1. The Judge has the authority to remove a player from the game for receiving a fourth foul or a disqualifying foul. (Original Rule 6.7; 7.1)

  2. The Judge has the authority to remove a player from the tournament for serious violations as defined by these Rules. (Original Rule 7.3)

  3. Removal of a player is executed immediately upon determination of the violation in accordance with these Rules.


7.6 Authority in Technical Situations

(Based on Original Rules 4.5.12; 7.2)

  1. The Judge has the authority to declare a technical pause when necessary. (Original Rule 4.5.12)

  2. During a technical pause, players must comply with Night behavioural requirements. (Original Rule 4.5.12)

  3. The Judge determines procedural consequences in situations not explicitly regulated by these Rules, provided such decisions do not contradict the established Rules.


PART VIII — SPECIAL SITUATIONS


8.1 Cancellation of Voting Due to Player Removal

(Based on Original Rules 7.1–7.2)

  1. If a player leaves the gaming table after receiving a fourth foul or a disqualifying foul, the nearest or current voting is not conducted. (Original Rule 7.1)

  2. This provision does not apply if the player:

    • was eliminated during the Night phase, or

    • is the player leaving as a result of that voting. (Original Rule 7.1)

  3. If a player leaves the gaming table after receiving a fourth foul or a disqualifying foul after the result of the current Day’s voting has already been determined, and that player was not eliminated as a result of that voting, no voting is conducted on the following Day. (Original Rule 7.2)

  4. In such a case, the moment the result is considered determined is the Judge’s announcement of the Night phase. (Original Rule 7.2)


8.2 Removal from the Tournament for Serious Violations

(Based on Original Rule 7.3)

  1. A player is removed from the tournament for intentional peeking or for using non-game methods of obtaining information. (Original Rule 7.3)

  2. A player is also removed from the tournament for insulting the Judge or the Head Judge. (Original Rule 7.3)


8.3 Restrictions on Receiving Procedural Information

(Based on Original Rule 7.4)

  1. A player has no right to request or receive from the Judge information about which players have been nominated for voting. (Original Rule 7.4)


8.4 Speech Modifications After Accumulation of Fouls

(Based on Original Rules 7.5–7.6)

  1. A player who has received a third foul retains the right to speak in a re-vote situation. (Original Rule 7.5)

  2. If a player has accumulated three fouls and, at the time of that player’s next scheduled speech before voting, three or four players remain at the table, that player’s speech time is reduced to thirty seconds. (Original Rule 7.6)


8.5 Draw After Consecutive Nights Without Change

(Based on Original Rule 7.7)

  1. If three consecutive Night phases occur and the number of players at the table does not change during that period, the game is declared a draw after the third Night. (Original Rule 7.7)


8.6 Restrictions on Collective Elimination Votes

(Based on Original Rule 7.8)

  1. Voting to eliminate all players remaining at the table is not conducted. (Original Rule 7.8)

  2. Voting to eliminate three players when nine players remain at the table is not conducted. (Original Rule 7.8)


8.7 Final Speech in Decisive Situations

(Based on Original Rule 7.9)

  1. When victory is achieved as a result of a decisive voting or a decisive Night elimination, the leaving player has the right to a final speech lasting one minute. (Original Rule 7.9)

  2. If a player is disqualified, the result of the game does not change. (Original Rule 7.9)

  3. A disqualified player receives the penalty established for removal. (Original Rule 7.9)


8.8 Restriction on Best Move Eligibility

(Based on Original Rule 7.10)

  1. A player eliminated during the first Night does not have the right to perform a Best Move if, as a result of the first Day voting, two or more players left the game. (Original Rule 7.10)


PART IX — OFFICIAL GESTURES


9.1 General Principles of Official Gestures

(Based on Original Section 9)

  1. During the Night phase, communication between the Judge and players is conducted exclusively through the official gestures established by these Rules and through the prescribed verbal commands of the Judge. (Original Section 9)

  2. The gestures defined in these Rules are the only official gestures permitted for transmitting Night information. (Original Section 9)

  3. No verbal explanation or clarification of Night results is permitted unless expressly provided by these Rules.

  4. Any use of non-official gestures or signals intended to transmit game information constitutes a violation of the Rules.


