Terms, Privacy and Refunds
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Last updated 24 September 2026 · Mafia Coach is operated by USEDOIT, a sole proprietorship in Alberta, Canada.
For consumers in Quebec: a French version of these terms is available at /legal.fr.html and is provided to you before you agree. By continuing in English you expressly wish to be bound by the English version, per section 55 of the Charter of the French language and sections 26–27 of the Consumer Protection Act (Quebec).
Written to be read. If anything here is unclear, write to the contact form and ask.
Earlier versions. The date above is this version. The version you agreed to when you registered is recorded against your account, and if you want to read the exact text you accepted, ask at the contact form and we send it to you.
In one screen. This is a summary — the full text below is what's legally binding.
- What we store: your email, a password hash, your games, your progress and your settings. A live table is never recorded — not your voice, not your speech, not your hand signs. Full list in Privacy.
- Why: only to run your account and keep it working. See Privacy.
- Who else gets it: nobody. No selling, no ads, no trackers. See Privacy.
- How long: while your account exists. Delete it and it is gone the same day. See Privacy.
- How to delete it: one button in your profile. After that, only a one-way hash of your email stays, for 12 months, so the same address cannot claim a second free trial. See Privacy.
- How to reach us: a person answers within one business day. See Contact.
- Age: you must be 16 or older to use this site. See Terms.
- Paying: through Stripe or your app store. Ask within 14 days of your first payment and get all of it back. See Refunds.
Terms of use
We are in a public test right now. While we test, we may delete or reset your account, your games and their reviews without notice — this is separate from the account deletion described below, which stays under your control the whole time. This paragraph stops applying the day the service leaves testing; nothing in it limits anything else you are promised on this page. Sorry, and thank you for trying it before it is finished.
Who you are buying from
USEDOIT, a sole proprietorship in Alberta, Canada, owned and run by Oleksandr Martiuk, trading as Mafia Coach. Based in Calgary, Alberta, Canada. GST/HST registration no. 752982173 RT0001. There is no phone line and no support department: the contact form is how you reach a person, and one person answers it.
What this is
Mafia Coach is a practice game for the party game of Mafia. A single-player table seats you against nine computer-controlled opponents, ten in all, with no other human player and no chat. A live table can seat other people instead: what is said there travels by voice, through our own relay and never recorded, and by hand sign — never as free text between players. Either way, what you do at a table is seen only by the people seated at it.
Who may use it
You must be 16 or older to use this site — one age, everywhere, regardless of a lower minimum some jurisdictions would otherwise allow for consenting to data processing. If you are under the age of majority where you live, you may still need a parent or guardian's permission before subscribing, separately from this check. In Georgia, a 16- or 17-year-old may confirm this themselves when paying with their own money, such as an allowance (Civil Code of Georgia, article 65) — a parent's card, used without their knowledge, is not enough. In Germany, the same idea applies under §110 of the BGB (the "Taschengeldparagraph"): a 16- or 17-year-old's own pocket money is a valid payment; a parent's card used without their knowledge is not. The checkbox you tick when you register confirms you are 16 or older. Sixteen is at or above every legal minimum we know of: the EU age of digital consent is 13 to 16 depending on the member state, and in Quebec the threshold is 14 — so one age covers all of them.
Your account
An account is needed to play. It takes one screen: an email address and a password you choose. There is no waiting for a letter and nothing else is asked for — no real name, no phone number, no card unless you decide to subscribe.
The address is what the account is. It is what makes your record and your coach reports survive a cleared browser or a second device, it is how you sign in from anywhere, and it is what a receipt is sent to if you ever pay. A display name is optional, and the game itself is played anonymously at the table — the other seats are software and there is nobody there to see you. Nobody else ever sees your address.
You are responsible for what happens under your account. Do not attempt to attack, overload, scrape, or reverse-engineer the service, and do not use it to build a competing product.
What belongs to us
The game, its engine and coach, the software, the writing, the visual design, the portraits and the mechanics are owned by USEDOIT. You may not copy, reproduce, distribute or make derivative works from any part of it without written permission. Your own games and your own record are yours — you can have them deleted at any time, and we make no claim over anything you type.
School materials, and the rules and gesture sheets, are protected by USEDOIT's copyright. Copying, reprinting, and using them in another course or app needs the author's written permission.
The free tier
Unlimited play is free and stays free. That is arithmetic, not generosity — the opponents cost nothing to run, so metering them would only cost signups. We may change what the paid tier includes, but we will not put a meter on free play.
The first level of the school is free as well — every lesson in it, their revisions and its test. Nothing in it asks for a card.
The paid tier
A subscription unlocks the full coach report after every game: the round-by-round breakdown of your reads against the engine's, and the specific evidence you had in front of you and did not use. Free players see their score and how many reads they missed, but not which ones. It also opens the school's levels two to ten — the advanced and veteran material — and their tests.
It is billed monthly and renews automatically. You can cancel at any time from the billing page. Cancellation takes effect at the end of the period you have already paid for.
It needs a modern browser (or the mobile app) and an account to keep your progress. There is no DRM and no technical restriction beyond that.
If you subscribed inside the iPhone or Android app
This agreement is between you and USEDOIT, and not with Apple or Google. We, not they, are responsible for the app, for everything in it, and for anything it does or fails to do. Apple and Google have no obligation whatsoever to furnish any maintenance or support services for it.
If the app does not match a warranty either store offers, you may tell Apple, and Apple will refund what you paid for the app; beyond that refund, Apple has no other warranty obligation of any kind, and anything further is ours to answer. We, not Apple or Google, are responsible for a claim that the app infringes somebody else’s intellectual property, that it breaches a consumer-protection or product law, or that it caused a loss — and for answering your own questions and complaints about it, at the address in Contact.
Apple and its subsidiaries are third-party beneficiaries of these terms, and Apple has the right to enforce them against you as a third-party beneficiary of this agreement. You also confirm that you are not in a country subject to a United States Government embargo or designated by it as supporting terrorism, and that you are not on any United States Government list of prohibited or restricted parties.
