22+ players · Setup

Foolscap in the Dark

Final WitnessThe dead rise for one last vote

Write every wake. Call them in the same order. The quiet ones in the dark are not all done with the evening.

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.

22+players + host
10night wakes
7Mafia cards
Final Witnessbring paper

How this deal plays

Ten night wakes. The name is an instruction: write the list on a sheet of foolscap before the first dark, because no host alive holds ten beats in their head under pressure. Three Assassins and the Mastermind hunt as one, the Mistress blanks a job a night, the Arsonist burns the roll, and the Lawyer jams the dock. The City fields nearly its whole roster — both lamps, the Doctor, the Coroner, the Oracle, the Ritualist, the Vigilante, and two trap cards that never wake at all.

The deal: who gets which cards

Shuffle exactly these cards for 22 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

    Doctor

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

  5. 05

    Policemen

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

  6. 06

    Lawyer

    Marks the client who cannot be put on trial tomorrow.

  7. 07

    Oracle

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

  8. 08

    Coroner

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

  9. 09

    Ritualist

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

  10. 10

    Arsonist

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

Tips for this deal

If you are City

Four killers on one hunt means one death a night, not four — the City's numbers hold longer than the panic suggests. Audit the checks against the Coroner's bodies, and save the Ritualist for the voice that swings votes.

If you are Mafia

Seven of you is power and exposure in equal measure. Never vote as a bloc, never defend each other, and let the Arsonist quietly disenfranchise the dead while the table watches the living.

If you are hosting

Read from the paper, tick every wake, dummy the empty ones at full length. Ten beats, same order, every night — the moment your rhythm changes, the table starts reading you instead of each other.

Use the full narrator script for a table this size, and check the win count before every single night.

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

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