Assassin mafia card — Jack the Ripper

Assassin

The Mafia Night Kill Each night 3 in the deck

What this card does

Each night you pick a player and kill them. By day you look like everyone else.

How to play

  1. 01

    Wake

    When the host calls the Assassins, open your eyes.

  2. 02

    Kill

    Pick a player each night and kill them.

  3. 03

    Sleep

    Close your eyes. If more than one Assassin is seated, you pick one player together.

Tips

  • If more than one Assassin is in the game, you wake together and pick one player.

The Assassin is one of the mafia roles in the mafia party game.

In the box

Dealt in these setups

Published mixes that seat this card. Pick the list that fits the room, then deal.

Classic mafia 6+ players

The House Is Small Tonight

When only six friends could make it, you still light the lamp and put the lancet on the table. One knife is plenty in a room this close.

City 1 Policeman, 1 Doctor, Citizens to fill Mafia 1 Assassin
Classic mafia 7+ players

A Chair Brought In

Someone found a seventh chair in the hall and the evening grew a little kinder. Same one knife, one more neighbour to talk to.

City 1 Policeman, 1 Doctor, Citizens to fill Mafia 1 Assassin
Recommended first 8+ players

The Lamp and the Lancet

The teaching deal. Eight chairs, one lamp, one lancet — and two knives that already know each other.

City 1 Policeman, 1 Doctor, Citizens to fill Mafia 2 Assassins
Final Witness 8+ players

A Visiting Card Returned

Still one lamp — but now one door hits back. Call on the wrong house at night and you will wish you had sent a note.

City 1 Policeman, 1 Doctor, Duelist, Citizens to fill Mafia 2 Assassins
Classic mafia 9+ players

The Ninth Chair

The classic table of nine. Two killers, a cop, a doctor — and the vote does the rest.

City 1 Policeman, 1 Doctor, Citizens to fill Mafia 2 Assassins
Final Witness 9+ players

Sherlock’s Demise

For tables that like clues. Read the dead, check a team, and mind the Duelist’s duel.

City Policeman, Coroner, Duelist, Citizens to fill Mafia 1 Assassin, Lawyer, Enforcer
Classic mafia 9+ players

The Yard Was Certain

One lamp, and it can be lied to. The Yard filed him under City, and the Yard is never wrong.

City 1 Policeman, 1 Doctor, Citizens to fill Mafia 1 Assassin, Mastermind
Final Witness 10+ players

A Prior Engagement

She points first, and somebody’s night simply does not happen. And the man at the door duels his callers.

City 1 Policeman, 1 Doctor, Duelist, Citizens to fill Mafia 1 Assassin, Mistress
Classic mafia 11+ players

A Death Off the Books

The Bishop taxes the Assassins’ knife. The Terrorist’s exit does not go through the parish.

City 1 Policeman, 1 Doctor, Priest, Citizens to fill Mafia 2 Assassins, Terrorist
Final Witness 12+ players

Struck from the Roll

One seat raises the recently dead. One seat burns them off the roll. And the lamp may be lying.

City 1 Policeman, Ritualist, Coroner, Citizens to fill Mafia 1 Assassin, Mastermind, Mistress, Arsonist
Final Witness 13+ players

Rise of the Underdog

The City gets tools, the Mafia gets tricks. You win this one as a table, not as four solo stars.

City Priest, Duelist, Ritualist, Coroner, Citizens to fill Mafia 2 Assassins, Mistress, Arsonist
Classic mafia 13+ players

Two Lamps, One Slab

Gunn and Henry both in chairs, and a slab for everyone else. Two checks a night — while they live.

City 2 Policemen, Coroner, Oracle, Doctor, Citizens to fill Mafia 2 Assassins, Enforcer, Lawyer
Final Witness 14+ players

Protected Until Breakfast

The client cannot be summoned. The job never happened. And the house still hits back.

City 2 Policemen, Duelist, Doctor, Oracle, Citizens to fill Mafia 2 Assassins, Lawyer, Mistress
Final Witness 15+ players

Debate Club

Built for rooms that love to argue. Words win this deal — and careless words lose it.