No warranty, and the limit of our liability
The service is provided as is. It may be unavailable, it may contain errors, and its advice about a card game is not advice about anything else. To the extent the law allows, our total liability to you is limited to what you paid us in the previous twelve months.
To the maximum extent permitted by law, USEDOIT is not liable for any indirect, incidental, special or consequential damages, or for any loss of data, profits or goodwill. Nothing here excludes or limits liability that cannot lawfully be excluded — including under Canadian, EU or UK consumer law.
Governing law, and what happens if something goes wrong
These terms are governed by the laws of the Province of Alberta and the federal laws of Canada that apply in it, and the courts of Alberta have jurisdiction. If you are a consumer in the EU, the UK or elsewhere, this does not take away the protection of the mandatory consumer law where you live, or your right to bring a claim in your own local courts.
Talk to us first. Write to the contact form and we will answer within 30 days. Most things about a subscription this size are settled with a refund, and we would rather do that than argue about it.
The rules, and what happens if they are broken
A single-player table has no other human player and no chat, so most of what "behaviour" means on other sites does not apply there. A live table does seat other people, and its own conduct rules — a foul, a complaint (one per player per game, appealable within 72 hours) — are covered under Privacy, along with the toxic-speech check whose enforcement is not yet switched on. What we ask everywhere is short. Do not attack, overload, scrape or reverse-engineer the service; pretend to be another person, a club or a federation — in your display name, in a request to join a club, or in a message to us; register a club that does not exist or that you do not run; use several accounts to take a free trial, free access or a refund more than once; or charge back a payment for something you have already used. Abusive or harassing language in anything you write to us or to a club is covered by the same rules.
If you leave a live table repeatedly — or are away from your turn three times in a row — the third time within your last ten games pauses your access to live tables for a short time that grows if it happens again, capped at three days; single-player tables stay open the whole time. You are told the pause and the reason in plain words — for example what happened and in how many of your last ten games — never only a number. You can appeal it exactly the way you appeal a foul, above.
What we do, in this order. First we write to you, say what we saw and which rule it touches, and ask you to stop. If it continues, we suspend the account and say so. If it continues after that — or if what we see at the start is serious, such as fraud, an attack on the service, or a payment taken back after it was used — we close the account. Short of any of that, we can also end an account's sessions everywhere it is signed in, without suspending or closing the account itself.
We always say why, in writing, naming the rule and what we actually saw. You can answer. Write to the contact form with "Appeal" in the subject; a person reads it and replies within 14 days, and if we got it wrong we put it back. Our decision is not the last word: you keep every right you have under the law where you live, including going to a court or to a consumer regulator.
If you had paid, you get the unused part of the period back. We refund it whoever was at fault — it is a few dollars and we would rather return it than argue about it. If you subscribed in the App Store or on Google Play we cannot refund it ourselves: the store's own refund rules apply, and we confirm the request to them. The single exception is money that is itself the problem: a payment already reversed by your bank, or one made with a card that was not yours. While an account is suspended, no new payment is taken for it.
You can close your own account at any time from your profile — it is a button, not a request.
What this game is not
Mafia is a traditional party game, invented in 1986 and played all over the world since. Its rules belong to nobody, and this is an independent practice tool for that game. It is not affiliated with, endorsed by or sponsored by the publisher of any video-game series of the same name, any board-game publisher, or any mafia club, federation or tournament organiser. Where a lesson names a federation’s rulebook — FIIM, FSM or CLM — it names it only so you know which rules you are being taught.
There is no gambling here. Nothing is staked, nothing is wagered, no entry fee is tied to winning, and no prize has any money value. What a subscription buys is coaching, never a bet on an outcome — so this is not a game of chance or a lottery scheme under the Criminal Code of Canada, and it is not real-money gaming under any app store’s rules.
The rest of the small print
- If one clause fails, the rest stand. A term a court finds unenforceable is narrowed to what the law does allow, or struck out on its own, and everything else here keeps working.
- Not enforcing something once does not give it up. We may still enforce it later.
- This page, together with what you were shown at checkout, is the whole agreement between us about the game. Nothing said anywhere else adds to it or takes away from it.
- We may transfer this agreement if the business is ever sold or reorganised — your terms, your price and the protection of your data travel with it unchanged, and you can still delete your account at any moment. You may not hand your account to somebody else.
- Things outside anyone’s control — a failure at the data centre, a network outage, a law that changes overnight — can interrupt the service. We fix what can be fixed, and the refund rules below still apply to a period that was genuinely unavailable.
- The parts that outlive the account — what belongs to us, the limit of our liability, the governing law and the clause above about the app stores — stay in force after you stop playing.
Privacy
The short version. We store an email address, a password hash, an anonymous id and the results of your games. A live table itself is never recorded — the voices are relayed and dropped, the recognised speech is deleted when the table ends, and the hand signs are never written down at all. We do not sell anything to anyone, we run no advertising, and there are no third-party trackers on this site. There are no cookies at all. Your card details never touch our server.
What is actually stored
- A random account id, created in your browser. It is not derived from anything about you.
- A display name — optional, and only if you type one.
- An email address — required, because it is your account. You cannot play without one. It is what makes your record survive a lost browser, it is how you sign in, and it is required before we can take a payment or send a receipt. We do not send a newsletter unless you ask for one, and that is a separate box you tick yourself.
- A country — optional, and only the two-letter code you pick from a list. It is used to know where players are, never to locate you.
- A preferred language — optional. It decides which language gets translated next, and nothing else.
- The date you agreed to these terms, and which version you agreed to. Consent has to be demonstrable, and a tick box with no date proves nothing.
- Whether you confirmed you are 16 or older, and when. Asked once, the first time you agree to these terms, and never asked again.
- A sign-out counter — a plain number on your account, raised only when you (or we, after a security incident) sign you out everywhere. It lets the server refuse a sign-in token that was issued before that moment. It says nothing about you and it is never shown.
- Game results — which role you had, whether you won, how many days it ran, which difficulty, and — on the one round a game gives you a best move — how many of the names you gave were right. Used to show you your own statistics, to price that round under the FIIM-2025 points shown on your own result screen, and to keep the game balanced.
