THE ORIGIN STORY

BORN IN THE SOVIET UNION.
PERFECTED IN BROXBOURNE.

It wasn't designed as a party game. It was a psychological experiment. Discover how a Soviet psychology assignment became a Silicon Valley obsession, and spawned an entire genre of deception.

1986 // THE EXPERIMENT

Moscow State University

Dimitry Davidoff, a psychology researcher, created the game as an experiment to study the conflict between an informed minority (the Mafia) and an uninformed majority (the Citizens). It spread rapidly through the university, then across Soviet schools, proving that humans are alarmingly good at turning on each other when paranoia sets in.

1990s // THE GLOBAL SPREAD

Europe to the Ivy League

As Soviet students travelled, so did the game. It hit European universities and quickly crossed the Atlantic to Princeton. It shed its academic roots and became a cult phenomenon in debate clubs and secret societies.

2000s // THE SILICON VALLEY OBSESSION

Testing the Elite

Tech founders and venture capitalists discovered the game. It became a staple at Silicon Valley retreats. Why? Because the skills required to win—reading a room, negotiating under pressure, and masking your true intentions—are the exact same skills required to dominate a boardroom.

THE LEGACY // A NEW GENRE

Werewolf, Secret Hitler, Among Us, The Traitors

Davidoff's creation spawned an entire genre. From "Werewolf" replacing the mob with monsters, to digital phenomena like "Among Us", to massive reality TV hits like "The Traitors". They all share the same DNA: the psychological thrill of the informed minority deceiving the blind majority.

TODAY // THE ULTIMATE EXPERIENCE

Mafia The Game: Live in Broxbourne

We have stripped away the gimmicks and brought the game back to its roots. A dimly lit room. A professional narrator. Twelve players. Pure, unadulterated psychological warfare. This is how the game was meant to be played.

BOOK YOUR PLACE IN HISTORY