9.2 Role Indication During Card Distribution

(Based on Original Rule 4.1.3)

  1. During role distribution, the Judge sequentially shows each player their card. (Original Rule 4.1.3)

  2. No additional gestures are used by the Judge to indicate the role beyond showing the selected card.


9.3 Sheriff Identification (First Night)

(Based on Original Rule 4.2.1)

  1. During the first Night, upon instruction of the Judge, the Sheriff indicates themselves by the official gesture established by these Rules. (Original Rule 4.2.1)

  2. This gesture is visible only to the Judge.

  3. No verbal confirmation of the Sheriff’s identity is permitted.


9.4 Don Check Result Gesture

(Based on Original Rules 4.5.5–4.5.6; Section 9)

  1. When the Judge announces: “Don wakes and is looking for the Sheriff,” the Don indicates the number of one player using fingers. (Original Rule 4.5.5)

  2. The Judge communicates the result exclusively through the official gestures established by these Rules. (Original Rule 4.5.6; Section 9)

  3. If the indicated player is the Sheriff, the Judge simultaneously shows:

    • the characteristic affirmative head movement prescribed by the Rules, and

    • the official hand gesture established for confirmation of finding the Sheriff. (Original Rule 4.5.6; Section 9)

  4. If the indicated player is not the Sheriff, the Judge simultaneously shows:

    • the characteristic negative head movement prescribed by the Rules, and

    • the official hand gesture established for denial. (Original Rule 4.5.6; Section 9)

  5. Both gestures must be shown simultaneously.

  6. No verbal confirmation is permitted.


9.5 Sheriff Check Result Gesture

(Based on Original Rule 4.5.7; Section 9)

  1. When the Judge announces: “Sheriff wakes,” the Sheriff indicates the number of one player using fingers. (Original Rule 4.5.7)

  2. The Judge communicates the result exclusively through the official gestures established by these Rules. (Original Rule 4.5.7; Section 9)

  3. If the checked player belongs to the Red team, the Judge simultaneously shows:

    • the characteristic head movement prescribed for a Red result, and

    • the official hand gesture established for confirmation of a Red player. (Original Rule 4.5.7; Section 9)

  4. If the checked player belongs to the Dark team, the Judge simultaneously shows:

    • the characteristic head movement prescribed for a Dark result, and

    • the official hand gesture established for confirmation of a Dark player. (Original Rule 4.5.7; Section 9)

  5. The head movement and hand gesture must be shown simultaneously.

  6. No verbal confirmation of the result is permitted.


9.6 Dark Team Shooting Indication

(Based on Original Rule 4.5.1–4.5.2)

  1. During the Night shooting procedure, members of the Dark team indicate their chosen target by imitating a shot with fingers of a raised hand when the Judge calls the corresponding seat number. (Original Rule 4.5.1)

  2. The shooting is considered successful only if all members of the Dark team indicate the same player. (Original Rule 4.5.2)

  3. Any discrepancy results in a misfire in accordance with these Rules. (Original Rule 4.5.2–4.5.3)


9.7 Seat Number Indication

(Based on Original Rules 4.5.5; 4.5.7)

  1. When required to indicate a seat number during the Night phase, a player shows the number using fingers. (Original Rules 4.5.5; 4.5.7)

  2. The indication must be clear and unambiguous to the Judge.

  3. The method of indicating the number must not allow transmission of additional information.


9.8 Prohibition of Non-Official Gestures

(Based on Original Section 9; Section 6)

  1. Players may not use any additional gestures, facial expressions, body movements, or other signals to transmit game information during the Night phase. (Original Section 9)

  2. Any attempt to communicate Night information through non-official gestures constitutes a violation subject to disciplinary sanctions in accordance with PART XII.