- Anything you type into the feedback box, so that features several people ask for can be built. The "Report a problem" tab also attaches automatically: the page you were on, which part of the app it was (the site, the door, or the phone), which screen inside it, your chosen language, the build you were running, and the size of your window — never a full web address, and never a fingerprint of your device beyond that. Reporting a problem needs an account, so this is always tied to the address already on file for you, never typed separately.
- The email address you type when you write to us without an account, kept next to your message so that we can answer it, and used for nothing else. It is deleted when you ask us to.
- Whether you chose to share your progress with your club, and when you switched it on. It is off unless you turn it on; while it is on, your club's organiser sees your display name, the highest level you have passed and how many sessions you have passed — never your email address, never a single game, never which side you played. Turn it off and you leave the organiser's view at once.
- Whether you asked for revision reminders, and when the last one was sent, so the one-a-week limit holds. It is off unless you tick its own box in Settings; that same box also sends, once a week, a short note naming your best read of the week and what to study next. The letter names how many sessions are due and links back to the course, and one click in it turns all of it off for good, with no sign-in.
- A push-notification token, if you turn notifications on in Settings on the phone — a device address issued by Apple or Google, the app's own language, which kind of phone it is, and when we last sent to it, so the one-a-day limit holds. It is off unless you turn it on yourself, and turning it off — in Settings or in your phone's own notification settings — removes the token from our server at once. It carries the same reminder the email above does — a revision due, plus once a week a short note with your best read of the week — on this device instead of by letter, and nothing else. It goes when your account goes.
- Which federation's rulebook your club plays by, if its organiser set one — a fact about the club, not about you; it only changes which official rulebook a few lessons show you.
- A club referral code, if you arrived through a club's link, so the club can be credited.
- The line you write when you ask to join a club, if you ask to join one. It is shown to that club's organiser and to nobody else, alongside your display name and how many games you have played — never your email address, and never how well you played. It is deleted with your account, and it is deleted when the club answers.
- Which reads you made and which you walked past — one row per round, tagged by the kind of tell it was. That is the coach report, and it is also a record of how you play, so it is named here rather than folded into "game results". It is never shown to anyone else, never to your club, and it goes when your account goes.
- Which sessions of the school you have passed — the score, how many attempts it took and when it was, because that is what decides when a session comes back for revision and when a level opens. And where a lesson asks you to play a hand: whether you played it, and whether that game answered the lesson's question. And, so a revisit can show you the same quiz marked up with what you answered and what was right: the answers you actually picked, and which attempt they were drawn from — a template question changes with the attempt, and without that number a revisit would mark up the wrong version of it. It is never shown to anyone else, never to your club, and it goes when your account goes.
- If you subscribe and turn on syncing the table-memory trainer: the trainer's own rung, day streak and up to 200 recent rounds — each round's accuracy, which table it was dealt, and which kind of read it missed — so your climb follows you between devices, and so the weekly "what you forget" summary and "play this table again" have something to work from. The trainer itself needs none of this: it stays free at every level once you are signed in (level 1 without an account), on any device, without ever turning this on. A later sync from another device replaces what was stored — it is not merged with it. It goes when your account goes.
- Lesson materials shown to your account may carry technical marks tied to your account to protect them from copying; the marks store nothing new about you.
- A record of the letters we sent you — the kind and the date, so a reminder is not sent twice and a daily limit can be honoured. Never the contents of anything you reply.
- When you were last here, and whether you have paused your account. Used to decide whether to send anything at all, and to count how many people are actually playing.
- A technical log of refusals and errors — an action the server rejected, a script that threw, the shape of a finished game. It carries your account id so a fault can be traced to the game it happened in, and it never contains anything you typed. Capped and overwritten oldest-first: days, not years.
- Your settings — difficulty, sound, face, the languages you ticked — so a cleared browser costs you a session rather than a whole setup.
- If you pay: an identifier from whichever till you paid through — Stripe on the web, or the App Store/Google Play (through RevenueCat) on the phone — linking your account to your subscription, when it renews, whether it is ending, and when it last changed. It also names which plan you are on — monthly or yearly — and whether each of the renewal notices below has already gone out for your current period, so neither is ever sent twice. Never a card number — those never reach our server at all.
- If you ask for a refund: the date you asked, the charge or invoice it concerns, and the decision. A refund that is actually granted is kept for as long as this email address or payment method could ask again — this record does not expire automatically, which is what stops the same address or payment method claiming a second free trial or free access a second time. This is the one entry on this page that survives deleting your account, because it describes the address and the payment method, not the account row. A request that is refused, or never decided either way, is not kept the same way: it is deleted after two years.
- If free access we gave you through an invitation is taken back: a mark that it was revoked, and the date. Like the refund record above, this survives deleting your account, for the same reason — it stops the same address being handed that free access again after a fresh sign-up.
- If you run a club: which club it is, so your own access stays open.
- If you apply to bring a club: what you typed on the application — the club's name, its country and city, where it meets (a venue or an area; we never ask for and never publish a home address), when it meets, a page of the club's own on the internet, roughly how many play, its federation, its logo, and anything you added. The date you confirmed the email address by opening the link we send — an application is not looked at until you do, so nobody can put a club in our queue using somebody else's address. And the decision, and the reason we wrote: the same words we email you are kept on the club so your own club page can show them, which is how you still have the answer if you delete the letter. It is a record about a club, not about a player; it goes with the club.
- If somebody introduced you — their account, and whether that introduction has been credited yet. It is how a free month reaches the person who brought you here. They are never told what you play, how you score, or anything else about you; they see a count of how many people used their link and how many of those went on to pay. Delete your account and the link between you goes with it.
- Your password, as a hash — never the password itself. If you set one, what we store is the output of scrypt with a random salt unique to your account. It cannot be turned back into your password, by us or by anybody who takes a copy of the database. We are saying this plainly because people reuse passwords, and you are entitled to know how the ones you hand over are kept. Making an account asks for one, and the emailed sign-in link stays as the way back in when it is forgotten. Delete your account and it goes with it.
