Game Guide

Each round lasts 10 days. When a round ends the prizes and awards for that round are distributed, and the round results are posted on the past rounds page. When one round ends another begins. You can normally pre-register for the next round 12 hours before it starts.

In a new round everything starts over from scratch. You can choose a new name for the round and start with a clean slate. Your cash, units, items etc will not carry over to the new round. The jackpot is also reset. The only things that do not get reset with the start of a new round are your credits, challenge progress, awards, referrals and your account settings.

Different rounds may have different rules and settings. Round settings can be found by clicking the Round Info button located under the live countdown clock on the home screen.

There are four types of rounds:

  • Uncapped: Unlimited credits add-on (most common)
  • Capped: Only a certain amount of credits can be transferred into the round
  • No add-on: No credits can be transferred into the round. These kinds of rounds are extremely competitive
  • Mini: Special round with accelerated turns. Usually one per main round

A new era dawns every 50 rounds (500 days). When a new era begins players are still able to browse previous round results. Outstanding mobsters in selected categories receive special awards and are submitted in to the Mafia Mind Hall of Fame. The only things that do not get reset with the start of a new era are: challenge progress, honor points, referrals and your account settings. This system was specially designed to keep the game fresh, limit monopolistic powers, and finally put an end to segregated supporter and free credits that expire too often.

Turns are required for most actions in the game such as hiring, collecting, producing, attacking, banking etc.

Active turns: Active turns are turns that are ready to be used in the round. You receive 75 active turns (or more with a subscription) every 15 minutes, until your turns are maxed out. Meaning you cannot hold more than a certain amount of active turns without using them. The maximum amount also depends on your subscription status. Normal players max out at 2,400 active turns which means it takes 8 hours for that to happen.

Reserve turns: Reserves that you activate are added to your active turns. Reserves can be used at any time during the round and do not carry over to the next round.

Credits: Credits can either be purchased or won and stay in your account indefinitely. Credits that you activate are transferred to your reserve turns. A round can be "capped", meaning you can only transfer a certain amount of credits into the round or none at all.

Your networth determines your rank in the game. The higher your networth, the higher your rank will be. Your networth is calculated based on the value of all your cash and items. The values for all that is calculated in your networth is listed below.

Bank + Cash
Defensive units $3,000
Operative units $2,000
Alcohol $4
Weed $8
Coke $16
Ecstasy $21
Pistol $400
Shotgun $800
Submachine gun $2,000
Assault rifle $5,000
Sedan $8,000
Van $20,000
Limo $40,000
Helicopter $280,000
Private jet $2,400,000
Jumbo jet $16,000,000

Each player in the game has a status which is displayed on the profile page. .

Normal

Normal is the default status and is given to everyone who has not made a purchase.

Supporter

Supporters are players who have either subscribed or bought a credit package. The status lasts for two rounds, including the current one. After that the player is changed back to normal. Some supporter benefits: ability to reserve your name, unlock the more desirable perks first and more.

Subscriber

If a player has a small icon next to their status it means they are a subscriber. The type of subscription is indicated by this icon.

Tiers, or levels, are broken down into categories which make for better competition.

Level 1: The tier everyone starts in at the beginning of a round unless you hold an Emerald, Ruby, or Diamond subscription. Sapphire is the only subscription type that doesn’t bring you to a different tier automatically, being it is the weakest sub. In order to remain in this tier you cannot add more than 999 credits during the round.

Level 2: You can move to this tier only by holding an Emerald subscription during the round or by adding up to 24,999 credits.

Level 3: You can move to this tier only by holding a Ruby subscription during the round or by adding up to 99,999 credits.

Level 4: You can move to this tier only by holding a Diamond subscription during the round or by adding 100,000 credits or more.

Family: If you join a family or create your own you can easily gain some credits and boost your rep. Ranks are determined by your family’s collective net worth. If you want to be a top Mafioso you need a strong family to help you.

Killers: Separated by status’s Normal and Supporter for fair gameplay, being a top killer is perhaps one of the most respected, yet feared positions you can obtain. The more players you kill the harder it is for the opposition to rank, making you and your family that much more powerful.

