ESPIONAGE: Mafia Evolved

ESPIONAGE: Mafia Evolved

Not enough ratings
ESPIONAGE: MAFIA EVOLVED Complete Guide
By Luminebre
Learn the most important points of ESPIONAGE: Mafia Evolved through a big guide. Perfect to get you comfortable before you start playing.
   
Award
Favorite
Favorited
Unfavorite
What is ESPIONAGE: Mafia Evolved?


Locked in a mansion, surrounded by 7 other people, a strange watch on your arm, and this is how the deduction game begins. Among the 8 people, 2 stand out, each accompanied by his own assistant. The other half of the group doesn't know anything, and will have to follow or blindly suspect the players they can trust, only through their actions and decisions.

The detective, his supporter and 2 to 4 civilians, will search and try to arrest the spy hidden among them.
The spy, and his informant, will have to search and eliminate the detective, then escape after the death of the latter, without being arrested by the civilians still alive. To do this, they will have to play the civilians against each other, so as not to risk being voted, and then arrested. Or, the spy can also try to kill the remaining players.

You can create bonds of trust between other players, which will allow you to discover the intel of the person with whom you have created this bond, and vice versa.
Conversely, you may suspect another player, also breaking some trust with them. If even one player remains suspicious until the end of a round, he will automatically be arrested and out of the game. If more than one player is suspicious enough to be arrested, a vote can be taken between the remaining players, so the player with the most votes against him will be arrested.

ESPIONAGE: Mafia Evolved is a deduction game, only driven by actions and decisions, playable from 6 to 8 players, where you play as one of 10 characters, each with their own ability.
Trust your detective to clear or arrest players, sow confusion to give your spy time to escape, or try to find the truth among the informant's dirty tricks and the different thoughts of each civilian to stop the spy.
How do the rounds work?
Rounds are divided into 2 turns, and each turn, each player plays, in turn, in an order predefined at the beginning of the game. Once the order of the players is set, it cannot change, but the player who starts at the beginning of each round changes (only if the parameter is activated).

After 2 turns, the round ends and a new round begins. After each round, the spy can eliminate a player or give an order to his informant, and the detective can investigate a person to find out if he is a civilian or not.

At the beginning of each player's turn, he gets 30 AP, which cannot exceed his maximum AP. AP can be used to perform all actions/decisions in the game, each with a predetermined cost. If you don't have enough AP for a certain action, it will not be performed. Each player can only take one action during their turn.

The game can end in 4 different ways:
- The spy was arrested. Victory for the civilians.
- The spy killed the detective and managed not to get arrested 2 rounds after the detective died. Spy wins.
- The spy has killed everyone and is the last survivor, with or without his informant. Spy win.
- If, after 10 rounds, both the detective and the spy are still alive, and no vote has been taken. The spy wins.
What can you do when it's your turn?


1. Recuse.

Recuse allows you to skip your turn, saving your AP. This action is usually used when you don't know what decision to make or when your AP level is low.

2. Trust.

Trust increases your trust with another player, as well as decreasing suspicion of them. There are two intensities of the action: a 5 AP cost that increases and decreases trust and suspicion by half a bar, and a 15 AP cost that has twice the effect. These effects are doubled if someone agrees with you, or produce the opposite effect if someone who disagrees wins the debate. It is advisable to use the 15 AP action to trust someone, otherwise it would take far too long to establish full trust.

3. Suspicion.

Accusing a player raises their suspicion bar, as well as decreasing your trust in each other, losing the intel you would share if you had full trust with that person. There are two intensities of the action: a 5 AP cost that increases and decreases trust and suspicion by half a bar, and a 15 AP cost that has twice the effect. The 5 AP action is almost never used.

4. Refill AP.

Quickly regain all your AP lost in a recent debate or after using an expensive power. This regenerates your AP to its maximum value, which is often 100 at the beginning of the game. Of course, abilities can change your maximum AP value. 150 AP max is the highest possible value at the moment, and 10 AP max is the lowest possible value at the moment. Its use is only available once during the game and does not cost any AP.

