It's been a long time since I ran a Mafia game, so why not? Rules of the game are inspired by
this, with some 'modifications'.
Roles:
*Communist - Goal is to outnumber the Town outright OR to survive when the Town votes "End Lynching" OR to ensure that the Town's number is reduced to 5 or less if there are no Communists (this is to discourage the Town from engaging in a self-destructive witchhunt). The Communists can choose to send one of their members to “indoctrinate" a Vanilla Townsperson at Night, turning that person into a Communist.
*HUAC Member – Responsible for attempting to identify the communist members (2 attempts per Night). Its investigations will come
after Communist indoctrination.
The HUAC Member is immune to indoctrination, and he will receive a message telling him that he was indoctrinated, and who attempted to indoctrinate him. If the HUAC Member is indoctrinated, he commits suicide.
*Vanilla Townspeople -No powers.
Game starts at Night, allowing for the Communists to "indoctrinate" an individual off the bat and the HUAC Member to investigate.
In the day, Vanilla Townspersons may vote to "blacklist" an individual. Blacklisted individuals are removed from the game, but do not roleflip. Vanilla Townspersons may also vote "End Lynching" to end the game, or "No Lynch" to just move onto Night without blacklisting anyone.
Town wins when Communists lose.
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...yes I know that in previous games, conversion mechanics mean that the Town has an incentive to work with the Mafia in hopes of conversion. I think I'll keep that in to have the whole "fellow traveler" vibe.