The prizes page displays the current standings and prizes of every tier in the round.

Credit and cash prizes that you win are sent to your account and can be seen on the Credits & Subscriptions page.

Cash prizes can be requested to be paid out to your PayPal or AlertPay account using the "Redeem funds" feature. You will then receive your money in less than 24 hours.

The Credits & subscription page lets you transfer your won and bought credits into the round. All available credits and subscription packages are also listed on that page.

Credits are homogeneous meaning it doesn’t matter if they are purchased or won by ranking.

Depending on the round's rules, the amount of credits you may add to the round could be limited.

You can purchase credits and subscriptions by using the money you have on your Mafia Mind account or making a payment through one of the available payment processors.

There are several types of subscriptions that can be purchased. Subscriptions last for 10 days, or a monthly option of 30 days for a better value, and carry over to the next round(s) unless they have expired. Subscriptions increase the amount of active turns you receive every 15 minutes and how many you can hold at any given time. There are several other benefits of having a subscription that are listed on the Credits page. Having a subscription can be very helpful, especially during no-addon rounds.

Subscriber benefits:

  • Start the round with more active and reserve turns
  • More turns per 15 minutes
  • Higher max build up
  • Supporter status
  • Ability to change one of your perks during the round
  • Supercharged perks - up to 200% more effective
  • Third perk slot for Diamond Subscribers
  • Higher Bonus Reserves

You can recruit defensive and operative units using the Hire page to build up your mafia.

Defensive units

Defensive units or defenses (dus) are required to defend yourself and attack other players. The more defenses you have the more likely you are to win the attack.

  • Hitmen: Strongest units in the game. You get less of them for the amount of turns used however they are worth it. They are the most effective when used to attack, but also make a good defense. The strength of one hitman is approximately equal to the combined strength of a thug and bodyguard.
  • Thugs: Are most effective in a defensive role.
  • Bodyguards: Are most effective in a defensive role.

Approximate strengths in comparison: hitmen 100%, thugs 60% and bodyguards 40%. These strengths slightly vary and depend on other factors such as who is making the attack, perks, weapons, attack type etc. The usual strategy is to combine all three types of defensive units.

Bodyguards do make great human shields for your more valuable units. Your defensive units die during an attack in the following order: bodyguards, thugs and finally hitmen.

Operative units

Operative units or operatives (ops) are used for making you money in various ways. Operatives cannot attack or defend themselves, however they can be attacked. Be sure to have defensive units protecting them.

  • Smugglers: Bring in weapons and drugs
  • Card Dealers: Bring in cash by controlling the tables in your casinos
  • Hustlers: Collect loan payments
  • Bookies: Push people to bet
  • Counterfeiters: Produce fake cash

Keeping your units happy is a very important. See happiness levels.

There are many (illegal) ways to make a living in the mafia world. You need operative units to collect and produce.

Collect

Collecting brings you in cash in its purest form. Card dealers run your casino tables. Hustlers collect your loan payments. Bookies push people to bet.

Produce

You can produce drugs and weapons using smugglers. Counterfeiters produce fake cash.

Be sure that your operative units happiness levels are above 80% before putting them to work, otherwise they might leave you. The higher the happiness level, the more money they bring in.

The Black Market is where you can purchase and sell anything you need. Items sell for 90% of their value.

Drugs

Narcotics are mainly used to keep your defensive and operative units happiness levels high.

Weapons

Defensive units without weapons are useless, therefore you need to arm them with the best possible equipment. You must have one weapon per defensive unit and can sell all weapons that are in excess of your defensive units. The more expensive the weapon, the more efficient it is in dealing death.

Vehicles

Cars are used for drive-by attacks and stealing other players' cars. Sedan seats 5, van 10 and limo 15 people. As with weapons, the more expensive the car, the more efficient is the attack.

Aircrafts

Aircrafts are mainly used to travel to other cities and steal other player's planes. Without aircrafts you have to pay for plane tickets which can be rather expensive depending on the location you are traveling to. Helicopters carry 5, private jets 30 and jumbo jets 800 people. Planes are also used to deliver airstrikes on other players. This can only be done with helicopters and private jets.

