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Pro Mafia · Scoring & fouls

How a game
is scored.

Pro Mafia is scored like a sport. Target values, best-move points, wills, penalties and fouls — the full scoring model, straight from the canonical source.

ReferenceScoring 1.1 · 2026

This document is the working English source of truth for the Pro Mafia scoring model based on Pro Mafia 1.1. It focuses on score calculation, not on the full table procedure.

Terminology

Shared terminology is defined in docs/rules/core/glossary.md.

Core Principles

  • Base game score is 0.0; this document describes modifier points.
  • In ordinary scoring each black player is worth +0.2.
  • A black player's value can change after a self-shot.
  • Red actions against the same black player do not stack. For each red player and each black target, use only the best scoring action for that black.
  • Scores for different black targets are summed independently.
  • Penalties are not globally "best-of". Each penalty has its own cap or trigger.
  • Black players do not receive scoring from their own wills.

Black Target Value

Default black value:

SituationBlack value
Normal black target+0.2
After a self-shot leaves two black allies at the tableremaining black values can rise to +0.3
After a self-shot leaves one black ally at the tableremaining black value can rise to +0.4

The value of a black target is the maximum a red player can receive for that specific black target.

Red Player Scoring

Positive Actions Against Black Targets

For each red player and each black target, choose the single best action. The selected action is measured as a percentage of that black player's current value. Actions against the same black target are not summed, so a red player cannot receive more than 100% of a specific black target's value.

Core game actions:

Red/Sheriff actionPoints
Last Will Ordered names a black target100% of that black's value
Eliminating vote into a black target100% of that black's value
Non-eliminating vote into a black target who later leaves the table50% of that black's value
Sheriff checks a black target75% of that black's value
Non-eliminating vote into a black target who wins at the table100% of that black's value

Special black-target outcomes:

OutcomePoints
Sheriff checks a black target who later leaves100% of that black's value
Raise hand that lifts a black target100% of that black's value
Mafia surrender for a black target100% of that black's value for red players still at the table
Last black self-shootsred players still at the table receive 100% of that black's value

If multiple actions concern the same black target, only the best one is kept.

Example: if a red player first casts a non-eliminating vote into black #2, later names black #2 in Last Will Ordered, and black #2 eventually leaves, the red player receives only 100% of black #2's value, not 50% + 100%.

If a red player votes into a black player, the vote remains a normal non-eliminating black vote even when that voting round turns into a split/popil whose later revote contains only red candidates. If that black player later leaves or wins, the red player receives the applicable non-eliminating black-vote value for the original vote.

Red Vote Penalties

Red actionPointsCap
Vote into a red player outside critical state, when a red leaves by vote-0.1Maximum once per player per game
Vote into a red player during critical state-0.2No global cap currently applied
Non-eliminating vote into Sheriff at 9 players-0.1Event-based
Non-eliminating vote into Sheriff at 9 players, when a red leaves by vote and the city loses its margin for error-0.2 total
Eliminating vote into Sheriff at 9 players-0.2, or -0.3 if the city loses its margin for error

Last Will Ordered penalties are separate from real-vote penalties. Voting against Sheriff outside the 9-player circle is scored as ordinary voting against a red player.

Sheriff Scoring

Sheriff is a red player, so all red-player rules apply.

Additional Sheriff rules:

  • A black check gives 75% of the checked black's value.
  • If the checked black later leaves the table, the Sheriff receives 100% of that black's value.
  • A red check gives no direct points by itself.
  • If the Sheriff already has a black check, the Sheriff may cast a non-eliminating vote into a red player on a non-critical circle without losing points.
  • Red checks that confirm all remaining black players are scored as finding each confirmed black at 75% of that black's value.
  • In a First Color Will, a Sheriff does not receive color-will bonus points for correctly naming a player already known from the Sheriff's own check.
  • A known Sheriff check is scored only through the Sheriff-check rules above. If the checked player is named correctly in the First Color Will, that declaration adds no First Color Will points.

First Color Will

First Color Will is available to the First Out player.

Rules:

  • The First Out may name up to 3 players.
  • Each named player is declared as red or black.
  • Order does not matter.
  • The will can include fewer than 3 targets.
  • The player may skip the will.
  • The will can name only players who remain at the table after the First Out leaves. (In case someone was disqualified before)

Scoring:

Declaration resultPoints
Correct red color+0.2
Correct black color+0.3
Wrong color-0.1
Sheriff correctly names own known check0 First Color Will points

Maximum First Color Will score:

  • Three correctly named black players give +0.9.
  • The total can reach +1.0 only when the night-shot will bonus also applies.
  • There is no additional award beyond these normal scoring components.