- A live table, while it is actually running — your seat number, what state that seat is in, and the clocks the server runs. It lives in the running server's memory and nowhere else: it is never written to the database, it does not survive a restart, and no transcript of a game is kept anywhere. What is left once the table ends is the game result already named above, plus a short record of which table and which seat it came from — so a fault can be traced back to the table it happened in, the same reason the error log above carries your account id. It goes when your account goes. Joining also mints a resume token — a short-lived pass tied to your account and that one seat, so a dropped connection walks back into the same chair instead of losing the game. It holds nothing about you and it dies with the table.
- The text your own device makes of your speech, if you hold the talk button. Your browser turns speech into text on your device, only inside your own speaking turn, and sends us the text — never the sound. Where that recognition actually happens is your browser's doing and not ours: Chrome sends the audio to Google, Safari does it on the device when it can, and the game is told about this before the first time you hold the button. What reaches us goes to exactly two places: the engine, so your move is understood, and moderation, if somebody complains about that turn. It is never shown to another player, and never shown back to you either — the table's feed carries the host's lines and gestures only. It is held in the running server's memory, capped at a few thousand characters per turn, and deleted the moment the table ends.
- Your voice, while a live table is talking — when voice is on, your microphone audio is relayed by our own server in Germany, seat to seat, so the others hear you. Nothing is recorded. That relay's own recording feature is switched off, there is no camera and no screen sharing, and no audio of any kind is written to a disk or to the database. It is carried and dropped, the way a telephone line carries a call.
- What the characters say is generated by our own model, on our own machine, standing next to the game on the same rented server. No AI company is involved and nothing from your game is sent to one. On a single-player table that same model may instead be downloaded to your device and run there; your browser keeps the file in its own cache so a second visit does not fetch it again. It is the same file for everybody, it carries nothing about you, and clearing your browser's site data removes it.
- Hand signs at the table are not stored at all. A sign reaches only the seats it is meant for, for a few seconds, and is never written into the game's feed — nobody can scroll back afterwards and read who signalled to whom. The one exception is a sign made too often in a single turn: the fourth becomes a foul, and a foul is a line from the host like any other, kept with the game.
- If you complain about another player, or somebody complains about you: who complained, who about, the seat and the turn it happened in, the reason from a fixed list (never free text), the decision, the rule it was given under and what it cost. The words of the speech are not in it — the seat and the turn only point at where they were, and the speech itself is deleted with the table. Only we read a complaint; the rest of the table is never told who complained. A complaint by itself punishes nobody, and nothing here closes an account. If a foul is given you are told, and you may appeal in your own words, up to 500 characters — we answer within 72 hours. Delete your account and your name is erased from every complaint you appear in, on either side of it.
- If the table's own automatic check reads something you said as toxic, an insult or a threat: nobody filed this — it lands in the same place a complaint would, but with no complainer, only a yes/no mark for which kind it read, never the words and never the recognised text of the turn. By itself it changes nothing: enforcing it is a separate switch we have not turned on. If that switch is ever turned on, it follows the exact same rule as a real complaint — one ordinary foul, appealable in your own words, and nothing here closes an account. Delete your account and it is erased from this row exactly as from a complaint.
- A hidden number for whether you finish the games you start — one score per account. Walking out of game after game lowers it, a complaint of yours that turns out to be false lowers it, and finishing a game raises it a little, up to a small ceiling. It is shown to nobody, on any screen, including you. Its only use is the order in which people are offered a seat. It is deleted outright when you delete your account.
- If you ask for a round-by-round review of a game: the review is stored against that one game and your account — the language it was written in, whether our model answered or the engine's own facts were shown instead, which model it was, and the text you were given. It is yours alone and shown to nobody else, not to your club. Deleting your account deletes every one of them.
- Which clubs you belong to, what role you hold in each, and since when — a person may now be in more than one. If you ask to join, the line you wrote is covered above; and if the organiser declines you or removes you, the reason they wrote is kept, so the answer is not only in a letter you may have deleted. The club's own row carries its description, its language, whether a request must come with a message, who may see each table on its calendar, and the tables themselves — when they start, in which language, and whether they repeat weekly. Those are facts about a club rather than about you, and they go with the club.
- Two counters that earn you free things. How far you are, in finished games, through the current run toward a free coach report, and how many of those free reports you have earned and spent — plain numbers, rebuilt from your own finished games rather than trusted on their own. And if somebody introduced you: the free days credited to your side of that introduction, when they were granted, and whether they were taken back because the payment behind them was refunded. Both go when your account goes.
- A lower-cased copy of your nickname, for one purpose only: so that two players cannot take the same name. It is the word you chose yourself, kept a second time in one letter case. Nothing is derived from it and it is never shown to anyone.
If you organise a club
We also keep a short public record about mafia clubs and their organisers — a name, an email or social-media handle, a city and which federation's rules a club plays by — gathered from the club's own public page, so we can write and offer the free practice tool and printed rules sheet. We never buy or scrape hidden lists. Say so once and we remove your entry and never write again — write to us, or use the "say stop" line in any letter you received from us.
What is not stored
Your password in readable form — see above; only a hash it cannot be recovered from. No card numbers. No location. No contact list. No advertising or analytics identifiers. No recording of your microphone, anywhere. Where voice is on at a live table, the sound passes through our own relay to the other seats and is dropped — nothing is written to a disk, and the relay's own recording feature is switched off. Where you hold the talk button instead, only the text your browser recognised is sent here, never the sound. What we cannot promise on your browser's behalf is where that recognition happens: some browsers, Chrome among them, do it on their vendor's servers rather than on your device. That is your browser's behaviour and not something this game controls or can see — if it matters to you, type instead of holding the button. No voice audio — the opponents' voices are generated on your device. On the site the game refuses any system voice that synthesises remotely, so the words a character says never leave your machine; in the phone app the operating system's own voices speak as the system provides them, and nothing is sent to us either way.
Cookies, and why there is no banner
This site sets no cookies. Not one — not ours, not anyone else's. There is no analytics tag, no advertising pixel and no tracker.
Your browser does keep a few values in local storage on your own device:
- your account id;
- your display name and email, so you are not asked twice;
- your chosen difficulty, face and voice settings;
- a club code, if you arrived through one;
- whether you have already closed the onboarding tips and the current "what's new" notice, so neither reappears.