Traveling can be done for multiple purposes such as running away from someone attacking you in your current city or moving to another city to kill someone. The cost to travel depends on your current location. As in real life, traveling longer distances costs more. For example flying from New York to Chicago is cheaper than flying from New York to Hong Kong.

If you own planes or helicopters, the price of traveling is less expensive. You just have to make sure you own enough of them to carry all of your defensive and operative units. Otherwise the remaining units have to pay for tickets. Helicopters carry 5, private jets 30 and jumbo jets 800 people.

The only 100% safe place to hold your money is your bank account. You can deposit 20% of your cash and withdraw it when needed.

You can also send and receive cash transfers to/from other players. Transfers are automatically accepted by default, however that can be changed on the settings page. Pending transfers can be accepted on the transfers page.

It requires 20 turns send a transfer and 15 turns to deposit money into the bank. You can withdraw money without a fee.

Vault

Vault is a feature that has nothing to do with your bank account. The idea is to try to guess the 3 digit code to unlock the vault and get the money. It costs $10,000,000 to make an attempt which goes into the vault. The prize money is not reset and carries over to new rounds.

Keeping your defensive and operative units happy is a vital part of the game. If the levels fall below 80% and you put your units to work they will leave you, and not be utilized to their fullest potential. The less the happiness levels the more units you will lose when you use them.

Your operative units need plenty of alcohol and coke to be happy. They also need protection (armed defensive units), ideally 10 defensive units per operative unit.

Your defensive units need alcohol, weed and at least one weapon per unit. Defensive units consume less drugs than your operative units when put to work.

A crime family is a group of players that form a team for a different method of game play and for overall protection. The mafia world is a dangerous place and loners do not last long. Choose a family to join wisely since joining the wrong one can get you in a lot of trouble and possibly killed. One family can hold 15 players by default. This number may change depending on the amount of active players in the game.

Families can be part of an union which is run by the don. Families that are part of an union are called branches and usually have similar names and icons.

Joining a family

To join a family you need to be invited to one. Dons, bosses, consiglieri, brugliones and underbosses have the ability to send invites. Messaging one of them could get you invited.

Creating a family/union

To create a family click "Create family" on your left sidebar and select a name for your family. If you want to create an union as well, simply type a name in the union name field. This is optional - families do not have to be part of unions. Family and union names can only consist of the following characters and symbols: a-Z, 0-9, two spaces and two dashes (-).

If you are already the don of an union you can create a new branch (family) using the union options. The family you create will automatically be part of your union. You must not currently be in a family to do this.

Union board

Union board can be accessed by all members of the union. Only the don of the union has moderating abilities on this board.

Family board

Each family has their own family board. Family board can be accessed only by your family members and the don. The don does not have to be part of the family to access the board. The don, boss and consigliere all have moderating abilities on this board. Family notifications such as alliance and NAP requests area also posted on this board.

Bosses board

This board has to be enabled by the don from the union options. The don, all bosses and consiglieri of the union have access to the bosses board to discuss strategies, finding moles and such. Any kind of information that shouldn't be seen by lower position members can be posted on the bosses board.

Ranks

  • Don (boss of bosses): Don is the founder of an union and has full control over all of the families that are part of the union.
  • Boss: Boss controls one particular family. Has full power over the family.
  • Consigliere: Is the counselor to the boss and has almost as much power as the boss does. Consigliere cannot dissolve the family. A family can only have one consigliere.
  • Bruglione: Bruglione got notable power in the family. Brugliones can invite and kick players, deal with alliance and nap requests or send the requests themselves. However they cannot declare wars. Bruglione spots are limited to four per family.
  • Underboss: Underboss can send and cancel current invites. Underboss can also set the invite message.
  • Capo: No powder in the family.
  • Solider: Lowerst rank.

Family positions can be edited by the boss and consigliere. Profanities are not allowed. Please use common sense when choosing positions.

Family contacts

Families can have each other in their alliance, enemies and naps list. Adding a family to the enemies list does not require mutual agreement, however it is needed for alliance and nap contacts. A request must be sent from the target family's page. Once the request is accepted both families will appear in each others alliance/nap list.