Early Night-Shot Will Bonus

If a red player or Sheriff is killed by a night shot and records at least one target in a First Color Will or Last Will Ordered, that player receives an additional +0.1 while the game is not yet in the final-guess stage.

The bonus applies only when more than 3 players remain at the table after the night-shot departure. If the player is killed before the final guess and only 3 players remain after that departure, the bonus does not apply.

This bonus is separate from color scoring and Last Will Ordered target scoring. It is awarded at most once for the leaving player and does not apply to black players, day-vote departures, disqualifications, skipped wills, or empty wills.

Last Will Ordered

Last Will Ordered applies to players who leave after the First Out.

Rules:

  • The player leaves an ordered list of targets.
  • The list is simulated as a sequence of voting eliminations.
  • The simulation stops when the virtual game ends.
  • A player who leaves by vote may leave a Last Will Ordered only if the real game continues after that departure.
  • Targets must be alive after the leaving player has left.
  • The player may skip the will.
  • A player removed by disqualification does not leave a will.

Target limit after the player's departure:

Alive players after departureMaximum targets
7 or more3
5-62
3-41
0-20

Scoring each ordered target:

Target in Last Will OrderedPoints
Black target100% of that black's value, subject to best-of per black
Red target outside critical state-0.1
Red target during critical state-0.2

Exception:

  • If all living black players are named, red-target penalties do not apply.
  • At 4 or 6 alive after departure, if all black players are named, red-target penalties do not apply regardless of order. This models the guaranteed split/raise path against all black players.

Pass the Helm

Pass the Helm is a will option for a leaving player.

Rules:

  • The leaving player chooses one recipient instead of leaving First Color Will or Last Will Ordered targets.
  • If the recipient is red or Sheriff, the leaving player receives the recipient's later scoring trajectory.
  • Disqualification and DD penalties are not copied through Pass the Helm.
  • If the recipient is black, the leaving player receives the equivalent penalty trajectory for later voting only into red players. This is not a flat penalty.

Current scoring:

Pass the Helm resultPoints
Recipient is red/Sheriffcopy recipient's later eligible scoring trajectory
Recipient is blacksimulate later votes as red-only votes and apply the normal red-vote penalties

For a black recipient, the scorer looks only at voting rounds after Pass the Helm:

  • If a later non-critical vote has red candidates and a red player leaves by vote, the leaving player receives -0.1; this shares the normal once-per-game cap for non-critical red-vote penalties.
  • If a later critical vote has red candidates, the leaving player receives -0.2 for that round.
  • If the only relevant red target is Sheriff at 9, the Sheriff-at-9 penalty is used instead of the generic red-vote penalty; an eliminating virtual vote into Sheriff at 9 is -0.3 when it also costs the city its margin for error.
  • If the later vote is the six-player two-candidate raise/split case, the six-player red-vote penalty is used instead of the generic critical penalty.
  • Rounds with no red voting candidate do not create a Pass the Helm to black penalty.

Raises And Splits

When a vote is tied, candidates can be revoted. If the same tied candidate set remains, a raise decision is opened.

Repeated revotes are allowed:

  • A later round can narrow the tied leaders.
  • If leaders narrow, another revote starts with the narrowed candidate set.
  • The raise decision appears only when the tied leader set does not narrow further.

Red scoring on raises:

Red action / raise resultPoints
Red puts a hand for a raise that includes a black target100% of each raised black target's value, subject to best-of per black
Red puts a hand for a raise that removes the margin for error-0.1
Red puts a hand for a raise that causes red loss-0.2
Red puts a hand for a raise that both removes the margin for error and causes red loss-0.3
Red does not put the decisive hand to raise the last black at 4 players-0.2
Red does not put the decisive hand to raise two black players at 10 players-0.1
Red does not put the decisive hand to raise two or three black players at 9 players in a split-0.1
Red votes into a red player in a two-player split at 6 players, with a live Sheriff and exactly one black in the split-0.1
Failed three-way raise at 9 followed by a night shot that moves the city into critical state-0.1 for each red player still at the table after the shot

Exception:

  • If a harmful raise removes the city's margin for error, the positive value for a raised black target is capped at +0.1 for that raise. Example: raising one black together with two red players at 9 players gives +0.1 for the black target and -0.1 for losing the margin for error, for a net 0.
  • At 9 players, a red player does not receive a margin-for-error penalty for a failed raise if that player put a hand for a raise and the raise candidate set included at least one black player.
  • This exception applies to the raise penalty only. Other independent events, such as a later real vote into a red player, are scored by their own rules.