5. AP limit up.

Increases your current max AP value by 30 points, but this action will cost you 40 AP to use. You do not get 30 AP back when you gain your 30 max AP. It is only available once during the game.

6. Your ability.

This box is your ability, unique to the character you are playing. It usually costs 60 AP. Its use is available only once during the game. The usefulness of each ability is detailed in the character list available in game.
And when it's not my turn to play?
When it is no longer your turn, you can still observe the game by watching what the other players are doing, what trust relationships they are building, who is suspecting whom, whether they are retrieving their AP to prepare for a future debate, the use of their ability. Or you can participate in the actions of the other players, as they try to build trust, or suspect someone.



When a player wishes to trust or accuse someone, each player has the option of accepting, debating the choice, or recusing (equivalent to doing nothing). Accepting and debating both cost 10 AP, while recusing costs no points. If many players choose a different action from the others, only one will be applied according to certain parameters:
- Recuse will only be chosen if no one else has voted for another action.
- Agree will only be chosen when there are more votes than debating.
- Debate will be chosen if there are at least as many votes as Agree.

Recuse ends the player's turn, and applies their action, but no one can see the other players who chose to recuse. Agree ends the player's turn, and if more than one person has made this choice, one player will be randomly selected to be the sole point spender.

Debate will allow the player, randomly chosen if there are more than one, to debate with the player who proposed the action. Then a debate begins, where the one with the most points wins, unless either player wants to withdraw from the debate by recusing, you can continue the debate by countering the last word of the opponent. Countering costs 10 basic AP, which increases by 5 for each counter you make on the same debate. The points needed to counter fall to 10 in the next debate. If the winner is the player who decided the choice, the effects of the action are doubled, but if the winner is the player who decided to debate, the effects of the choice are reversed.

You can also walk around your interface, having several information and tools, so you don't get lost in your game.


Allows you to see the life signs of the number of civilians and special roles remaining. The button is displayed only on the phone. On the computer, you can directly see the life curve of the survivors, which, incidentally, takes up the entire bottom of the left interface. It also shows the number of missed shots of the spy.



Allows you to see the actions performed during the current round.


Indicates the number of rounds completed, and allows to see the eliminations (or order(s), visible only to the informant) of the spy, as well as the arrests in their corresponding round.


Allows you to see the different parameters that modify certain rules of the game, and if they are active or not.


Allows you to see the objectives, which were displayed at the beginning of the game.


Allows you to see each player's abilities and their associated names (the "concealment" modifier prevents you from seeing who has what ability until you use it). Click on an ability to see what it does.


Opens a role chart and a list of characters, which you can drag into the roles to help you remember what roles the players can be. Your role (and your ally's role, if you have one) will automatically be in the role list, and cannot be changed.


Open the settings, and simply adjust them.


The time of each action, indicated in the middle. The bar of the remaining time is also just above the interactive bar at the bottom.
Trust and suspicion, what are their interests?
Trust is crucial to being able to find the detective and informant, while suspicion is the only possible way for players (except the spy) to eliminate others. So this is the main reason for your actions during your turn.

Trust is what allows you to build relationships with other players, and then receive their intels. It will usually take 3 turns of trust at 15 AP, which must also be accepted, to raise the trust bar with the other player to 100%. When this bar is full, you will receive intel from the other player, and vice versa. Note that if the trust bar between you drops for any reason, you will both lose your shared intel. Also, special roles cannot see their own intel, nor can they have their own name in it.

Suspicion allows you to eliminate players, requiring only one suspicion at 15 AP, but which must be accepted, for the suspicious player to be eligible for votes at the end of round. It is often in this type of action that debates take place, and players' APs are quickly depleted, so remember to save your points, or recharge them before starting a debate.