Viewing family members' attack and transfer logs

Dons, bosses and consiglieri have the ability to view the 10 most recent attack and transfer logs of other members in the family. This can be done by using the "view member logs" feature on the family options page. Players can keep these logs private by changing the appropriate settings on the settings page.

In order to attack other players and defend yourself you need armed defensive units. At least one weapon per defensive unit is advised. You should also make sure your defensive units happiness levels are in check. Your target has to be in the same city as you and within your range to attack.

There is a limit of 24 hits a player can be attacked before getting maxed. After that one attack opens every hour.

In an attack your weaker defensive units die first - bodyguards, thugs and finally hitmen. They are also automatically armed with your best weapons.

Making an attack

To attack another player you have to go on their profile and click on the attack icon. If the icon is unavailable your target is either out of your range, in another city or maxed. The general strategy is to kill all of your opponent's defensive units (called zeroing) and then proceed to other attacks depending on your priorities. But be careful, when you attack another player your opponent will have a revenge on you for 24 hours!

There are a total of 10 different attacks. Some attacks are locked and can only be used with perks. You also may not be able to do every type of attack because they may require specific black market items or have other conditions that need to be met.

  • Headquarters invasion: HQ invasion is the most commonly done attack. You can kill defensive units and steal money at the same time. If you lose this attack you will lose some money and defensive units yourself. You need armed defensive units for this attack.
  • Drive-by: Drive-by is used purely for killing your target's defensive units. As an attacker you have a slight advantage when performing this attack. The kill ratios are also higher, meaning more units will die per hit. You need cars and armed defensive units for this attack.
  • Airstrike: Airstrike attack is even more effective than doing a drive-by on someone in terms of delivering death. However this attack also costs more resources. You need helicopters and/or lear jets to do an airstrike.
  • Businesses invasion: Business invasion is the attack on operative units. Target's defensive units must either be dead or unarmed to perform this attack. The more defensive units you have the more kills you make with each hit.
  • Drug labs sabotage: Drug lag sabotage is the attack on your target's drugs. All of the defenders defensive units have to be dead.
  • Armory: Steal your target's weapons. All of the defenders defensive units have to be dead.
  • Cars: Steal your target's cars. Cars are needed to perform this attack. All of the defenders defensive units have to be dead.
  • Planes: Steal your target's planes. Cars are needed to perform this attack. All of the defenders defensive units have to be dead.
  • Kamikaze: The kamikaze attack can only be done with the kamikaze perk. This is a suicide attack, meaning you will kill yourself and hurt your opponent. Both sides lose the same amount of defensive units (the defender loses as many units the attacker has and the attacker loses everything). One player cannot receive or do the kamikaze attack more than once a day. This attack maxes your opponent immediately.
  • Snoop: The snoop perk can only be used with the snoop perk. If performed successfully, this attack reveals plenty of your opponent's info such as types of defensive units, weapons, money , classes of perks currently in use etc. The chances of getting caught are usually slim. However if your opponent is a lot more powerful than you, it could happen! Should that be the case, the opponent would get a revenge on you and be notified of what is going on. If you do not get caught your target will not have a clue of what is going on. This attack is logged in your attacks page for later reference.

Determining the strength of the opponent

A players defense and attack power depend on many different factors. It is almost impossible to accurately determine another player's strength.

Farming

Farming is agreeing with another to sell off guns or use low power weapons and allow someone to take their defensive units for personal gain of one of the parties. In order to stop farming the player must have weapons for the kills to register. Weaker weapons give you less kills.

  • Unarmed - 0%
  • Pistol - 25%
  • Shotgun - 50%
  • Submachine gun - 75%
  • Assault rifle - 100%

When you attack another player you give out a 24 hour revenge on yourself. That gives the player you attacked 24 hours to attack you unlimited times, meaning the attacks do not count towards maxing. You can even get attacked while being maxed or out of the attacker's range. And just as they have revenge on you if you attack them, once they take their revenge you will have revenge on them. In other words you should be careful who you give revenges to. If you hit them, hit them hard.

