Mafia for 6, 8, 10, 12 and 16 Players: Role Setups by Player Count
Mafia's balance hangs on a single number: how many mafia for how many players. Too many and the town loses in two days; too few and the mafia is caught on night one. Below are working setups for every room size and the logic behind them.

The core rule: one mafioso per 3–4 players
The mafia should be roughly 25–30% of all players. The reason is simple: the town loses two people per round (one lynched by day, one killed at night), the mafia only one. Above 30% the town cannot keep up even with flawless play.
The commissioner and the doctor belong in every setup: the commissioner gives the town information, the doctor gives it time. Every other role is seasoning — it enriches the game but shifts the balance.
5–6 players: the shortest game
- 1 mafia, commissioner, doctor, 2–3 townspeople.
- Do NOT add a second mafioso: with 6 players and 2 mafia, the town loses after a single mistake.
- The game lasts 2–3 rounds; if the commissioner finds the mafia on night one, the town has nearly won.
7–8 players: the second mafioso appears
- 2 mafia (one is the Don), commissioner, doctor, 3–4 townspeople.
- With eight players you can add one extra role: the escort (blocks a night action) or the vagrant.
- If the two mafiosi disagree, the Don picks the final target — so a Don is always needed.
9–10 players: the classic setup
- 3 mafia (Don + 2), commissioner, doctor, 4–5 townspeople.
- This is the sport-mafia standard — the most balanced game is played at exactly this size.
- With a Sergeant the town is not left blind after the commissioner dies.
11–12 players: the full roster
- 3 mafia (Don, mafioso, lawyer), commissioner and sergeant, doctor, escort, vagrant, sorcerer, 2–3 townspeople.
- The lawyer confuses the commissioner's checks — it makes sense to add him from this size up.
- The Killer (wins alone) works well as a third side here: both the town and the mafia fear him.
13–20 players: the big room
- 4–5 mafia, two investigators (commissioner + sergeant), doctor, every special role, the rest townspeople.
- Make the day discussion longer — 15 people cannot all speak in 60 seconds.
- The Werewolf (changes role when attacked) gives a big room an unexpected twist.
Common mistakes
When you create a room on the site, the system suggests a setup for the player count, and you can change it. Every role is described on the rules page; how to open a room for friends is in a separate article. Create a room and try it.
- Too many special roles in a small room — with 6 players and 5 special roles no "townspeople" remain and the game becomes a lottery.
- Playing without a doctor — the commissioner dies on night one and the town is left without information.
- Doubling the mafia (3 with 8 players) — that is "town loses" mode.