Suspicion at 5 AP is generally of little value, other than to give signs, but confidence at 5 AP makes it possible to remove the eligibility to vote of a player who received a suspicion earlier at a lower cost.
What is intel, and how does it work?
Intel is what you get by successfully make a full trust bar with the different players. Intel is used only to find the detective and the informant, and has no other use. The informant is fond of it to find and stop the detective, while the support is fond of it to find and stop the informant, but the civilians have to play a 50/50 game hoping not to give the detective's easy information to the spy. The civilians know their intels from the beginning of the game, but the special roles do not, so the civilians will usually be the quickest to complete their intel list.

To see your acquired intel, you need to click on the "Open Intel" button in the upper right corner, below your character's profile. You will get the information that the informant and detective will never be in the names of the intel, and that a player cannot have their own name in their own intel. You can also change the way your intels is displayed, either separate to see who has what information, or combined to remove unnecessary information.



When you have completed as much of the necessary information as possible and you have your two missing players, you can watch the game, saving as many points as possible, and then try to vote the informant, the detective, or at least try as a civilian, or try to vote the other players present in the information, to have a chance of finding the spy in the pile. It is important to study the actions of the informant to try to find the spy.
What are the different roles you can play? (part 1)
Detective

The detective, the one who will have to look for and find the spy thanks to his extraordinary faculty of analysis, is the ally of the support and the civilians, he doesn't know the role of anyone at the beginning of the game and doesn't know his own intels.

The detective has the unique ability to recognize the role of a civilian or the role of a special person at the end of each round. When the round ends, you may choose to drag a player's portrait into the "Investigation" box, and when the next round begins, he will know the role of his target. Warning! If your support dies, you will not be able to use your ability. The ability will also not give the role of your target if the support dies by the spy in the same round.

If the target is a civilian, there is nothing to fear, try to make signs to your support to clear him, so he can become a valuable ally to find and stop the spy.

If the target is not a civilian, then he has a special role. Be careful! A special role can just as easily be the spy or informant as your support, so don't unconsciously turn in the target. If you accuse the support to stop him, besides losing your most valuable ally, you almost automatically denounce yourself as the detective for attacking someone with a special role so much.

The intel will not do you much good, as your name is not in it, and the informant should normally be handled by your support or civilians, so try to hide your own information as much as possible, as the spy and informant can use it very quickly to find their way to your role and kill you easily.

The role of a detective is therefore a gamble. Search in a more or less random way for the person who could kill you, and if you find him, try to find out if he is an enemy or your precious ally.


Supporter

The supporter, the detective's assistant, who will therefore know the name of his detective at the beginning of the game, and is also the ally of the civilians. He has no power and does not know his own intels.

Since your role is to support the detective, you can blindly believe everything the detective does.

If the detective clears a person, you can interpret that he is a civilian. If the detective accuses a person, you must understand that it is a person who is an enemy of the detective (unless it is you), and you must believe and follow his decision to arrest him.

When his detective dies, the supporter will normally have memorized the people his detective has cleared or accused. With his valuable information in mind, he will have to conduct the votes on the people he has no information about. If the support has done everything to protect his detective, the civilians will have noticed his role, and will follow them without flinching. The support will therefore be, in a way, the leader of the civilians.

The support is also the most likely to discover the role of the informant, as it already knows the name of its detective, it will only have to accuse the other name missing intel to easily arrest the informant. So, fishing for intel is a must if you want to quickly remove a thorn from your detective's side.


Spy

Being the main enemy of the whole group of players, the spy must find the detective and kill him, with the help of his only ally, the informant. He doesn't know anyone's role in advance and doesn't know his own intels.

At the end of each round, the spy has two choices. He can choose to eliminate someone, or give an order to his informant. By putting the chosen player in the elimination box, he will automatically be taken out of the game, and his role and the name of the player playing him will be revealed. Be careful, if the spy kills two players who are not a detective or a support, he will lose the ability to shoot and will be penalized with 40 AP max.

By choosing to give an order to your informant by dragging a player's portrait into the "Order" box, the spy is ordering his informant to focus on the player the spy has targeted in this round. So look at who is trying to build a relationship with the person you targeted, he may very well be your ally.

