transporter-1Role Fundamentals

Author: Vitaly - mr. Koteo (Brisbane Mafia Club)

Here you learn what to actually do when you flip Red, Mafia, Sheriff, or Don — step by step, from basics to solid club-level play.

You’ll see:

  • What each role is really responsible for

  • Typical beginner mistakes for that role

  • Simple patterns you can copy into your next game

  • How all four roles fit together into one logical system

You can read all four chapters in a row, or jump to the role you’ve just drawn at the table.


What this chapter is about

This chapter teaches you how to be a good Red, not a passenger Red.

You’ll learn:

  • What “playing for Red victory” actually means

  • How to use your full minute: structure, versions, voting plan

  • How to work with the Sheriff

  • How to recognise critical rounds (7–8 players left)

  • How to give your team value even when you’re voted out


What this chapter is about

Here you switch to the Dark side: how to look like a good Red while quietly killing Reds.

You’ll learn:

  • How to blend in and sound like a thinking, structured Red

  • How to defend teammates without burning yourself

  • How to vote as Mafia and still explain it like a Red

  • How to handle being called Dark or being “Sheriff-checked”

  • Classic Mafia mistakes (too quiet, too perfect, hard-defends, panic, misfires)


What this chapter is about

This chapter explains how to use the most powerful Red role without wasting it.

You’ll learn:

  • How to choose checks that actually help the table

  • When to reveal and when to hold your role

  • How to run a two-Sheriff war (real vs fake) with logic, not shouting

  • How to use gestures and soft-reveals safely

  • Advanced tools like baits, early reveals, and last-word traps


What this chapter is about

Finally, you get the Dark captain’s seat: Don as the planner, Sheriff-hunter, and often fake Sheriff.

You’ll learn:

  • Simple static Don play and how to handle misfires and Sheriff reveals

  • Hybrid and dynamic agreements (who Mafia should kill and how to show it)

  • How to use checks to find the Sheriff, not “who is Red”

  • Why 7–8 players left is a key zone and how Don prepares for it

  • How to play a fake Sheriff in a two-Sheriff game without auto-exposing yourself

  • Don-specific mistakes: killing Sheriff at night in a two-Sheriff war, forgetting shots, changing fake checks, burning warnings, etc.


By the end of this Part you should be able to sit in any role and know:

  • What your main job is,

  • What “good play” roughly looks like,

  • Which mistakes to avoid first.

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