PART X — TOURNAMENT SYSTEM OVERVIEW


10.1 Tournament and Rating Games (Scope)

(Based on Original Section 8)

  1. Games may be conducted as:

    • rating games,

    • non-rating games,

    • tournament games. (Original Section 8)

  2. The status of a game is determined by the applicable tournament or event regulations. (Original Section 8)

  3. Tournament and rating games are conducted in accordance with these Rules and the relevant tournament regulations. (Original Section 8)

  4. In tournament and rating formats, additional systems of scoring, penalties, and result calculation are applied as defined in these Rules.


10.2 What Is Scored

(Based on Original Section 8)

  1. In rating and tournament games, players receive base points for the result of the game. (Original Section 8)

  2. Additional points or penalties may be applied in accordance with:

    • the outcome of the game,

    • disciplinary sanctions imposed during the game,

    • special procedural actions such as Best Move,

    • additional judge bonuses where applicable. (Original Section 8)

  3. The detailed scoring system, including base points, penalties, bonus points, compensation points, and rating calculation, is defined in PART XIII — TOURNAMENT SCORING AND RATING SYSTEM.


10.3 What Is Regulated

  1. The conduct of the game itself (phases, actions, elimination, victory conditions) is regulated by PARTS I–IX of these Rules.

  2. Disciplinary responsibility and sanctions for rule violations are regulated by PART XII — FULL DISCIPLINARY REGULATION.

  3. Tournament scoring, rating calculation, bonus points, and penalties affecting player rating are regulated by PART XIII — TOURNAMENT SCORING AND RATING SYSTEM.

  4. Procedures for challenging decisions and reviewing results are regulated by PART XIV — APPEALS AND RESULT REVIEW PROCEDURE.

  5. The systems of gameplay, discipline, scoring, and appeals operate as separate but interconnected components of the official competitive framework.


PART XI — DEFINITIONS AND COMPETITIVE TERMS


11.1 Core Terms

  1. Red team — the team consisting of seven players whose objective is the elimination of all members of the Dark team. (Based on Original Rule 1.1; 1.4)

  2. Dark team — the team consisting of three players whose objective is to reach numerical parity with the Red team or exceed the number of Red players. (Based on Original Rule 1.1; 1.4)

  3. Elimination moment — the moment at which the result of voting or Night shooting is determined. (Based on Original Rule 1.4)

  4. Parity — the situation in which the number of Dark players remaining at the table is equal to the number of Red players. (Based on Original Rule 1.4)

  5. Misfire — a Night situation in which the Dark team fails to unanimously indicate the same target during the shooting procedure, resulting in no elimination. (Based on Original Rule 4.5.2–4.5.3)

  6. Re-vote — a repeated voting procedure conducted among tied candidates in accordance with these Rules. (Based on Original Rule 4.4.7–4.4.9)


11.2 “Critical Round” Definition

  1. A Critical Round is a game situation in which the elimination of a Red player would immediately result in parity or victory of the Dark team.

  2. In a Critical Round, the outcome of the current Day voting directly determines whether the Red team retains the ability to continue the game.

  3. A Critical Round does not alter the procedure of the game but may affect disciplinary and scoring consequences in accordance with PART XII and PART XIII.


11.3 “Popil” Definition

  1. Popil (split elimination) is a voting outcome in which two players leave the game during the same Day as a result of the voting procedure defined by these Rules.

  2. Popil occurs only in situations explicitly provided for by the voting regulations.

  3. The consequences of Popil for gameplay are governed by PART V.

  4. The consequences of Popil for disciplinary or scoring purposes are governed by PART XII and PART XIII.


11.4 “Second Night” Definition

  1. The Second Night is the first Night during which the Dark team performs a shooting action and the Don and Sheriff perform their Night checks. (Based on Original Rule 4.2; 4.5)

  2. The First Night is exclusively the Night of agreement of the Dark team and does not include shooting. (Based on Original Rule 4.2.1)


11.5 “Mathematical Victory” Definition

  1. Mathematical Victory is a situation in which, based solely on the numerical composition of the remaining players, the outcome of the game is predetermined regardless of further speeches or procedural actions.