After eliminating the detective yourself, or through your informant by votes, he will then have two rounds where he must survive before escaping and winning the game. Thus, the spy uses the help of his informant (if he is still alive) to blend in with the group of civilians, because if the spy gets arrested, the game ends with the defeat of the spy, as well as his informant.

Intles hunting is very important, because since the detective is your main door to victory, the spy must absolutely focus on this objective in order to unmask him as soon as possible, before the detective unmask the spy first. Watch out! Both the detective and the informant have their names removed from the intel, so if the spy fails to recognize his informant among the two missing names before his shot, he may mistakenly shoot his only ally, so find the right strategy to recognize your ally quickly.


Informant

The informant is the spy's only ally, so he knows his identity. His own intels is also unknown to him.

The informant lives his life quietly, looking for intel, and listening to the orders of his spy. His first round is usually like everyone else's, but by the second round, the spy can give his order. He will therefore have to make himself known by talking to the person targeted by the spy, or even by using his skill on him, so that the spy can recognize his ally, and avoid eliminating him. If the spy continues to give orders, the informant must follow them, even if this sometimes means talking to a person with whom his trust is already at a maximum. It is also possible that the spy accidentally gives orders to focus on yourself. In this case, you should either play normally and hope that the spy will give a new order that can be carried out the next round, or try to make signs, such as passing your turn, at the risk of being noticed by the other players.

Once the spy has successfully eliminated the detective, the informant will have to confuse the group of players, to protect his spy and turn the civilians against each other. Since his name is not in the intel, the other players usually know your role. Because of this, he can lose a round of voting for the civilians, and randomly accuse or help players to cause confusion. The death of the informant has no impact on the spy, but the death of the spy necessarily loses the game for him and his informant.

Searching for intel may be advisable to find and vote yourself the detective, but at your own risk that it backfires. And since your name does not appear in the intel, there will be no other significant interest in seeking it. As an informant, focus on making as much of a mess as possible, so as to divert the focus of civilians onto your spy.
What are the different roles you can play? (part 2)
Civilian

The civilian is the only one who has no special role, there can be between 2 and 4 civilians in each game. He does not know any role in advance, has no power, but knows his own intels.

The civilian has the advantage of knowing his own intels at the beginning of the game, so it is fairly easy for him to know the missing names from the information after a few rounds of research. Once he has all the information he needs, he can choose to focus and watch the game, or he can try to accuse one of the two missing names of the information, hoping that his accusation falls on the informant.

If the civilian has eliminated the informant, well done, he has eliminated a big problem for the detective, while focusing the spy's attention on you thinking he is the detective or support.

If the civilian was unlucky and eliminated the detective, tough luck, he will be designated as a potential informant, and the other players will have a hard time seeing anything but a threat in him, in addition to losing the only person who can effectively discover the spy.

After the death of the detective, the civilian will have to follow the advice of the support, which remembers very well the people whom the detective cleared. Otherwise, the civilian will have to carry the game himself on his shoulders and search for the spy by himself, with very little information.

Seeking intel is made easier by the civilian role, so don't limit yourself, even if it can become a weapon that can backfire on the detective.
A word from the editor (French read this first)
If ever a French person passes by, know that the original guide has been translated from French to English via a Google doc. I invite all my French friends to read the original guide to avoid problems of bad translation, and to have nice colors.

https://docs.google.com/document/d/1zaBHGyuWiGF1OrW3CX_FW0kTJcCziI4NycGR6JmK0eM/edit#

Thank you all for reading the (big) guide that clearly explains all the important points of the game. It will of course be updated if new things happen in the game. If there are any translation problems for the English version, tell it in comments, as I did the translation by myself.
2 Comments
Emperor Naruto 14 Apr, 2024 @ 11:51am 
уже не актуально
Emperor Naruto 14 Apr, 2024 @ 11:51am 
ОБНОВЛЯЙ