Activity 5 - Outsmart them all!

Karl Popper is one the most famous theorists that have dealt with the subject of conspiracies. According to him, people often get conspiracies wrong. It is not that conspiracies don’t happen – they do, all the time. Governments, corporations, secret societies, even individuals all have hidden agendas that they try to put into action by means fair and nefarious. This is beyond doubt. But how often do these conspiracies manage to achieve all their aims? “Everything goes according to plan” is a nice line for a movie villain to say, but does that ever happen in real life? Conspiracies have to compete with other conspiracies, unforeseen events, incompetence, stupidity, blind luck. The assassin takes the shot a split second too late and the target is out of sight. There is a traffic jam and the kidnapping victim doesn’t arrive at the ambush spot. One of the conspirators discusses the plan with his girlfriend, who happens to share everything with her aunt, and so on…

Actions have consequences, all our actions aim at creating the consequences we desire, but it is a mistake to believe that all consequences must have been intended by someone. Things do not happen because somebody has perfect control over events and made them be as they wished. Reality is a battlefield where competing intentions interact with each other and with pure chance, and the result is very far from anyone’s intentions. Some are more successful than others in reaching their goals, but no one is able to realise them completely.

This is why learners can benefit from simulation games where they can try out how conspiring to achieve a secret plot actually feels like. Mafia is a role-playing game in which players are divided into two teams: Citizens and the Mafia, who compete against each other. For the Citizen  players, the task is to stop the Mafia before it eliminates them. Mafia members have to hide their identity and pose as Citizens in order to manipulate the other team towards self-destruction. It is in each player's best interest to maintain his or her innocence by accusing and interrogating their fellow suspects, until all members of the opposing team are eliminated from the game.

Description
The learners engage in a role-playing  game, where a small informed minority tries to destroy the uninformed majority.
Learning Outcomes
After completing this activity, learners will:
  • become aware of the factors which help and hinder conspirators
  • learn to discover manipulation in a social context
  • become engaged with practicing critical thinking;

Materials needed for implementation
  • flipchart and markers
  • a deck of cards
  • paper
  • pens

Time required
80 min.
Minimum / Maximum group size
6 - 16 person
Level
Beginner (no prior knowledge required)
Introduction
You can start by asking participants to identify what are the factors that help conspirators mislead their victims, and what helps people defend themselves from conspiracies. You can list the two types of factors on the two sides of a flipchart.

  • Helpful factors (userul for normal people)
  • Harmful factors (useful for conspirators)

Then explain to participants they will have the opportunity to try out for themselves if these factors work by engaging in a role-playing game called Mafia, invented in the Soviet Union in 1986. They should observe other players carefully, paying attention to the nature of the conversations - intonation, looks, etc.
Activity description
The game is played in 3 rounds: a Sunrise phase, which takes place only once, and a day/night cycle. 


1. Sunrise Phase

From the deck, take as many cards as there are players according to the following list:

6-7 players = 2 black cards + all others red

8-10 players = 3 black cards + all others red

11-13 players = 4 black cards + all others red

14-16 players = 5 black cards + all others red

Inform the players of the number of the black cards included.

The first step is to divide the players into two teams. Each player gets one card from the prepared and shuffled deck, secretly looks at the card's color and returns the card to the deck. Then everybody closes their eyes and lowers their heads. The trainer starts counting aloud. After number 5, s/he continues to count silently until 15, then s/he resumes counting aloud until 20. During the silent period, the players who got black cards, should open their eyes, raise their heads, and look at each other, then close their eyes and lower their heads again. Accidental or purposeful peeking by red card holders should be discouraged. On count 20, everybody should open their eyes. The Mafia are the players who saw each other and therefore know each other. The Citizens are the players who saw nothing, don't know each other, and don't know who the Mafia members are. The only advantage of the Mafia is that they know each other. Citizens have to suspect everybody, but they have an advantage of being the majority. The main struggle during the next phase will be between the informed minority and the uniformed majority.


2. Day Phase

In the day phase, any participant is allowed to talk. At any moment, they may put another player in the "accused" position. S/he should provide grounds for the suggestion why they believe the other person to be with the Mafia. Everyone, including the accused, has a right to argue. When the accuser asks for a vote, everyone should vote by raising their hands. If the majority of the players (not counting the accused) votes "guilty", the suspected player is "sentenced to death" and s/he is out of the game. If the accuser fails to get a majority, the game continues with the same number of players. Accusations may happen any number of times during the discussion. Players who are eliminated from the game do not reveal their identity until the end of the game and should not try to help others who are still in the game. There is no way to know the team identity of the "dead" unless you have the next phase.

After the discussions have finished, the night phase begins.


3. Night Phase

The Night is the only phase when players can find out if all Mafia members have been eliminated. Everyone takes a pen and a piece of paper, and secretly writes on them. The paper and pens should be the same for everybody. Citizens must write "citizen" on the note, while members of the Mafia must write the name of the person, whom they want to eliminate from the game. After that, everybody puts their notes in the middle and the trainer reads them. The number of the notes with names will reflect the number of surviving Mafia members, so the players will know if they have "killed" a Citizen or a Mafia member during the day. If the same name appears on all Mafia notes, the named person is "murdered" and is out of the game. If there are differing names, nothing happens.


The game ends when there are no names listed during the Night or all Citizens have been eliminated.
60 min.
Debriefing
After the game ends, participants discuss why mistakes were made and what made the Citizens more vulnerable. Players with Mafia roles share what helped and challenged them in their conspiracy.
10 min.
Adaptation to online mode
While online versions of the game exist, such as Mafia, Werewolf, The Town of Salem (https://www.blankmediagames.com/TownOfSalem/ - available for free), or Among us, it is recommended that the activity takes place in presence to make sure that all the benefits of face-to-face communication.
References
Popper, Carl (1963) The Conspiracy Theory of Society. In: The Open Society and its Enemies. Princeton, N.J., Princeton University Press.

The original Mafia ruleset by Dimitry Davidoff:
https://web.archive.org/web/19990302082118/http://members.theglobe.com/mafia_rules/
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