Black scoring on raises:

Black resultPoints
City loses its margin for error while the black remains at the table+0.2
Raise causes black win+0.2
Raise both removes the margin for error and causes black win+0.4
Black puts the decisive hand for a clearly losing raise-0.2

These raise bonuses are result-based. They are awarded to black players who remain at the table after the raise, regardless of whether they put a hand for the raise. For example, if two red players and one black player are raised at 9 players and the city loses its margin for error, each black player still at the table receives +0.2.

The -0.2 penalty applies only to the black player who put the decisive hand for a raise that is clearly bad for the black team and leads to a red win, such as raising the last black at 4 players or raising two black players at 10 players.

Mafia Surrender

Mafia can surrender without forcing the host to create an artificial vote.

Scoring:

  • Surrendered black targets are treated as black targets that left the table.
  • Red players still at the table receive each surrendered black's value.
  • The same best-of per black target still applies.
  • Surrender is represented by a typed MafiaSurrendered event, not a fake vote.

Black And Don Scoring

Black and Don use the same team-side scoring unless a rule explicitly says otherwise.

Black-Team Scoring Principles

The black team and the Don are evaluated by how well they move the table toward red eliminations while keeping black players alive and dangerous. Their strongest games usually combine coordination, controlled pressure during nominations and raises, and accurate use of voting moments.

The central strategic turning point is the city's margin for error. Once the city loses that margin, the table enters a critical state: every red-side mistake can become decisive, and black players gain far more value from surviving, steering the vote, and converting the critical position into a win.

Black-team points are therefore based on key achievements such as:

  • eliminating red players through votes, raises, night shots, or forced critical choices;
  • staying at the table when the city has lost its margin for error;
  • winning from a critical state;
  • causing or benefiting from raises that remove the city's margin for error or end the game;
  • correctly handling special events such as self-shots, misses, and allied-black votes.

The Don follows the same scoring principles, with additional practical responsibility for shaping the black team's plan, finding the Sheriff, and creating a clear path to the black win.

Black Win And Table Presence

Black resultPoints
Black survives at the table and wins+0.2
Black leaves at the 9-10 player stage-0.1
Sheriff leaves at 9 playerseach black still at the table receives +0.2

The early-leave penalty applies only to the black player who actually left at 9-10 players. It does not apply to a different black player and does not apply to late departures. If Sheriff leaves at 9 players and this also removes the city's margin for error, each black still at the table receives both bonuses: +0.2 for the lost margin and +0.2 for Sheriff leaving at 9.

First-Night Sheriff Kill Responsibility

If the Sheriff is killed on the first night, +0.2 goes to the explicitly assigned responsible black player.

This is not automatically assigned to Don. Don receives no scoring bonus for merely checking or finding Sheriff at night.

Black Votes Into Black

Black actionPoints
Black helps vote out an allied black when a red candidate could have been voted out instead, then stays at the table and black team wins-0.1
Black's decisive vote eliminates an allied black when a red candidate could have been voted out instead; this black later leaves, and the remaining black still wins-0.2
Black's decisive vote eliminates an allied black when a red candidate could have been voted out instead, and black team loses-0.3

A black player's vote into an allied black is not automatically penalized just because the allied black left the table. The penalty requires a red alternative in the same voting round. For the -0.2 and -0.3 cases, the vote must also be decisive.

Example: if an allied black is already exposed and receives a clear table majority, and a black player votes with the table only because refusing would reveal them, that vote is not enough for this penalty unless moving that vote to a red candidate could have removed the red player instead.

Misses

Misses are assigned to responsible black player(s) by the judge. A miss happens when the black team does not produce a valid single night-shot target. At a physical table the judge can see the black players' night-shot gestures; in the scoring protocol, the judge records the black player or players responsible for the miss. If the table cannot clearly identify one deviating shooter, all black players whose conflicting shots caused the miss may be recorded as responsible.

Miss resultPoints
One miss and that black later leaves the table-0.1
Two or more misses and that black later leaves the table-0.2 once
Critical miss where the correct shot could have won, but blacks lose-0.5

Miss scoring is based on responsible shooters, not on Don by default and not on an "intentional miss" flag. The critical-miss penalty applies only when the black team loses the game after the missed shot. It is independent from the one-miss/two-miss penalties, so a responsible black who also later leaves the table can receive both penalties.

