Assassin mafia card — George Gardstein

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 needs no reason the table would understand, only a target and the night. George Gardstein came to London a refugee from a failed revolution against the Tsar, already practised in the things that revolution teaches: bomb-making, pistol work, and robbery for the cause. He led the gang that tunnelled towards a jeweller's safe in Houndsditch. When unarmed constables forced the door, the shooting began at point-blank range in a dark passage, and three policemen died. Gardstein was hit by one of his own men, carried half a mile through Whitechapel, and died in a borrowed bed before morning. Nobody has ever established his real name. That is the Assassin: he strikes, he vanishes, and even the men who find the body cannot say who it was.

In the lore, it was Darby Sabini who brought him in, putting money and protection around a Latvian anarchist that no respectable firm would touch. The alliance needed men who could not be reasoned with, and Gardstein needed a city that would not ask questions. He came to the Three Harpies with two of his own. One of them spent an hour arguing about Africa with the young soldier, and neither side won.

“Before I bleed for a man, I like to know his name. His real one.”

George Gardstein

Card scene

George Gardstein

Assassin · Mafia

The Recruitment

Worth met him at the docks, two days after Gardstein walked out of Newcastle Prison.

“I have work,” Worth said. No greeting. “I need you for a few jobs.”

Gardstein stared at him. “I answer to Sabini.”

“Sabini let this up to me.”

“Then you tell Sabini I said no.”

Worth studied him. “You just got out of prison. Sabini pulled strings to get you released. And the first thing you do is refuse him?”

“The first thing I do is figure out who I'm working for before I bleed for them again.”

Worth didn't smile, but something shifted in his expression. Recognition, maybe.

“Fair,” he said. “Then listen. This job isn't for Sabini. It's bigger. It involves messing with the status quo. The whole apparatus that puts men like you in prison for doing what men with money do without consequence.”

Gardstein was quiet.

“You're a criminal, Gardstein. An anarchist. You don't work because you love Sabini. You work because the work itself interests you.” Worth stepped closer. “This work disrupts everything. Changes who holds power, how power flows, what the East End looks like when we're done.”

“You're talking revolution.”

“I'm talking opportunity.”

Gardstein thought about it. Prison. The years. Sabini's people pulling him out because they needed muscle.

“What's the pay?” he asked.

“Better than money,” Worth said. “The satisfaction of watching the machine break.”

Gardstein laughed. “Fuck Sabini.”

“Fuck the status quo,” Worth corrected.

They shook hands.

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

George Gardstein

c.1887–1910

Three unarmed policemen were shot dead in the City of London in a single night, and the man who did most of the shooting was killed by his own side by accident. That was December 1910. British constables carried a truncheon and a whistle; the men they walked in on carried Mauser and Dreyse automatic pistols. The police had been called to a jeweller's in Houndsditch because neighbours heard hammering — someone was breaking through the back wall of the shop next door. Seven officers went in without weapons. Three died. It remains the worst loss of life the City of London Police has ever suffered, and it lasted about ninety seconds.

The gang were Latvian revolutionaries who had fled the failed 1905 uprising against the Russian Tsar and washed up in the East End with the skills that came from it: expropriation, bomb-making, pistol work. Gardstein — a false name, one of several, his real identity still disputed — was the one they followed. They had rented the house behind the shop, run a gas cylinder for cutting, and were tunnelling toward a safe holding some forty thousand pounds of jewellery. When the police forced the door, the shooting began at point-blank range in a dark passage. Gardstein was hit in the back by a round fired by one of his own men. They dragged him half a mile through Whitechapel and put him in a bed on Grove Street, where a doctor was brought and told nothing, and he died before morning. The police found him with the pistols still in the room. Two weeks later the surviving members were cornered on Sidney Street, and the Home Secretary — Winston Churchill — came in person to watch a company of Scots Guards fire into a London terrace until it burned with the men inside.

They arrived as refugees. The Russian Empire had put down the 1905 revolution in the Baltic provinces with punitive columns, field executions, and floggings in village squares, and thousands of young Latvians left rather than be hanged. London took them in and gave them tailoring shops, sweated labour, and rooms in Stepney. Some of them kept organising. The money from a robbery was not for themselves; it was for the cause back home, which is what expropriation meant. Gardstein had already been an armed revolutionary for years before he ever set foot in England.

The aftermath fell on everyone who looked like them. The trial that followed collapsed — every defendant acquitted or discharged — but the press had already decided, and the Aliens Act politics that followed reshaped British immigration for a generation. Nobody has ever established with certainty what his name was.

Forget the forty thousand pounds and the three dead constables. Remember only this: he came to London to hide, and the men who hunted him could not even establish who they had killed.

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