  2. Mathematical Victory occurs when:

    • all members of the Dark team have been eliminated, or

    • parity has been reached, or

    • the number of Dark players exceeds the number of Red players. (Based on Original Rule 1.4)

  3. Upon occurrence of Mathematical Victory, the game immediately terminates in accordance with PART VI.


11.6 “PPK / Team Defeat Assignment” Definition

  1. PPK (Team Defeat Assignment) is a disciplinary measure whereby victory is assigned to the opposing team as a consequence of a severe rule violation. (Based on Original Section 6)

  2. PPK is not a natural win condition but a sanction imposed in accordance with PART XII — FULL DISCIPLINARY REGULATION.

  3. The rating and scoring consequences of PPK are defined in PART XIII — TOURNAMENT SCORING AND RATING SYSTEM.


PART XII — FULL DISCIPLINARY REGULATION


12.1 General Principles of Disciplinary Responsibility

(Based on Original Section 6)

  1. Players are responsible for compliance with these Rules throughout the game. (Original Section 6)

  2. Violations of the Rules are subject to disciplinary sanctions imposed by the Judge. (Original Section 6)

  3. Sanctions are imposed immediately upon determination of a violation.

  4. Disciplinary responsibility applies regardless of team affiliation.

  5. Disciplinary measures are independent from tournament scoring consequences defined in PART XIII.


12.2 Types of Sanctions

(Based on Original Section 6)

The following types of sanctions may be imposed:

  1. Warning

  2. Foul

  3. Disqualifying Foul

  4. Team Defeat Assignment (PPK)

The grounds and consequences of each sanction are defined below.


12.3 Sanction Accumulation Rules

(Based on Original Section 6)

  1. Fouls accumulate during a single game.

  2. Upon receipt of a third foul, special restrictions apply in accordance with Section 12.4.

  3. Upon receipt of a fourth foul, the player is removed from the game in accordance with Section 12.5.

  4. A disqualifying foul results in immediate removal from the game regardless of the number of previously received fouls.

  5. Disciplinary sanctions remain valid even if imposed during a decisive situation.


12.4 Three Fouls: Consequences

(Based on Original Rule 6.6; 7.5–7.6)

  1. A player who has received three fouls loses the right to deliver further speeches during the current Day phase.

  2. The player retains the right to:

    • participate in voting,

    • nominate candidates when permitted by procedure,

    • speak in a re-vote situation as defined by these Rules. (Original Rule 7.5)

  3. If a player with three fouls is scheduled to speak before voting at a table with three or four remaining players, the speaking time is reduced to thirty seconds. (Original Rule 7.6)


12.5 Fourth or Disqualifying Foul: Immediate Removal

(Based on Original Rules 6.7; 7.1)

  1. A player who receives a fourth foul is immediately removed from the game.

  2. A player who receives a disqualifying foul is immediately removed from the game. (Original Rule 6.7)

  3. A player removed under this Section does not have the right to a final speech. (Original Rule 6.7)

  4. The procedural consequences of removal are governed by PART VIII.


12.6 Fouls — Full Enumerated List

(Based on Original Rule 6.6)

The following actions constitute fouls:

  1. Speaking outside allocated speaking time.

  2. Interrupting another player.

  3. Prompting, whispering, or articulating during another player’s speech.

  4. Excessive gesticulation.

  5. Touching other players during the Day phase.

  6. Violating the voting procedure.

  7. Disputing with the Judge during the game.

  8. Failure to comply with Night behavioural requirements.

  9. Removing or improperly handling the mask without instruction.

  10. Other minor procedural violations expressly defined by these Rules.


12.7 Disqualifying Fouls — Full Enumerated List

(Based on Original Rule 6.7)