Under the EU ePrivacy rules local storage is treated the same way as a cookie — and storage that is strictly necessary for a service you asked for does not require consent. Everything listed here is exactly that: without the account id there is no game to return to.
Because none of it is used for analytics, advertising or tracking, there is nothing to ask permission for and therefore no banner. It is disclosed here instead, which is what the rules require. The lines tied to your account are deleted when you delete it; the onboarding and "what's new" flags belong to your browser alone and were never tied to an account to begin with. Clearing your browser's site data removes every line here at once, either way.
One anonymous count a day
We also keep one more number per day, for six fixed steps: how many times the site's front page loaded (a count of visits, not of people — nothing here tells two visits from the same person apart), how many new accounts were created, how many players finished a first game, how many opened a first report, how many were shown the subscription offer, and how many payments went through. Each is a single total for the day — never an account id, never an IP address, and never a cookie behind any of them. Kept on a rolling two-year window, then overwritten.
The table-memory trainer sends one more such count, at most once a day per device, and needs no account to do it: the rung you are on, how many rounds you played that day, the interface language, and whether an account exists on that device — from which we keep only four counters (opened at all, first day of a climb, rung 3 or higher, a return rather than a first day). Nothing in it names a device, a browser or a person, and it is never joined to any other count on this page.
Who else sees it
- Hetzner rents us the machine in Germany that the database file sits on. It is our hosting provider and our processor under Hetzner’s own data-processing agreement; it does not read the database and receives nothing about you of its own. Its privacy policy: hetzner.com/legal/privacy-policy.
- Cloudflare stands in front of the site as a shield and a cache, so that a flood of traffic cannot take the game down for everybody. Every request passes through it, which means it briefly sees your IP address, which page you asked for and what your browser says about itself — the technical details any network carries. It is bound as a processor, it may not use any of it for its own purposes, and it sets no cookie on you here. Its privacy policy: cloudflare.com/privacypolicy.
- Stripe handles payment and holds your card details. We never see them. Stripe's own privacy policy applies to that part: stripe.com/privacy.
- Apple handles payment if you subscribe through the App Store, and holds your card details — we never see them. Its own privacy policy: apple.com/legal/privacy.
- Google handles payment if you subscribe through Google Play, and holds your card details — we never see them. Its own privacy policy: policies.google.com/privacy.
- RevenueCat validates a store purchase and tells us which tier it bought. It receives your account id (the same one you already have here — no new identifier is created), which store you bought through, the purchase/renewal dates, and basic device/OS type. It never sees your card — the App Store and Google Play do not share that with RevenueCat — and it does not receive your games or your email unless you already gave RevenueCat's own store (Apple or Google) that address. Its own privacy policy: revenuecat.com/privacy.
- Expo relays the notification to Apple or Google on our behalf, if you turned notifications on. It receives the device token itself and nothing else — no email, no name, no game. Its own privacy policy: expo.dev/privacy.
- No advertisers, no data brokers, no analytics companies.
Where it lives, and for how long
In a single database file on a rented server in Germany. Game results are kept while your account exists, so your statistics keep working. Everything goes when you delete your account.
We are based in Canada and the server is in Germany, so the database that holds your games is stored in the European Union and is subject to EU law — named here rather than left vague. For players elsewhere it means the same GDPR protections apply, which is the stricter of the regimes we are subject to.
Running the service from Canada is also a transfer. Operating this service means staff in Canada access the account and game data held on that German server, which is itself a transfer of personal data out of the EU. The European Commission has ruled Canada's private-sector privacy law adequate for this purpose (Decision 2002/2/EC), and confirmed that finding still stands in its 15 January 2024 review of every adequacy decision — so this access needs no further safeguard on top of it.
One thing does leave. If you subscribe, Stripe processes your payment details and the email address attached to them. Stripe operates internationally, including in the United States, under its own transfer safeguards (Standard Contractual Clauses). We never see or store your card. Everything else — your games, your record, your coach reports — stays on the German server.
Before any personal information leaves Quebec, we check that the destination protects it about as well — Germany and the EU do, under the GDPR, which is stricter than Quebec's own law.
Your rights
Canada's PIPEDA gives you three rights, and so does Alberta's PIPA — the provincial law that applies to us directly, as an Alberta business — and so does the GDPR if you are in the EU or UK. You may ask what we hold about you, ask us to correct it, and ask us to erase it.
If something goes wrong
If a data breach puts you at real risk, we will tell the relevant regulator without undue delay — within 72 hours under EU or UK law, and as soon as feasible under Canadian law — and if the risk to you is real, we will email you directly.
Why we are allowed to hold it at all
Two reasons, and no others. Your email address and your games: to give you the service you asked for — the contract between us (GDPR Article 6(1)(b)). Payment and tax records: because the law requires us to keep them (Article 6(1)(c)). We do not process anything else on the basis of "legitimate interests" — except your IP address, kept briefly and only to stop abuse (Article 6(1)(f)). Beyond that, we do nothing with your data that you did not come here for.
Everything you can ask for
Wherever you live, you can ask us to: show you what we hold · correct it · delete it · send it to you or to somebody else in a machine-readable file · restrict or object to what we do with it · and withdraw consent at any time. Write to the contact form and we answer within 30 days, free of charge. We will never make the service worse for you because you asked.
If we get it wrong you can complain to a regulator, not only to us. In Canada, the Office of the Privacy Commissioner (priv.gc.ca) or Alberta's own Information and Privacy Commissioner. In the EU, your national supervisory authority. In the UK, the ICO.
Email — what we send, and what we never send
Everything we can send you, in full. Three of these are part of the service rather than marketing:
- A sign-in link, when you ask for one. It works once and expires in fifteen minutes. Any registered address can ask — it is how you get back to your own record from a new browser or a second device, and it does not depend on paying us.
- A verification link, once, right after you register with a password. It works once and expires in twenty-four hours, and it proves the address is yours — the game already works before you click it, and it is only needed to join a live table or a club room. The one-time token itself is a random string, kept hashed on our server the same way a sign-in link's is, along with when it was sent and when (or whether) it was used; it is deleted once spent or expired.