City Doctor, Coroner, Priest, Duelist, Citizens to fill Mafia 2 Assassins, Mistress, Enforcer, Lawyer
Classic mafia 15+ players

Two Cartridges

A soldier with two shots, and a room daring him to spend both. The Lawyer would rather nobody stood trial at all.

City 2 Policemen, Doctor, Vigilante, Oracle, Citizens to fill Mafia 2 Assassins, Lawyer, Enforcer
Final Witness 16+ players

Apologies for Absence

Minutes are read at the end of the evening — and some names have been made unavailable.

City 2 Policemen, Doctor, Priest, Duelist, Ritualist, Citizens to fill Mafia 2 Assassins, Mistress, Arsonist, Enforcer
Final Witness 17+ players

The Last Point He Made

The Oracle dies pointing. The Vigilante has two arguments of his own. The Terrorist needs only one.

City 2 Policemen, Doctor, Oracle, Vigilante, Duelist, Citizens to fill Mafia 2 Assassins, Terrorist, Enforcer
Final Witness 18+ players

Both Lamps Lit

Two checks a night. One of them may still be a kindness from Sabini.

City 2 Policemen, Oracle, Doctor, Duelist, Coroner, Citizens to fill Mafia 2 Assassins, Mastermind, Lawyer, Mistress
Final Witness 20+ players

All-out Warzone

The veterans’ deal. Twenty players, three Assassins, and a day that has to keep moving.

City Duelist, Vigilante, Doctor, Oracle, Ritualist, Citizens to fill Mafia 3 Assassins, Enforcer, Terrorist, Arsonist, Mistress
Final Witness 20+ players

Limehouse Overtime

Warzone-sized, different firm. Two Assassins, a man the Yard already cleared, and a Bishop taxing the wrong knife.

City 2 Policemen, Vigilante, Doctor, Priest, Oracle, Duelist, Citizens to fill Mafia 2 Assassins, Mastermind, Terrorist, Lawyer, Mistress
Final Witness 22+ players

Foolscap in the Dark

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

City 2 Policemen, Doctor, Coroner, Oracle, Ritualist, Vigilante, Duelist, Priest, Citizens to fill Mafia 3 Assassins, Mastermind, Mistress, Arsonist, Lawyer
Final Witness 24+ players

The Box Stands Empty

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

City 2 Policemen, Doctor, Oracle, Coroner, Priest, Vigilante, Duelist, Ritualist, Citizens to fill Mafia 3 Assassins, Mastermind, Enforcer, Terrorist, Mistress, Arsonist

The deck

Faces of this role

Assassin has 3 printed faces. The job is the same. Only the person on the card changes.

East End lore

Assassin mafia game character

The Assassin kills at night and survives the day by looking like everyone else. No one in history has done that better. He killed five women in Whitechapel in ten weeks: Mary Ann Nichols, Annie Chapman, Elizabeth Stride, Catherine Eddowes and Mary Jane Kelly. The largest manhunt the Metropolitan Police had ever mounted found nothing. Two forces, hundreds of suspects, bloodhounds, and vigilance committees walking the streets. On one night he killed, crossed into the next police district, and killed again within the hour. More than a hundred men have been named since and none of the names has held. That is the Assassin: the knife is the least of it. The real weapon is that nobody can tell him apart.

In the lore, Adam Worth went looking for him and found him. He put him in a room with two choices: more amusement than he had had in ten years, or something that was not a court. He took the first at once and thanked him. Worth kept him in the firm because he wanted him where he could see him. At the Three Harpies he sat at the end of the long table for five hours and was pleasant to a nurse. On the morning it went up, Worth went through that house opening doors to find him. He did not.

“Finally, a man in this city who takes his work as seriously as I take mine.”

Jack the Ripper

Card scene

Jack the Ripper

Assassin · Mafia

The Recruitment

Jack remembers the grocer. He remembers walking back toward home. He remembers the street and the evening light and then nothing.

He wakes with a bag over his head and his hands tied behind his back.

A voice speaks. Calm. Measured. Not angry.

“You expect me to ask questions? To shout? To be angry?”

Jack starts yelling. What do you want from me? Who are you? What is this?

Water pours over his face. Through the bag. Into his nose. Into his mouth. He can't breathe. His body convulses against the restraints.

“You think you're a saint, doing good work?”

