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?
Let's Play MAFIA DE CUBA | Board Game Club
- interesting pocket-based mechanic
- strong production and thematic appeal
- mystery, deception, and negotiation
- Cuban underworld with criminal intrigue
- Array
- social deduction with hidden information
Mechanics (from transcript analysis)
- hidden information / pockets — players hide or reveal information using physical pockets to manage resources or actions
- negotiation and bluffing — players discuss, bluff, and deduce others' identities to advance their side
Video topics + discussion points
Quotes (from this video)
- this is a teammates game we're gonna actually be splitting up and going into different rooms it supports from 6 to 30 players so once things have calmed down a little bit more on the um Wellness front I'm hoping to be able to put together some big board game nights again and um have this one as like an all-in game that we can play throughout the nights
- this game actually has a mechanic where you hide things or put things in your physical Pockets so that proves to be a little tricky when not everybody at the table has pockets but it's such a unique concept
- this seems like such a cool unique experience again I'm not a huge fan of role-playing games or like traditional kind of d d ask role playing games but this seems like it has such a beautifully veiled mystery and it really gives me some life is strange vibes if you're familiar with that video game series so I'm really looking forward to delving into this one I haven't yet because I just want to find like the perfect group to play it with who will really appreciate it as much as I do
- Carnegie is one of these games that when I saw it I knew I had to have it I love the idea of all these different engines and different levels of things going on and I mean the presentation of this one I've said it before but I was not a huge fan of Enio tools artwork until I started playing a lot more games that featured it and singing on the table just beautiful
References (from this video)
- Fun and silly
- Theme works
- Mafia and stealing diamonds
- Cuba
- Social deduction with hidden roles and actions
Mechanics (from transcript analysis)
- bluffing — The Godfather interrogates players to figure out their roles and actions.
- Hidden Movement — Players take diamonds or roles from a cigar box, potentially hidden.
- Social Deduction — Players have hidden roles (godfather, henchmen, agents) and try to achieve their objectives.
Video topics + discussion points
Quotes (from this video)
- This is a category which before I started the list I thought would be um relatively wide ranging and and uh I came to find throughout get actually doing the research and getting ready for this list that maybe it's a little bit narrower than I actually expected.
- Now, that makes sense thematically because, you know, a lot of the gangster movies or uh just cultural uh elements we've seen of mobsters involve like, you know, combat, fighting for control over areas and things along those lines.
- The theme is probably not terribly integral to the game design itself.
- those tend to be the games that I think best evoke a gangster or a mobster type of a theme.
- This is such a cool take on this theme.
- Speak Easy is a heavy Euro game designed by Vatital Lera who is known for heavy Euro games primarily and this is one that for a Euro which is usually considered Euro style games are usually considered to be you know not anti-theatic but the theme is usually not a huge element of them.
- what Speak Easy does so brilliantly amongst many things is integrate the theme beautifully into the Euro style mechanisms that drive the game.
References (from this video)
- thematic, social deduction
- engaging storytelling during rounds
- can be tense; may overstep comfort for some groups
- deception and loyalty
- crime/mafia scenario
- thematic, role-based
- The Godfather-themed games
- Werewolf
- Couples Night
Mechanics (from transcript analysis)
- hidden information and accusation — players deduce who to trust based on observations
- Hidden Roles — players assume roles; some loyal, some traitors
Video topics + discussion points
Quotes (from this video)
- the answer to every question is a color
- it's basically a game of listing things
- you have to come up with a fake definition for an obscure word cockalorum
- the cards are way more interesting than a hat full of TV chefs
- it's great fun trying to convince them that you can be trusted whether you're good or bad
- write fake acronyms and laws
- the original Christmas party game is the Hat game or Celebrity where you all write famous names on strips of paper
- Kokoro isn't just a great sofa game it's a great game every card flip brings elation or frustration
- it's like reading from a Sherlock Holmes novel as you meet with witnesses
References (from this video)
- Strong thematic flavor with lively social interaction
- Dynamic, quick rounds with lots of banter and misdirection
- Can become chaotic with larger groups
- Requires careful tracking and accountability for tokens/diamonds
- Mafia, loyalty, deception
- A mob family in a Cuban underworld gathering where the godfather circulates a box of diamonds among players.
- Role-based bluffing with social deduction and theatrical interplay
- The Thing: Infection at Outpost 31
Mechanics (from transcript analysis)
- bluffing and negotiation — Players persuade others, bluff about what they took, and form shifting alliances.
- Hidden Information — Tokens and diamonds are secretly held and revealed selectively, driving deduction and misdirection.
- Memory and counting challenges — Tracking how many diamonds and loyalty tokens are in play across rounds is essential to strategy.
- Role assignment and asymmetric win conditions — Roles like godfather, thief, driver, FBI agent, and loyal henchmen determine individual and team objectives.
Video topics + discussion points
Quotes (from this video)
- it's the whole game they play
- empty your pockets
- rule by fear
- there are currently 15 diamonds in this box
- the box is empty when it comes to you then you still pretend to take something
References (from this video)
- fast-paced dinner game
- no table setup required; easy to pass box around
- player agency in choosing roles
- flexible player counts
- fun social bluffing and deduction
- some players dislike lying/deception
- may require multiple players to be engaging
- expansion must be included to add more roles such as 'the cleaner'
- Mob, crime family deception
- Dinner party / social setting where players conceal or reveal information
- Flagged by players choosing roles and bluffing; social deduction with hidden identities
- Werewolf
- Spy
- Mafia
Mechanics (from transcript analysis)
- bluffing / deception — Players bluff about their allegiance or intentions to mislead others.
- dynamic team formation — Players can switch teams by choosing roles, affecting alliances.
- hidden roles / secret identities — Players receive roles such as mob boss, thieves, informant, cleaner, etc., kept secret.
- pass-and-reveal components — A cigar box holding diamonds and chips is passed around to indicate information.
- role selection / agency — Players can choose or select their roles rather than being randomly assigned, affecting strategy.
- social deduction / deduction of culprits — Mob boss tries to identify thieves; players deduce who is informant or criminals.
Video topics + discussion points
Quotes (from this video)
- it's the perfect game to play at dinner because you just pass the cigar box around
- being the godfather is...such a power trip
- it's the best bluffing game because you get to choose your role
- You can pick your team, you can pick- whatever mood you're in, you can play the game that way
- I hate lying games.