- A note before a club trial ends, so nothing surprises you. Nothing renews on its own and no card is held.
- A club approval, if you applied to register a club — sent to the address on the application, and only after a person has read it.
- An acknowledgement that your message was received, if you wrote to us without an account — sent the same day, at most once a day even if you write again, and it never carries a reply of its own; the reply itself follows separately, from a person.
- News about the game — and this one is different: it goes only to people who ticked its own box when they registered. It was never bundled into the terms, and it is never sent to anyone who did not ask. Nothing has been sent under it yet.
- A revision reminder, if you turned it on in Settings — at most once a week, naming how many sessions are due.
- A note after you cancel, once, a few days after your subscription ends — asking, in one line, what did not work. The same box as the revision reminder above.
- A Monday progress letter, if you turned it on — at most once a week, naming your games and rating for the week.
Your receipt comes from Stripe, not from us — it is sent every time you are charged, from the same place that holds the card. We do not send a second copy of it.
Stopping the news takes one click — the link is at the bottom of every one, and unticking the box in your profile does the same thing immediately. The service letters keep working, because they are how you get into your own account.
Every optional email carries its own one-click way out. A revision reminder, the news about the game, or any digest we add later — each one links to /unsubscribe and carries a List-Unsubscribe header, the same signal your own mail app already reads. Either stops that kind of email at once, with no sign-in needed. It never touches the mail that keeps your account working — a sign-in link, a receipt, a security notice — a subscription cannot turn those off.
We do not sell, rent or share your address, and we run no advertising. One company sees it: Resend, which delivers the letter and is bound by its own processor terms. Delete your account and the address goes with it, the same day.
How long it is kept
Your account and your games: while your account exists, because that is what makes the statistics work. Delete the account and they go the same day. Payment records: seven years, kept by Stripe and by us, because tax law says so and consent cannot override it. Error logs: at most 50,000 lines, then the oldest are discarded — days, not years.
A live table is kept for as long as it is being played, and not one minute longer. The seats, the clocks and any text your browser recognised from your speech are held in the running server's memory only; they go when the table ends, and they go again at every restart. There is no transcript of any game, anywhere, at any age. Voice audio is relayed and never written down at all, and hand signs are never written down either. What outlives a table is the game result, the coach report, a short record of which table and seat it came from, and a complaint — or a flag from the table's own automatic check — if either was made.
A complaint, a flag from the table's own automatic check, and any appeal against either, is kept while your account exists, because that is what makes an appeal answerable and a ladder of fouls mean anything. Delete your account and your name is erased from both sides of every complaint; the rows themselves stay, with nobody's name in them, because the other person in that complaint has the same right to their own record. The hidden finish-rate number is deleted outright, as are your reviews, your club memberships and the two free-credit counters — the same day, with everything else.
The country and province of each payment — never a street address or postal code — are kept for six years, the length the Canada Revenue Agency requires for a GST/HST return, alongside the amount, the currency and the date already covered above.
One thing does survive deleting your account: a one-way hash of your email address, kept for 12 months and tagged only "refund" or "free trial" — never your address, and never anything that can be turned back into it. Its only job is to stop the same address getting a second free trial, or free access again, right after a refund or right after deleting an account and signing up again with the same address. This is a legitimate interest in preventing abuse (GDPR Art. 6(1)(f); PIPEDA's reasonable-purposes test), not a way to identify you, and the hash is deleted automatically after 12 months.
Deletion is a button, not a request form. Open your profile and press Delete my data. It removes your player row, your games, your results and your feedback immediately and permanently. There is no recovery, and no "we will keep a copy for 90 days".
One exception: an active paid subscription needs to be cancelled first. Deleting the account would leave Stripe still charging a card attached to nothing, so pressing Delete my data while you are subscribed opens the same two-click cancel page as Cancelling, instead of deleting anything. Cancel there, then press Delete my data again and it goes through immediately.
How to delete an account: the account deletion page.
To ask anything else, write to the contact form.
Accounts nobody uses
If an account has not been signed in to for 24 months, we delete it. Keeping your games and your email address after you have stopped playing serves you nothing, and the law where the server stands says the same: personal data is kept only as long as it is needed.
You get told first, twice. At 24 months we email the address on the account, naming the date it will be deleted — at least 60 days ahead — and offering you a copy of your record to keep. A reminder follows about a week before that date. Signing in once stops it, with nothing to do and nothing to pay, and the 24 months start again.
A paid account is never deleted this way, nor is a club organiser's account while their club is running. What deletion removes is exactly what the "Delete my data" button removes, and the same two things survive it: the 12-month one-way hash of your email address, and payment records the tax law requires us to keep for seven years.
A club can also be removed from the list — and its code ended — if it stops existing, if nobody in it has trained for 12 months, or if we cannot reach or identify its organiser; we write to the organiser first, the club itself is unlisted rather than deleted, and their own access to the coaching is untouched.
Children
Not directed at children under 16 — the site's own age floor, everywhere, above any lower digital-consent age a jurisdiction would otherwise allow — and we do not knowingly collect anything from them. If you believe a child has created an account, write to us and it will be deleted.
That one floor sits above the age the United States children’s privacy law (COPPA) protects, above every EU member state’s digital-consent age, and above Quebec’s. We run no separate, lower regime for children anywhere, because there is no age below sixteen at which this site is meant to be used at all.
What you are agreeing to pay
A subscription renews automatically — monthly or yearly, whichever you chose — at the price shown at checkout, until you cancel. Cancelling takes two clicks in your profile and takes effect at the end of the period you have already paid for; there is no cancellation fee and no phone call. Stripe emails you a receipt every time you are charged.
If we ever change the price, it never touches a period you have already paid for — the new one applies only from your next renewal, and we email you at least 30 days before the renewal it first applies to, naming the old price, the new one and the date. If you do not want it, cancel before that date and nothing is charged. And, like every price on this game, it is shown to you before you pay it, on the pricing page and at checkout, never charged as a surprise.