A player can only be hit 24 times at once. After that ONE attack open up at the top of every hour (TOH). In order for attacks to count towards maxing the attacks must be won by the attacker. Revenges and lost attacks do not count. Being "maxed" means the player has reached the limit of incoming attacks and cannot be attacked again before the next top of hour.

You can only attack players who are within your range - 4 times (400%) and 1/2 (50%) of your own networth.

For example if you have a networth of $1,000,000,000 you can attack players between the networth of $500,000,000 and $4,000,000,000. If your target is out of range it means your networth is either too low or too high compared to theirs.

To find targets that are in your range visit the attack page. By default only the players in your city are displayed.

The contacts page lets you keep track of other players and families. You can store players under three categories: allies, enemies and families. Blocked mobsters also show up on the contacts page.

Adding a contact is as simple as clicking the appropriate icon on the player's profile. Blocking players can be done in a similar manner. Once you block someone that player will not be able to send you messages.

New player mode is enabled until you have completed the first challenge group or have played more than one round. It's also automatically disabled on the last day of the round. This feature allows new players to learn the game without getting attacked by other players.

The restrictions:

  • no incoming/outgoing attacks
  • no incoming/outgoing transfers

It is not possible to attack a player that is protected. There are several types of protection which are listed below.

New player protection

New players that have not completed the first challenge group are under new player protection and therefore cannot be attacked.

Start of round protection

Each player gets 60 minutes of protection after joining the round.

Hire protection

Hire protection lets you safely build up your units without getting attacked. You get 60 seconds of protection by using 60 or more turns to hire. If you use less than 60 turns to hire you get the same amount of protection in seconds.

Perk protection

The Panic Room perk provides you with six full hours of protection when activated.

NB: All types of protection, except for new player protection, are void in the last 12 hours of the round. Attacking someone while being under hire protection resets your protection.

Messages

Messages are in-game messages sent from one player to another player. Incoming and outgoing messages can be seen on the mailbox page. You can delete incoming messages by clicking the delete button. Outgoing messages cannot be deleted.

Attacks

Your incoming and outgoing attacks are can be accessed by going on the attacks page. These logs cannot be deleted.

Transfers

Everything involving bank transfers can be seen on the transfers page. Pending transfers can also be accepted or rejected on this page. Transfers are automatically accepted by default. This can be changed on the settings page.

Revenges

Your active revenges on other players are displayed on the revenges page. Invites: All of your invites are listed on the invites page. You can either accept or cancel invites by clicking on the buttons.

Invitations

The invitations page displays the families you have been invited to. Invitations can either be accepted or canceled on this page.

Alerts

Alerts notify you of completed challenges, perk actions, subscription expirations, prizes, awards and more. Alerts carry over to the next round, allowing you to view them anytime you wish.

Formating a message

There are several tags available to format your messages, board posts, family and profile quotes.

  • [b]TEXT[/b] - bold text
  • [i]TEXT[/i] - italic
  • [u]TEXT[b] - underlined text
  • [small]TEXT[/small] - small text
  • [big]TEXT[/big] - big text
  • [center]TEXT[/center] - aligns text in the center of the page
  • [color=red]TEXT[/color] - adds color
  • [color=#FF0000]TEXT[/color] - hexadecimal color example
  • [img]image url[/img] - embeds and auto formats image
  • [quote=player]Player wrote this text[/quote] - quotes "player"
  • [mobster]TEXT[/mobster] - Big title text with background. Only works on family profiles.
  • [mobster2]TEXT[/mobster2] - Another variant of the above

Youtube links are automatically embedded in messages and board posts.

Awards are given to the top 3 players in each tier seen on the prizes page. Awards show up on your profile unless you hide them. In addition to normal awards, special awards such as the referral award are given out on special occasions.

Perks add certain effects to your character. In order to activate a perk you must have at least one perk slot. You get your first perk slot after completing the first challenge group. Different perks can be chosen every round. Some perks cannot be used in two consecutive rounds.

Perk slots

Perk slots are simply available spaces which you can fill with perks. The maximum amount of perk slots you can have is two, unless you are a subscriber.

Choosing perks

Perks can be chosen on the perks page. You must have at least one perk slot to do this. Some perks cannot be used in two consecutive rounds..