The following actions constitute disqualifying fouls:

  1. Intentional peeking during the Night phase.

  2. Using non-game methods to obtain information.

  3. Communicating Night information through unauthorized gestures or signals.

  4. Revealing role information obtained during the Night by prohibited means.

  5. Use of offensive or abusive language directed at players, the Judge, or tournament officials.

  6. Intentional violation of the Night procedure.

  7. Any action that materially compromises the integrity of the game.

  8. Appealing to religious, ethical, or non-game values to prove one’s role.

  9. Concealing speech information by using a foreign language.

  10. Crying at the gaming table.

  11. Use of obscene language.

  12. Use of the word “suicide” in any form during the game.


12.8 Team Defeat Assignment (PPK)

(Based on Original Section 6)

  1. Team Defeat Assignment (PPK) is imposed in cases of severe violations affecting the competitive integrity of the game.

  2. PPK results in assignment of victory to the opposing team.

  3. Grounds for PPK include:

    • use of oaths, bets, or external guarantees of alignment,

    • blackmail or coercion,

    • intentional disclosure of unique Night information outside permitted procedure,

    • other grave violations defined by these Rules.

  4. The rating consequences of PPK are defined in PART XIII.


12.9 Timing and Endgame Exceptions

(Based on Original Section 6; 7.9)

  1. If a violation occurs after a decisive voting or decisive Night elimination that has already determined victory, the result of the game does not change. (Original Rule 7.9)

  2. Disciplinary sanctions may still be imposed after determination of victory.

  3. A disqualified player receives the penalty established for removal even if the game result remains unchanged. (Original Rule 7.9)


PART XIII — TOURNAMENT SCORING AND RATING SYSTEM


13.1 Base Points (Win / Loss / Draw)

(Based on Original Section 8)

  1. In rating and tournament games, base points are awarded as follows:

    • Victory — 1.3 points

    • Loss — 0.3 points

    • Draw — 0.3 points

  2. Base points are assigned to each player individually according to the result achieved by their team.


13.2 Penalty Types and Values

(Based on Original Section 8)

The following penalty values apply in rating and tournament games:

  1. Small penalty — 0.3 points

  2. Big penalty — 0.5 points

  3. Removal penalty — 0.8 points

  4. PPK penalty — 1.0 point

These penalties are deducted from the player’s final rating score for the game.


13.3 Best Move Bonus Points

(Based on Original Section 8; 4.5.8)

  1. A player eliminated during the first Night may perform a Best Move in accordance with PART IV.

  2. If all three declared players are members of the Dark team, the player receives +0.7 points.

  3. If two of the three declared players are members of the Dark team, the player receives +0.5 points.

  4. The Best Move declaration must be recorded in the game protocol before the beginning of Day speeches.

  5. Declared seat numbers may not be changed after submission.

  6. If the player discloses additional information beyond the permitted declaration, the Best Move is cancelled.


13.4 Additional Judge Bonus Points

(Based on Original Section 8)

  1. The Judge may award additional bonus points for exceptional gameplay.

    1. The total amount of additional bonus points awarded by the Judge must not exceed 2.8 points, or 3.5 points with approval of the Head Judge.

    2. A single player may receive from 0.1 to 1.0 bonus points.

    3. A player may receive more than 1.0 point only with approval of the Head Judge or authorised body.

    4. Bonus points must be awarded in increments of 0.1.

  2. Bonus points may not contradict the established outcome of the game.

  3. Bonus points are recorded in the game protocol.


13.5 Small Penalties — Full List of Trigger Actions

(Based on Original Section 8)

Small penalties (0.3 points) may be applied for:

  1. Minor procedural violations.

  2. Unsporting behaviour not rising to the level of disqualification.

  3. Repeated minor infractions.

  4. Other actions defined by tournament regulations as warranting a small penalty.


13.6 Big Penalties — Full List of Trigger Actions

(Based on Original Section 8)