If your plan renews yearly, we email you between 60 and 90 days before the renewal date, naming the date and the price. In Quebec, a plan longer than 60 days moves to month-to-month instead of another fixed year.
Everything that renews, in one place. There are two plans and nothing else: $5.99 CAD a month, and $49 CAD a year — both with Canadian GST/HST already inside the number, so what you see is what leaves your account. Whichever you choose renews for the same length, at the same price, automatically, until you cancel it, and the charge lands on the day the new period starts. There is no cancellation fee, no notice period and no phone call. A club trial is not one of these plans: no card is taken for it, and it turns into nothing.
How to stop it — on whichever till you bought it from.
- On the web: your account screen → Cancel subscription. One button, and it opens the confirmation itself — nothing to hunt for in between.
- On an iPhone or iPad: Settings → your name → Subscriptions → Mafia Coach → cancel. Apple stops a renewal if you do it at least a day before the period ends.
- On Android: Google Play → your profile picture → Payments and subscriptions → Subscriptions → Mafia Coach → cancel.
A subscription bought inside the app can only be cancelled in that store — Apple and Google do not give us a way to do it for you, and we will never ask you to write to us instead of using the two screens above.
Refunds and cancellation
The short version. Cancel any time, in two clicks. If you subscribed and it was not what you expected, ask within 14 days and you get all of it back — no reason required and nothing to argue about. This no-questions refund is available once per customer; ask again later and a person looks at it individually.
This policy is offered in addition to, and does not limit, any right you have under Quebec's Consumer Protection Act, Ontario's Consumer Protection Act, the EU/UK statutory right of withdrawal, or any other law that applies to you — Ukraine’s and Israel’s distance-selling cancellation rights included.
Cancelling
Open your account and press Cancel subscription — one button, and it opens the confirmation directly. It takes effect at the end of the period you have already paid for, and you keep the paid features until then. Nothing is charged again after that.
Refunds
- Within 14 days of your first payment: full refund on request, no reason needed, and never reduced by how many coach reports you already opened. For consumers in the EU and the UK this policy meets, and does not reduce, your statutory right of withdrawal for digital services.
- After a club trial: if your first payment comes within 30 days of a club trial ending, you have already had fourteen days of everything for free — so the no-questions refund does not apply to that first payment. A charge you did not expect is still refunded, a broken service is still refunded, and for consumers in the EU and the UK the statutory 14-day right of withdrawal is untouched.
- A charge you did not expect — a renewal you meant to cancel, a duplicate: write to us and it is refunded.
- After 14 days, mid-period: we do not normally refund a period you have already used. But if the service was broken or unavailable for a meaningful part of it, write and say so. It will be handled reasonably.
Refunds go back to the card that paid, through Stripe, usually within 5–10 business days.
The same window and the same no-questions rule apply whether you pay monthly or once a year — an annual plan gets no shorter window and no smaller refund.
If we ever charge for something by how many times you use it, this rule covers that too: a refund is never reduced by what you already used, and anything that fails on our side — a report that does not come back, a call that errors out — is never charged in the first place, whether that would have cost money or counted against a limit.
If you are in the EU or the UK
You have a statutory right to withdraw within 14 days of the day the subscription was concluded, without giving any reason — Article 9 of the EU Consumer Rights Directive (2011/83/EU), and the UK’s Consumer Contracts (Information, Cancellation and Additional Charges) Regulations 2013. We have not asked you to give that right up. The law lets a seller take it away for digital content that starts immediately, on condition the buyer expressly agrees and acknowledges the loss; we never ask for that agreement, so the right survives your first game.
How to use it. Any clear statement is enough. Press Request a refund in your account, or write to the contact form and say you are withdrawing. There is no form to fill in, though you may use the model withdrawal form from the Directive if you prefer one. We repay everything you paid, by the same means you paid with, within 14 days of being told.
And separately from withdrawal: the service has to work. Under the EU Digital Content Directive (2019/770) and the UK Consumer Rights Act 2015 what you subscribed to must be of satisfactory quality, fit for what it is sold for, and as described — for the whole time you are subscribed, not only on the first day. If it is not, you can have it put right, ask for a proportionate reduction of the price, or end the subscription and be repaid. Nothing on this page reduces those rights, and any sentence here that appeared to would simply not bind you.
What is not refunded
- The unused rest of a period you cancel. Cancelling stops the next charge; it does not hand back the part of the current period you have not used. You keep everything until that period ends instead.
- A period already used, once the 14 days have passed — unless the service was broken or unavailable for a meaningful part of it, which is the case above.
- A second automatic refund on the same account. The first is processed exactly as described above. A later one is read by a person before anything moves, and it can be refused — a subscription refunded over and over is not this policy being used, it is this policy being farmed.
- Anything bought inside the iPhone or Android app. That money never reaches us — see below.
- A club trial. Nothing was ever charged for it, so there is nothing to give back.
We may also refuse a refund, and close an account, where what we are looking at is several accounts belonging to one person, a trial taken more than once, or an account handed on to somebody else. We will say which of those it was, and you can answer it.
If you paid in the App Store or on Google Play
iPhone and iPad. Apple is the seller of anything bought inside the app, and we have no technical way to refund it — that money never passed through us. Ask Apple directly at reportaproblem.apple.com; the decision is Apple's, not ours. Cancelling under Settings → your name → Subscriptions stops the next charge and is not itself a refund.
Android. For the first 48 hours after a purchase you can ask Google Play yourself. After that the request reaches us, and we read it by exactly the policy above; if it is approved we issue it through Google Play. One refund per app is Google's limit, not ours.
Before you call your bank
A subscription bought on the site shows on your card or bank statement as MAFIACOACH.COM, billed by Stripe; one bought inside the app shows under Apple's or Google's own store name instead.
Write to us first. A card dispute takes two to three months to settle, and a refund we issue reaches your card long before that — so asking is simply faster for you. A dispute opened without a word to us is contested, because the same message would have got the money back sooner.
How to ask
One email to the contact form with the address you subscribed with. No form, no phone queue.