Normal perks

Normal perks are available by default and can be used without completing any challenges.

Challenge perks

Challenge perks are unlocked by completing challenges.

Special perks

Special perks are unlocked under special circumstances such as completing special challenges, player status, subscription etc.

Challenges give players something to strive toward in addition to normal gameplay. Completing challenges allows you to unlock new perks and aspects of the game. Other kind of rewards also also involved. Your challenge progress is displayed on your stats page.

In order to to free yourself from new player restrictions, challenge group 1 must be 100% completed.

Normal challenges

There are seven normal challenge groups. You are rewarded after completing a group.

By completing challenges you unlock new challenge sets. Groups 1 and 2 have to be fully finished in order to advance. The rest of the groups require at least 80% completion before getting access the next set. A group is completed when all its challenges are completed.

A maximum of three groups can be unresolved at a time. For example, if you have groups 3,4 and 5 unlocked, group 6 would stay locked until one of the previous groups is completed.

Special challenges

There are 27 special challenges which are not revealed until 90% of normal challenges are completed. In spite of that, they can still be solved. Most special perks can be unlocked by solving special challenges.

You are rewarded each time you beat three special challenges. The order in which you complete them does not matter.

NB: Challenge stats are updated every couple of hours. So do not be alarmed if you have completed a challenge and it is still marked as uncompleted. You are alerted every time you complete a challenge/challenge group.

Poker tourneys are held several times a day. If there is a poker tourney that you can register for the "Poker" link on your left sidebar starts glowing. The entry fee is usually around 100-500 turns. The total entry fee gathered for a tourney is split 50/30/20 among the top three.

Your honor power can be seen on the Overview page (Profile - Settings - Overview). The amount shown there is how many honor points you can give to other players each round. You can increase your honor power by solving challenges.

Only other players with honor power can give you honor points. The total amount of honor you have received can be found on your profile. This can be hidden from the Settings page.

Mafia Mind Cash is the cash that you have won or transferred manually to your account. It can be redeemed at any time, but can also be used to purchase credit and subscription packages.

The jackpot starts at $250 if not announced otherwise. 30% of credit purchases and 10% of subscription purchases contribute towards the jackpot. In order for the jackpot to be paid out in real money it has to be equal to or greater than $350. Otherwise 200,000 credits will be issued instead. When you win a jackpot the money is put in your account as Mafia Mind Cash. After that you can have it paid out to you by using the "Redeem funds" feature or use it to purchase credit and subscription packages.

There are many little ways and tricks that can make your gaming experience more enjoyable.

Most input fields on the game involving numbers accept the following (case insensitive) shortcuts:

  • 1K - 1,000 (one thousand)
  • 1M - 1,000,000 (one million)
  • 1B - 1,000,000,000 (one billion)
  • 1T - 1,000,000,000,000 (one trillion)

Commas, spaces and dollar signs are automatically filtered out. For example "$85m" would be a perfectly valid amount ($85,000,000).

Should you wish to send all of your money to another player, you can quickly fill the money field at the bank by clicking the $ amount on the sidebar.

Autocomplete displays a list of players closest to the typed text in player name input fields. This virtually eliminates the need to copy and memorize names. The downside is that enabling this feature can make certain pages take longer to load.

Items sell for 90% of their value in the black market. Approximately 80% of the items value counts towards the networth, therefore selling selling everything before the end of the round can give your net worth a slight boost.

Stashing money in ecstasy is a great way to hide some of your wealth since little of the drug's worth contributes towards your networth.

You can use a variety of tags to spruce up board posts, messages, signatures, quotes etc. See mailbox.

All types of protection are void in the last 12 hours of the round.

Attacking someone while being protected resets your protection.

There is at least one random bonus reserve distribution per round that can vary in rate. By default the amounts are as follows:

  • Everyone - 3,000 Reserves
  • Sapphire Subscribers - 5,000 Reserves
  • Emerald Subscribers - 6,000 Reserves
  • Ruby Subscribers - 7,500 Reserves
  • Diamond Subscribers - 9,000 Reserves

These reserves are sent out before the 3 day to mark in a round. There can be more than one distribution per round. Once they are distributed you get notified via the messaging system.