2015 BGG rank #2451

Mafia de Cuba

6–12 players 10–20 min Ages 10+ 1.5/5 complexity 6.2/10 rating

About this game

Havana, December 29, 1955: At the end of the meal offered at his "faithful" henchmen, don Alessandro evokes the "business" in progress. Suddenly, the phone rang in the back room of the restaurant. The Godfather is convened to the office of President Batista. He entrusted his precious cigar box to his henchmen. It must be said that the cigar box has a false bottom, under the first layer of cigars, the box is filled with diamonds! In Mafia de Cuba, each player will take the cigar box, open it and choose to: Betray and steal some diamonds, Remain a faithful and "honest" mafioso, be a driver, or act as an undercover CIA agent. In the evening, the Godfather recovers his cigar box. He blows a fuse when he finds the disappearance of diamonds. He must find his treasure and punish offenders by providing them cement shoes before throwing them in the bay. After heated debates and perilous deductions, The Godfather, with the help of is faithful henchmen will try to find all his stolen diamonds. Does he lose his honor by accusing wrongly? Do the most cunning thieves win? Or is it the CIA that will send these thugs behind bars?

What it feels like

Variable Player Powers Player Elimination Role Playing Team-Based Game Hidden Roles Party Game Mafia Deduction Bluffing

Game intelligence

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Setup

1. The most experienced player becomes the King. 2. Based on player count, place the correct number of character cards into the box using the following table: - 6 players: 1 Peasant, 1 Usurper, 1 Apprentice, 0 Kings Gifts - 7 players: 2 Peasants, 1 Usurper, 1 Apprentice, 0 Kings Gifts - 8 players: 3 Peasants, 1 Usurper, 1 Apprentice, 1 Kings Gift - 9 players: 4 Peasants, 1 Usurper, 1 Apprentice, 1 Kings Gift - 10 players: 4 Peasants, 2 Usurpers, 1 Apprentice, 1 Kings Gift - 11 players: 4 Peasants, 2 Usurpers, 2 Apprentices, 2 Kings Gifts - 12 players: 5 Peasants, 2 Usurpers, 2 Apprentices, 2 Kings Gifts 3. Place all 13 diamonds into the box as well. 4. The King secretly removes 0–3 diamonds from the box and hides them. The box now contains between 10 and 13 diamonds. 5. Kings Gift cards are placed face-up in front of the King (not in the box). 6. Any components not used are removed from the game area. 7. It is recommended that players change seats between games.

Turn flow

The game has two main phases: PHASE 1 — DIAMOND THEFT: The box is passed clockwise around the table starting with the first player (not the King). When each player receives the box, they must: (1) Secretly examine the box's contents (under the table or otherwise hidden from other players), memorizing the number of diamonds and remaining character cards. (2) Secretly take either: as many diamonds as they wish (minimum 1), OR exactly 1 character card of their choice. Taking nothing is forbidden (except for special cases). (3) Replace all cards in the box and pass it to the left. Special cases during theft: - The FIRST player may also secretly dismiss one character card by turning it backwards in the stack (dismissed cards cannot be taken). They must still take something normally. - A player who receives a COMPLETELY EMPTY BOX automatically becomes a Street Urchin. They must pretend to take something. - The LAST player may choose to take nothing and become a Street Urchin, but must still pretend to take something. - Any player who violates the taking rules is immediately Exiled and cannot speak or participate in the investigation. PHASE 2 — INVESTIGATION: The King recovers the box, inspects its contents, and freely interrogates players in any order to find the thieves and recover stolen diamonds. Players may lie, tell the truth, stay silent, or speak unprompted. The King accuses a player by ordering them to "empty your pockets!" — the only valid way to force a reveal. - If the accused has stolen diamonds → they are Exiled, diamonds go to the King, investigation continues. - If the accused has no diamonds → King made a mistake; must give a Kings Gift to that player. If the King has no Kings Gifts left, the King is Exiled and the investigation ends immediately. - If the accused is a Usurper → investigation ends immediately; the Usurper wins alone. - If the accused is a Princess (alternate role) → investigation ends; Princess wins and shares victory with the wealthiest player (most diamonds recovered by King or richest Thief still in play).

Scoring and victory

Win conditions are role-based, not point-based. At the end of the investigation, winners are determined by which end-game condition was triggered and each player's secret role. Scoring sources: King + Loyal Peasants win if the King recovers all stolen diamonds, Usurper wins alone if accused by the King, Thief with the most stolen diamonds wins if the King is Exiled (ties are shared), Street Urchins win if any Thief wins, Apprentice wins if the player to their right is a winner, Guard wins alone if they shout HALT on a Usurper accusation, Princess wins immediately when accused, sharing victory with the diamond-wealthiest player

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

The most experienced player becomes the King and sets up the box.

The most experienced player takes on the role of the King. They place the correct number of diamonds (all 13 to start) and the character cards appropriate to the player count into the game box. Kings Gift cards are placed face-up in front of the King — they are not put into the box. The King then secretly removes 0 to 3 diamonds from the box and keeps them hidden. The remaining unused components are removed from the game area.

Setup

The number of each character card in the box scales with player count.

