Mafia roles

Mafia roles

In the Mafia card game, a player's assigned role dictates their team alignment—either the informed minority (Mafia) or the uninformed majority (Town/City)—and their specific night action. Roles fall into four core mechanical archetypes: Killers (Assassins, Mastermind/Godfather), Protectors (Doctor, Bodyguard), Investigators (Policeman, Detective, Sheriff), and Chaos/Neutral characters (Oracle, Priest, Jester, Serial Killer). While power roles wake up during the Night Phase to perform actions like night kills, investigations, or saves, basic Villagers rely entirely on the Day Phase using voting patterns, behavioral cues, and social deduction to identify and eliminate hidden threats.

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.

Citizen mafia card — Henry Taylor Citizen mafia role No ability during the night phase.

Citizen

City
Oracle mafia card — George Pickingill Oracle mafia role Pick a player each night. If you die, the moderator reveals the role of your last pick.

Oracle

City
Policeman mafia card — Richard Gunn Policeman mafia role Pick a player each night; the moderator reveals their faction.

Policeman

City
Coroner mafia card — Sir Joseph Lister Coroner mafia role Pick a dead player each night and view their card.

Coroner

City
Doctor mafia card — Edith Louisa Cavell Doctor mafia role Pick a player each night and heal them. Can't pick yourself two nights in a row.

Doctor

City
Priest mafia card — Bishop Ernest William Barnes Priest mafia role If killed by the assassins, their next turn is canceled.

Priest

City
Vigilante mafia card — Sir Adrian Carton de Wiart Vigilante mafia role Twice per game, pick a player and kill them.

Vigilante

City
Duelist mafia card — Eduard Barton Wright Duelist mafia role Duel any enemy who visits you at night. If lynched, night falls and you duel one of your voters.

Duelist

City · Expansion
Ritualist mafia card — Aleister Crowley Ritualist mafia role Each night, pick a player who died within the last 2 nights and revive them.

Ritualist

City · Expansion
Narrator mafia card — Joseph Conrad Narrator mafia role Whoever draws this card is the moderator for the game.

Narrator

Host
Assassin mafia card — Jack the Ripper Assassin mafia role Pick a player each night and kill them.

Assassin

Mafia
Mastermind mafia card — Darby Sabini Mastermind mafia role Acts as an assassin. If picked by the Policeman, the moderator lies about your faction.

Mastermind

Mafia
Lawyer mafia card — Mohandas Karamchand Gandhi Lawyer mafia role Pick a player each night; they are immune to trial the next day.

Lawyer

Mafia
Enforcer mafia card — Billy Kimber Enforcer mafia role Pick a player each night and remove their ability to speak or vote the next day.

Enforcer

Mafia
Terrorist mafia card — Paul Helfeld & Jacob Lepidus Terrorist mafia role Once per game, pick a player; you both die.

Terrorist

Mafia
Mistress mafia card — Catherine Walters Mistress mafia role Pick a player each night and cancel their ability for the night.

Mistress

Mafia · Expansion
Arsonist mafia card — Mary Richardson Arsonist mafia role Each night, pick a dead player and burn them; they cannot vote at the Final Witness.

Arsonist

Mafia · Expansion

Mafia Roles Explained: Factions and the Host

Every mafia roles list comes down to two competing teams and one neutral narrator. Once you see how the City, the Mafia, and the Host interact, the whole deck makes complete sense.

The City This is the big team — the innocent majority trying to find the killers. Most City players are Citizens with no night ability at all, and that is by design: their weapon is the day, where they talk, watch, and vote. Around them sit the specialists. The Policeman checks one player's team each night. The Doctor saves a life, if she guesses right. The Coroner reads the cards of the dead, the Oracle leaves the table one last clue when he dies, and the Vigilante carries two bullets and a dangerous amount of confidence.

The Mafia They are the small team that already knows each other. The Assassins do the killing, one victim a night. The rest of the dark side exists to protect them: the Mastermind kills too and makes the cop's check lie, the Lawyer makes a client untouchable at trial, the Enforcer takes away someone's speech or vote, and the Terrorist can end two lives with one point of a finger.

The Narrator Whoever draws the Narrator runs the game — they are not affiliated with any team — not City, not Mafia, just the one person allowed to see everything and coordinate the game.

A few roles do not wake at night at all. The Duelist duels anyone who dares visit him and takes a voter with him if the table votes him out. The Priest punishes the Assassins from beyond the grave — kill him, and they lose their next night. These passive cards need no calls from the host; their abilities fire on their own. The expansion adds stranger jobs on both sides: the Ritualist can bring the recently dead back, the Mistress cancels a night ability before it happens, and the Arsonist burns the dead so they cannot vote at the Final Witness.

Classic mafia roles and their names in this deck

If you learned mafia roles from a party game, Werewolf, or an online version like Town of Salem, you already know most of these cards — they just wear different names here. This is how the classic mafia roles map onto the deck.

Classic name people know In this deck What the role does
Villager, Townsperson Citizen No night ability. Talks, watches, and votes — the backbone of the City.
Detective, Cop, Sheriff, Seer Policeman Checks one player each night and learns their team — City or Mafia, never a role name.
Doctor, Medic Doctor Heals one player each night. Cannot pick herself two nights in a row.
Mafia, Killer, Werewolf Assassin Wakes each night with the other Assassins and kills one player.
Godfather Mastermind Kills with the Assassins, and the cop's check on him comes back a lie.
Roleblocker, Escort Mistress Cancels one player's night ability. Always the first wake of the night.
Vigilante Vigilante Same name everywhere: a City player who can kill, twice per game.
Moderator, Narrator, God Narrator The host. Whoever draws this card runs the night and the day.

The rest of the deck has no classic twin. The Lawyer, the Enforcer, the Terrorist, the Coroner, the Oracle, the Duelist, the Priest, the Ritualist, and the Arsonist are this deck's special characters, and each card's page explains exactly how it plays. Not every role appears in every game — which mafia roles you actually deal depends on your player count, and the published mixes are on game setups.

How to play mafia

Mafia is easier to play than it looks. Everyone gets a hidden card — most of the table is City, a hidden few are Mafia. At night the killers quietly pick a victim while a doctor tries to guess who needs saving and a cop digs for the truth. By day the survivors argue about what happened, put someone on trial, and vote. The City wins by finding every killer; the Mafia wins by surviving until they can win a vote. The walkthrough takes you through the whole game, from the deal to the last trial.

How to play mafia

Standard game setups

Your first game should be The Lamp and the Lancet — eight players and only three night wakes, so nobody gets lost. With a ninth chair the same deal becomes, naturally, The Ninth Chair. All twenty published deals, up to twenty-seven players, are on the setups page.

See more mafia game setups