Big penalties (0.5 points) may be applied for:

  1. Serious procedural violations.

  2. Actions materially affecting the course of the game.

  3. Repeated violations after prior sanction.

  4. Other actions defined by tournament regulations as warranting a big penalty.


13.7 Removal Penalty and PPK Penalty Rules

(Based on Original Section 8; Section 6)

  1. A player removed from the game due to receipt of a fourth foul or disqualifying foul receives a removal penalty of 0.8 points.

  2. A player subject to Team Defeat Assignment (PPK) receives a PPK penalty of 1.0 point.

  3. The imposition of PPK results in assignment of victory to the opposing team.


13.8 Compensation Points (Ci)

(Based on Original Section 8)

  1. Compensation points (Ci) are awarded in specific situations where a player is eliminated during the first Night.

  2. The calculation of Ci is performed in accordance with the official formula established by tournament regulations: Ci = i × 0.5 / B if i ≤ B; Ci = 0.5 if i > B; where i is the number of first-night eliminations of the player during the rating distance, and B equals 40% (rounded to the nearest integer) of the number of games played on that distance. If fewer than four games have been played on the distance, Ci = 0.

  3. Compensation points are added to the player’s final rating score for the game.


13.9 Final Rating Calculation

(Based on Original Section 8)

  1. A player’s final rating score for a game is calculated as:

    Final Score = Base Points

    • Bonus Points (if any) − Penalties (if any)

    • Compensation Points (if applicable)

  2. All components must be recorded in the official game protocol.


13.10 Rating Tie-Break Rules

(Based on Original Section 8)

If players have equal rating totals, ranking is determined in the following order:

  1. Greater number of additional bonus points.

  2. Greater number of victories.

  3. Greater number of victories as Don or Sheriff.

  4. Greater number of first-Night eliminations.

  5. Drawing of lots, if required.


PART XIV — APPEALS AND RESULT REVIEW PROCEDURE


14.1 Right to Appeal

(Based on Original Section 8)

  1. A player participating in a rating or tournament game has the right to appeal a decision of the Judge.

  2. An appeal may concern:

    • the imposition of disciplinary sanctions,

    • the application of scoring penalties or bonuses,

    • the procedural correctness of game decisions affecting the result.

  3. Appeals may not concern subjective evaluation of gameplay unless such evaluation violates the established Rules.


14.2 Filing Procedure and Deadline

(Based on Original Section 8)

  1. An appeal must be submitted within ten minutes after the conclusion of the game.

  2. The appeal must be submitted in written form in accordance with tournament regulations.

  3. Appeals submitted after the expiration of the ten-minute period are not considered.


14.3 Review Authority

(Based on Original Section 8)

  1. Appeals are reviewed by the Head Judge or by the authorised tournament committee.

  2. The reviewing authority examines the appeal in accordance with these Rules and tournament regulations.

  3. The reviewing authority may request clarification from the Judge or other involved persons.


14.4 Evidence Sources

(Based on Original Section 8)

  1. In reviewing an appeal, the authorised body may consider:

    • the official game protocol,

    • statements of the Judge,

    • statements of players,

    • video or audio recordings, if available,

    • other admissible materials permitted by tournament regulations.


14.5 Possible Outcomes

(Based on Original Section 8)

Upon review of an appeal, the authorised body may:

  1. Reject the appeal and uphold the original decision.

  2. Modify the disciplinary sanction.

  3. Adjust scoring or penalties.

  4. Correct procedural errors that do not alter the game result.

  5. In exceptional cases, declare the game result invalid in accordance with tournament regulations.


14.6 Finality of Decision

(Based on Original Section 8)

  1. The decision of the authorised reviewing body is final within the framework of the tournament.

  2. No further appeal is permitted unless provided for by tournament regulations.


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