24+ players · Setup

The Box Stands Empty

Final WitnessThe dead rise for one last vote

Every useful face in a chair. Two more chairs take the last Citizens. After that the box really is empty.

Playing with plain cards or index paper? Upgrade your table with The Final Witness Mafia Card Deck—featuring 28 custom illustrated cards, balanced setups, host scripts, and a zero-elimination mechanic that keeps every player alive and active until the end.

24+players + host
11night wakes
8Mafia cards
Final Witnessthe whole deck plays

How this deal plays

The largest deal the box can print. Every named job on both sides is in a chair: three Assassins and the Mastermind on one hunt, the Terrorist's trade, the Enforcer's gag, the Mistress's cancel, and the Arsonist working the graveyard — against both lamps, the Doctor, the Oracle, the Coroner, the Priest, the Vigilante, the Duelist, and the Ritualist. At twenty-four players, seven Citizens fill the rest. A twenty-fifth chair takes the eighth Citizen, a twenty-sixth takes the ninth, and a twenty-seventh seats the last named card still waiting in the box. After that the box really is empty.

The deal: who gets which cards

Shuffle exactly these cards for 24 or more living players, plus one host, and deal one face down to each person. Look at your card once, hide it, and say whatever you like for the rest of the game — the card is the only proof of anything.

Night order for this setup

The host calls these wakes in this order, every night, reading from a written list. Skip nothing, rush nothing — the spoken lines are on the mafia game narrator script.

  1. 01

    Mistress

    First wake. One player's night ability is cancelled before it happens.

  2. 02

    Assassins

    The three Assassins and the Mastermind hunt together: one victim, agreed in silence.

  3. 03

    Vigilante

    May kill — twice per game in total. May also sleep without pointing.

  4. 04

    Terrorist

    Once per game, may pick a player. Both die.

  5. 05

    Doctor

    Heals one player. Not herself two nights in a row.

  6. 06

    Policemen

    Both wake together. Each points at a player — but a check on the Mastermind comes back a lie.

  7. 07

    Enforcer

    Strips one player of speech or vote for the next day.

  8. 08

    Oracle

    Marks a player each night. If the Oracle dies, the moderator reveals the last mark's role.

  9. 09

    Coroner

    Views one dead player's card, once there is a body to read.

  10. 10

    Ritualist

    May revive a player who died within the last two nights.

  11. 11

    Arsonist

    Burns one dead player each night. The burned cannot vote at the Final Witness.

Tips for this deal

If you are City

Sixteen of you, eight of them, one kill a night plus whatever the Terrorist and the bullets add. The maths is on your side for a long time — waste no day, and make the dead worth reading.

If you are Mafia

Eight seats is a third of the table, and every one that falls narrows the rest. Spread across the room's arguments, never rescue each other at trial, and let the Arsonist fight the endgame for you.

If you are hosting

Eleven wakes, four marks to track, two traps that never wake, and a lie to keep straight. This is the hardest hosting job the box asks for — full script, full pad, and the win count before every night.

Two more chairs take the last two Citizens, and then there is nothing left to deal. Do not invent people — the box does not.

Mafia card game

Buy the Mafia Game Cards Now

One box, up to 27 players, and a room that won't stop talking about it tomorrow. The Final Witness delivers the complete 1900 East London experience—featuring 48 premium 310gsm cards, a built-in Narrator script, and the Final Witness Vote to eliminate player downtime forever.

  • 48 Cards Total — Complete deck on premium 310gsm casino stock
  • 28 Character Cards — 27 playable London figures plus 1 Narrator
  • 20 Final Witness Cards — Physical markers to track dead players
  • Zero Player Elimination — Dead players stay active to vote until the end
  • Digital QR Access — Instant rules, setups, and lore on every card back
$34.95 −22% $45.00
Orders start shipping in January 2027

Secure checkout · shipping on the payment page · duties and customs paid