Citizen mafia card — Adam Worth

Citizen

The City Day No night job 9 in the deck

What this card does

In a mafia card game most people are Citizens. You have a hidden card. You have no ability during the night phase. By day you talk, you accuse, and you vote.

How to play

  1. 01

    Night

    You have no ability during the night phase. Close your eyes. Stay asleep.

  2. 02

    Day

    Talk, accuse, and vote. That is the whole job.

  3. 03

    Hidden card

    Look once. Put it away. The card is the only proof.

Tips

  • Speak.
  • Ask why someone is quiet.
  • The vote is your job.

The Citizen 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

Citizen has 9 printed faces. The job is the same. Only the person on the card changes.

East End lore

Citizen mafia game character

A Citizen has no weapon at night, and Adam Worth never carried one in his life. For thirty years he ran a criminal enterprise across three continents on a single rule: no violence. Scotland Yard called him the Napoleon of crime. He once lifted the most expensive painting in the world out of a Bond Street window and then slept in the same room as it for twenty-five years, never selling it and never explaining why. Once, reported dead on a battlefield, he read his own casualty notice and understood how much freedom a dead man has. That is the Citizen in its most dangerous form: no ability to reveal, nothing on the table, and a face nobody thinks to look at twice.

In the lore, nobody recruited Adam Worth. He recruited everyone else. He came to London holding a paper he could not stop thinking about and a question his network could not answer. So he sat down with Darby Sabini and built the largest criminal alliance the East End had ever seen, all to find a single man. He kept his reasons to himself. On the morning the house came apart, while everyone else ran for the door, he went down the upstairs passage opening rooms, looking for the one man he had put there himself.

“I never lost a job I planned. I've only started wondering which ones I planned.”

Adam Worth

Card scene

Adam Worth

Citizen · City

Prison Cell, Days After the 28th May

He sits on the cot with his back to the stone. The bandage on his side has bled through again. He doesn't call anyone.

Set up. That much is plain.

But when?

He goes back through it the way he'd go back through a job gone wrong. The docks. Sabini's first handshake. Kimber's table. The man with the tape measure in the prison, years ago, talking about what respectable men will pay for. Every step felt like his own. Every step was his own. He'd have sworn to it.

So where was the hand on his back?

He should have felt it. Not the hand. The floor.

A floor doesn't lie. Heat comes up through boards before anything goes. Fumes come before heat. He has walked into bank vaults with less warning and walked out again. He has smelled a copper's cheap tobacco through two closed doors. Forty years of noticing, and on the one night it mattered he stood in that room with a drink in his hand and noticed nothing.

Impossible.

Unless there was nothing to notice until it was too late. Unless whatever went up was sealed, and underneath, and nobody in that room knew there was an underneath at all.

He turns that over. It doesn't help.

They picked the place. The Harpies was theirs. So whoever did this knew where they'd be before they did — or knew the building better than the men who chose it.

Not one of theirs. Every one of theirs was in that room. He watched some of them stop moving.

Not one of the others either. The gentlemen from the West End walked in the same as his lot did — blind, armed, certain. Half of them are in the ground.

So a third man.

Somebody who wanted both sides in one room, and a floor under them that neither side had ever thought to look beneath.

Worth presses his palm flat against the stone wall, as if it might tell him something the floor didn't.

Who plays a game where he doesn't need to be at the table?

And how long had Worth been sitting at it, dealing cards, thinking the deck was his?

Keys in the lock.

Two guards. The older one leans on the doorframe.

“Your new room's ready. Warden's orders. Window, proper bed. You're moving.”

“No.”

“Beg pardon?”

“I'll stay here,” Worth says. “The writer is coming. I'll see him in this room.”

The guard looks round the cell, then back at him. “You'd rather this?”

“I'd rather this.”

A shrug. The door starts to close.

“The books,” Worth says. “From America. Have they come?”

The guard pauses with his hand on the door.

“Crate came in this morning. Heavy bugger.”

“Bring it here.”

The door closes. The key turns.

Worth sits back down on the cot and waits, one hand on his side, eyes on the floor.

Street

A face in the crowd

Mill hands, clerks, and shopkeepers fill the East End. Most people in a mafia card game look like this — ordinary, and hard to prove.

Meeting

The room itself

The City lives or dies on ordinary chairs. This seat is the crowd: talk, doubt, and a vote when the talk runs out.

The room

Loud or quiet

A silent Citizen worries people. A loud one worries them too. The table has to live with both.

Inspired by

Adam Worth

1844–1902

Adam Worth commanded a criminal enterprise that spanned three continents, and in thirty years of leading it, he never carried a weapon. Scotland Yard called him the Napoleon of crime, and they meant it as a precise description. His absolute rule—binding on every man in his service—was zero violence. One contemporary remarked that Worth could relieve a man of a hundred thousand pounds without ever putting a hand near his throat.

He proved the rule on the most famous canvas in the world. Gainsborough’s Duchess of Devonshire—the most expensive painting ever sold at auction—was lifted from a Bond Street window in the dark while the country was busy adoring it. Scotland Yard hunted it; Pinkerton’s hunted it. It crossed the Atlantic rolled inside the false bottom of a trunk, and Worth slept in the same room with the canvas for twenty-five years. He never sold it, never ransomed it, and never explained it. He cut through a vault wall at the Boylston Bank in Boston, blew a Belgian post-office safe, and ran an international syndicate out of a Paris gaming house fitted with secret hydraulic floors—and never once drew a weapon.

He came out of Cambridge, Massachusetts, the son of a German-Jewish tailor, and joined the Union Army at seventeen under a false age. Reported killed at Bull Run, he read his own casualty notice, realized the absolute freedom granted to a dead man, and spent the rest of the war enlisting under new names, collecting bounties, and vanishing before regiments marched. He never returned to the identity listed on the casualty roll.

The streak ended in Belgium on a routine money-van heist—a job he went in on personally because he knew his crew was weak. He served five years in Louvain prison, emerging old, sick, and ruined. The final transaction of his life was not for his own freedom, but the return of the Duchess: handed back through William Pinkerton, the detective who had pursued him for two decades, in exchange for a settlement spent entirely on his children.

Forget the stolen fortune and the twenty-five years of silence. Remember only this: he was the most accomplished thief in Europe and never once broke his word to a man who worked for him—which is precisely why, when he finally chose to use someone, nobody thought to look twice.

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