Self-Shot

Last Black Self-Shoots

If the last black self-shoots:

  • Red players still at the table receive that black's value.
  • The self-shooting black receives 0 self-shot points, as if that black had been eliminated by vote.
  • The generic early-leave penalty does not apply on top.

A failed night shot, a night shot that kills a red player, and a last-black self-shot are equivalent for red scoring: red players receive the value of the black player, and that black player receives no extra points for the event.

Self-Shot With Black Allies Remaining

If a black player self-shoots while black allies remain at the table, the self-shooting black's value is redistributed through the remaining black players' value:

  • If two black allies remain at the table, each remaining black's value becomes +0.3.
  • If one black ally remains at the table, that remaining black's value becomes +0.4.

The self-shooting black is then scored for each black ally left after the self-shot:

Ally state after self-shotSelf-shooter points
The black ally was not threatened+0.3
The black ally was threatened but did not leave the table+0.1
The black ally left the table after the self-shot-0.1

These points are awarded to the self-shooting black. The remaining black allies do not receive extra points merely for being left unthreatened after the self-shot; their later score still comes from ordinary black scoring such as margin-for-error transitions, surviving to win, votes, and Least Suspicious Black.

Threat After Self-Shot

A remaining black ally is considered threatened after a self-shot if either condition happens after the self-shot:

  • A red player names that black player in Last Will Ordered.
  • In a voting round, that black player has enough red-side votes that one additional red-side vote would be enough to eliminate them.

Example: at 5 players, if only the Sheriff votes against a black player, that black player is not threatened because one additional red-side vote is not enough to eliminate them. If the Sheriff and one regular red player both vote against that black player, the black player is threatened because one additional red-side vote can remove them from the table.

Least Suspicious Eligibility After Self-Shot

A self-shooting black remains eligible for the Least Suspicious Black award if no black ally leaves after the self-shot.

Least Suspicious Black

Applies only when black team wins.

Eligibility:

  • Black player wins while staying at the table.
  • A self-shooting black can also be eligible if no black ally leaves after the self-shot.

Selection:

  • Count how often each eligible black is named in Last Will Ordered / best-move style mentions.
  • The black player or players with the fewest mentions are Least Suspicious.

Scoring:

ResultPoints
One Least Suspicious Black+0.2
Multiple tied Least Suspicious Black players+0.1 each

Technical Penalties

EventPointsNotes
DD-1.0Assigned to a concrete player. Other normal scoring awards for that player are removed from the final score.
Technical disqualification-0.5Other normal scoring awards for that player are removed from the final score.

Disqualified players do not leave a will.

Removed Black Players

If a black player is removed from the table by discipline, the alive red players receive that black player's full value. This includes manual removal, fourth-foul removal, and technical disqualification.

This award is a normal black-target award:

  • It is worth 100% of the removed black player's current value.
  • It participates in the same best-of cap as votes, Sheriff checks, and Last Will Ordered mentions for that black target.
  • It is not added on top of another 100% action against the same black target.
  • The removed black player still receives the applicable personal penalty, such as -0.5 for technical disqualification or -1.0 for DD.

Red removals do not create penalties for other red players.

DD - Declared Defeat

DD is a judge-assigned game-ending penalty. It is used when one player gives the opposing team an unfair decisive advantage or makes fair continuation of the game impossible.

DD criteria:

  • A dead, removed, or otherwise non-playing person gives game-relevant information to the table.
  • A player reveals hidden role, check, team, or night-action information outside a legal speech, will, check, or judge-confirmed event.
  • A player communicates with teammates or spectators outside the legal table procedure and the information can affect the game.
  • A player deliberately breaks the table procedure in a way that invalidates the current game state.
  • Any external information leak or misconduct that materially changes what the table can know.

Game result:

  • If the offender is black or Don, the red team wins.
  • If the offender is red, Sheriff, or has no black role assigned, the black team wins.
  • The event immediately finishes the game; the host does not need to create an artificial vote.
  • DD can be assigned from the player's menu even if that player is already dead or removed.

Scoring:

  • The offender receives only -1.0 for DD; other normal awards for that offender are removed.
  • Other players are scored from the recorded protocol up to the DD event plus the resulting winner.
  • DD is not copied through Pass the Helm.

Notes For Future Audit

  • This document intentionally uses First Out as the product term for the first player who leaves the table. First Departed is a precise synonym and can be used in developer notes.
  • This document describes the scoring model. Separate documents should cover table flow, and protocol/event semantics.

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