More water. Jack is choking. Screaming. Leave me alone! Leave me alone!

The water stops. He gasps. His lungs burn.

The voice continues. “You move through this city like you own it. Like you're untouchable. Like there's no one bigger than you.”

Water again. Jack thrashes. He tries to fight the ropes. There are others here — he can hear them moving. Multiple men. He's helpless.

It stops again. His whole body shakes.

“I know who you are,” the voice says. “I know what you do. I know the names they call you. And I'm offering you something better than the Whitechapel gutters.”

Jack is still choking. Still gasping. Still yelling incoherent words.

The water comes. Again. Again. Until he stops fighting. Until he goes quiet except for the desperate sounds of a man trying to breathe through fabric and fear.

Then it stops.

He feels hands on the ropes. His wrists come free. The bag is pulled from his head.

Adam Worth stands in front of him. No expression. A shiv — Jack's shiv, the one they took from him — sits on the table beside him.

“I'm going to give you your toy back now,” Worth says. He hands it to Jack. “You try and use it, I kill you before your hand finishes moving. Or you can put it in your belt and have some more fun later if you want.”

Jack's hands are shaking. His face is soaked. His chest heaves.

He looks at the shiv. He looks at Worth.

Then he laughs.

It starts low and builds until it's manic, the laugh of a man who's just understood something terrible and wonderful at the same time. He's still laughing as he tucks the shiv into his belt, bag still hanging around his neck, water still dripping from his clothes.

Worth watches him laugh.

“Welcome,” Worth says, and leaves.

Jack stands alone in the dark room, laughing, understanding that he's just met the only person in this city who might actually be crazier than he is.

Street

A quiet cut

By day they buy drinks like anyone else. After dark, this is how the East End settled a problem.

Meeting

The Mafia’s blade

The Mafia needs a cut the table cannot see. This is that cut. The face still has to look ordinary in the morning.

The room

The first name they hunt

If the room smells blood, this is the first card they name. That is the job, and it is the danger.

Inspired by

Jack the Ripper

He killed five women in ten weeks and was never identified, and a hundred and forty years later he is still not identified. That is the whole of the fame: not the crimes, which were squalid, but the failure. The largest manhunt in the history of the Metropolitan Police to that date. Two police forces working the same square mile. Vigilance committees patrolling at night, bloodhounds trialled in Regent's Park, over two thousand people interviewed, three hundred investigated, eighty detained. Hundreds of letters from people claiming to be him, one of which supplied the name the world still uses. Nothing. No arrest, no charge, no name. The case file was closed with the same information it started with.

The victims were Mary Ann Nichols, Annie Chapman, Elizabeth Stride, Catherine Eddowes, and Mary Jane Kelly. They were poor women in Whitechapel who slept in common lodging houses at fourpence a night and went out after dark because they had not got the fourpence. Four of the five were killed in the open street or in a yard, in a district so densely populated that a scream should have brought twenty people. Nobody saw him arrive. Nobody saw him leave. In one instance he killed, was interrupted or thought he was, walked half a mile east into the neighbouring police jurisdiction, and killed again within the hour — two murders, two forces, one night. The medical men who examined the bodies argued over whether the man had anatomical training and never agreed. That argument is still running.

He worked because of where he chose. The East End in 1888 was the worst overcrowding in Britain: unlit courts, unpaved alleys, thousands of transient people with no fixed address and no reason to speak to the police, and a population so poor that the murders themselves became a national scandal chiefly because reporters finally went in and described the conditions. There was no fingerprinting yet. No forensic blood typing. No means of identifying a stranger who did not want to be identified. He required no disguise. In Whitechapel, an ordinary man walking at night was invisible by default.

Then it stopped. No confession, no deathbed statement, no reliable trace. Over the following century, more than a hundred people have been named as him: doctors, barbers, a painter, a member of the royal household, immigrants, madmen, and at least two men who happened to die conveniently soon afterwards. Every generation produces a new solution and none of them holds. The file remains open in the sense that it has never been closed by anyone who knew.

Forget the five nights and the manhunt and the century of theories. Remember only this: he stood in the middle of the most heavily watched square mile in England and nobody could tell him apart from anyone else — and that, not the knife, is what he actually was.

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