The number of character cards placed into the box depends on total player count (excluding the King): 6P=1 Peasant/1 Usurper/1 Apprentice/0 Kings Gifts; 7P=2/1/1/0; 8P=3/1/1/1; 9P=4/1/1/1; 10P=4/2/1/1; 11P=4/2/2/2; 12P=5/2/2/2. Kings Gifts are not placed in the box but are held by the King.

Turn structure

The box is passed clockwise; each player secretly inspects it and must take diamonds or a character card.

Starting with the first player and moving clockwise, each player receives the box and must: (1) secretly examine the contents without letting others see; (2) secretly take either as many diamonds as they wish (minimum 1) OR exactly 1 character card; (3) replace all cards in the box and pass it to the left. The player keeps their take hidden at all times until demanded by the King. The King does not participate in the theft.

Restriction

Every player MUST take something from the box — taking nothing is forbidden.

It is strictly forbidden for a player to take nothing from the box when they receive it (unless they are the last player exercising the Street Urchin option, or they receive an empty box). A player who violates this rule is immediately Exiled. An Exiled player cannot speak or participate in the Investigation phase in any way.

Special

The first player may secretly dismiss one character card from the box before taking.

The first player, when they receive the box, may secretly dismiss one character card of their choice by turning it backwards in the stack. That card is then unavailable — no player can take it for the rest of the game. Dismissing diamonds is not allowed. After optionally dismissing, the first player must still take normally (diamonds or 1 character card).

Special

A player who receives a completely empty box automatically becomes a Street Urchin.

If a player opens the box and finds it completely empty (no diamonds and no character cards), they automatically become a Street Urchin. They must still pretend to take something to avoid revealing this information to other players.

Special

The last player in the theft phase may choose to take nothing and become a Street Urchin.

The last player to receive the box may optionally decide to take nothing, in which case they become a Street Urchin. However, they must still pretend to take something so that other players cannot tell. This is the only case (besides receiving an empty box) where a non-first player may take nothing.

Restriction

An Exiled player cannot speak or participate in the Investigation.

A player is Exiled if: (1) they violated the taking rules during theft (e.g., took nothing when not allowed); (2) they were accused and found to have stolen diamonds; (3) they made a mistake while helping themselves. An Exiled player cannot speak, answer questions, or participate in the Investigation in any way. If the King is Exiled, the investigation ends immediately.

Common questions and edge cases

The King accuses a Usurper — does the King lose a Kings Gift?

No. Accusing a Usurper immediately ends the game and the Usurper wins alone. The King cannot give a Kings Gift to a Usurper. No Kings Gift is spent.

A player took the Fake Diamond AND some real diamonds. When accused, what do they reveal and what happens?

The player reveals only the Fake Diamond when accused (keeping real diamonds hidden). They are not Exiled, no Kings Gift is given, and the investigation continues. The King can accuse them again. The Fake Diamond does not count toward their diamond total for win conditions.

The Guard shouts HALT when the King accuses an innocent Loyal Peasant (not a Usurper). What happens?

Both the Guard and the accused Loyal Peasant are Exiled. Since the accused was innocent (not a Thief), the King does not give a Kings Gift. The investigation continues without either player.

The Guard shouts HALT when the King accuses a Thief. What happens?

Both the Guard and the accused Thief are Exiled. The King retrieves the diamonds the Thief was carrying. No Kings Gift is given (since they were a Thief). The investigation continues.

The Guard shouts HALT when the King accuses a Usurper. What happens?

The Guard immediately wins alone. The game ends. The Usurper does not win in this case.

The King accuses the Princess. Which diamonds count toward the King's total for sharing victory?

Only the diamonds the King actually recovered during the investigation count — not the diamonds the King secretly withheld at setup. The richest Thief still in play is compared against this number.

The King wins. Does the Apprentice win too if their right-hand neighbor is a Loyal Peasant (who shares the King's victory)?

Yes. If the player to the Apprentice's right is declared a winner (including a Loyal Peasant sharing the King's victory), the Apprentice also wins.

A player is accused and it turns out they made a mistake during theft (e.g., took nothing when forbidden). Does the King give a Kings Gift?

No. When a rule-breaking mistake is revealed upon accusation, the King does not give a Kings Gift. The mistaken player is Exiled and the investigation continues normally.

The King makes a false accusation but has no Kings Gifts remaining. What happens?

The King is immediately Exiled and the investigation ends. All Thieves still in play reveal their take; the Thief with the most diamonds wins, and Street Urchins share the victory.

The King is Exiled. Do Street Urchins win even though they have no diamonds?

Yes. Street Urchins win whenever a Thief wins, including when the King is Exiled and the richest Thief is declared the winner. They do not need diamonds themselves.

There are two Usurpers in play and the King accuses one of them. Does the second Usurper also win?

No. Only the accused Usurper wins the game alone. The second Usurper does not win.

Can the first player dismiss a card AND take a character card in the same turn?

Yes. Dismissing a card is separate from the mandatory taking action. The first player may dismiss one character card (turning it backwards) and then separately take their required item — either diamonds or 1 (different) character card — normally.

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