Or press Request a refund in your account — either way, a person confirms it within 24 hours. Ask within 14 days and it is refunded — not reviewed, not argued, just processed, and the money reaches your card within 14 days of when you asked for it. Outside that window, refunds are handled case by case, and a person will say if it is approved.
Clubs and club codes
A mafia club can be given a club code. This section is the whole agreement about what that means, for the club and for the player.
For the player
Typing a club code when you register gives you fourteen days of the full product. It costs nothing, no card is asked for, and it stops on its own — there is no subscription behind it and nothing to cancel. One trial per account; a second code does not extend it, and a subscription started within 30 days after the trial is not a second trial — see Refunds. When the fourteen days end you keep the game, the hints, and one full report a day.
Your club is told how many people joined through its code and how many of them pay. It is never told who you are, what you scored, or anything you typed.
The clubs table shows how many players in a club are training and how many level crossings they have passed together — as numbers only, never a name, an email or a code, and the progress numbers appear only once a club has at least five players, so no single person can be read off their club's row.
Once a club has at least five people training in it, its organiser also sees one line naming the tell the club most often misses and how many times — a count over the whole club, never a person, and withheld below five people so a small club's number cannot be read back to one player.
A club's organiser can say which federation's rulebook their table plays by — FIIM, FSM or CLM. That choice changes only which official rulebook a few lessons show to that club's own players; it is a fact about the club, not about any person, and it is not shown on the public clubs table.
For the club organiser
- The coaching is free, permanently, from the day your club is approved. Every lesson, every report, no card. It does not end if you stop running the club. Reading a table costs us nothing to run, so this costs us nothing to give.
- It is the coaching that is free, not everything we may ever build. Anything added later that costs real money every time it runs is priced on its own. Nothing you already have is taken away to pay for it, and this clause is not a licence to move today's coaching behind tomorrow's price.
- There is no commission, and that is deliberate. A percentage of what your players pay would come to a few dollars a year, and collecting it would mean registering with a payment processor and losing a fee on the way out. We would rather give you the product, which is worth many times more and needs no paperwork from anybody.
- Your players each get fourteen days of everything when they type your code — the same fourteen days anyone who registers gets. What the code adds is your club's own table: their standing beside the people they actually play with.
- Applying is not the same as being approved. We read every application by hand, and we may decline one. When we do — and on every other decision — we answer in writing, with the reason, to the address on the application. The same words are kept on your club page, so you still have them if you delete the letter, and you can reply to that email and we will look again.
- We email you a link before an application is looked at. Until it is opened, nothing is in our queue and nothing is sent to anybody — which is what stops a club being registered in somebody else's name.
- One organiser, one club. If you run more than one, write to us and we will add the next one by hand.
- Your club appears on our public club list only if you switch it on. The list shows the club's name, its city and how many of its players train here. It never shows a person's name or anyone's results. The same is true of the clubs table. A club registered under “Other” rather than a named country is not shown on either — everything else about it works the same.
- We may end a club code if it is used to spam people, if it is advertised as something we did not say, or if the club stops existing. That closes the club's table, not your own access — an account is only ever closed under the account terms above.
- A club that has never had a member and has not been used may be archived. Write to us and we put it back.
- You are not our employee, agent or partner, and you may not sign anything or make promises on our behalf.
An organiser is paid in product, never in money: the coaching, permanently, and no paperwork with a payment processor. If you are looking for the paid programme, that is streamer and creator partners below, and it is a different thing.
Streamer and creator partners
This is a different program from the club program above, for a streamer, video creator or other creator who sends us an audience rather than runs a table with it. Unlike a club, a partner is paid in money.
- A partner is paid 15% of what a player they referred actually pays us, for that player's first 12 months — not a fixed fee, and not for the player's whole lifetime.
- Payment is made once a month, by hand, from USEDOIT — there is no automatic payout system yet, and no minimum balance is promised in writing.
- We may end or refuse a partner code for spam, for self-referral, or for advertising it on terms we never agreed to.
- What we keep about a partner: the channel name, the channel link and the address given on application, and — asked for only at the first payout, and kept only to make that one payment — the details needed to send the money.
- Money already due before a code is closed is still sent; nothing already owed is taken back.
- This is income, and you declare and report it yourself — we do not withhold tax or file anything on your behalf.
- A partner is not our employee or agent, and may not sign anything or make promises on our behalf.
If these terms change
They will, eventually. When they do we update the “Last updated” date at the top of this page, and continuing to use the game after that means you accept the new version. If a change is significant — a new price, a new category of data, a shorter refund window — we will say so on the start screen before it takes effect rather than hoping you re-read this page.
The version you agreed to when you registered is recorded against your account, so there is always a record of which terms you actually accepted.
Accessibility
The aim is WCAG 2.2, level AA, on the site and in the app. No law requires this of us — we are too small for the European Accessibility Act, outside the Accessible Canada Act, under the headcount Ontario’s AODA applies to, and Alberta has no accessibility statute at all. It is written here so you can hold us to it anyway.
What is actually checked, on every release: the contrast of every piece of text against what is really painted behind it, computed from the live page rather than read off a stylesheet; and a whole game played from start to finish using the keyboard alone, with the table, the votes and the coach report announced the way a screen reader reads them. A failure there is a bug that blocks the release, not a nice-to-have on a list.
If something blocks you, tell us and it gets fixed. Write to the contact form with “Accessibility” in the subject — one person reads it, and you get an answer inside one business day. Say what you were trying to do and what got in the way; naming the device and the assistive software helps, and is never required. Last reviewed 17 September 2026.
Contact
One route, and it works whether or not your machine has a mail program: a form that lands in front of one person, who writes back. No account needed.
USEDOIT · Calgary, Canada
GST/HST registration no. 752982173 RT0001
Privacy Officer: Oleksandr Martiuk. Write to the contact form with "Privacy" in the subject and it reaches him directly.
Company page — linkedin.com/company/usedoit
One person reads it. Expect a reply inside one business day — faster if it is about money.
Our full postal details as the seller — the ones a distance-selling rule asks for before you buy — are in the Terms of use, under "Who you are buying from".
Who built this
Two people, in Calgary. No support department — you write, we answer.