Citizen mafia card — Edmund Du Cane

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 power except the vote, and the vote is the only justice the City has. Edmund Du Cane spent his life building justice out of rules. He was put in charge of every prison in England and made them all the same: the same cell, the same ration, the same silent hours, from one end of the country to the other. He closed thirty-eight gaols he judged unnecessary, and had one of his prisons built by the convicts who would live in it. He believed that a rule applied identically to every man was the same thing as justice, and he had the authority to find out. That is the Citizen: no special sight, just a judgment and the conviction to lay it on the table.

In the lore, his was the first letter Galton sent. No man living knew better how the criminal side of England was arranged, and Galton asked him a single question: is this credible? Du Cane answered by return, at length. The answer was yes, and he added four names they had not got. At the Three Harpies, when the nurse asked him who the old man by the fire was, he looked round the room for somebody worth asking and found no one.

“Every lock in England opens for the right signature. That is what keeps me up at night.”

Edmund Du Cane

Card scene

Edmund Du Cane

Citizen · City

*Newcastle Prison. January 1900.*

Galton's letter was careful. Not panicked, but urgent. A threat to the empire's machinery. A criminal network consolidating power. Du Cane should watch the prisons, watch for signs. Richard Edward Henry would contact him separately.

Du Cane thought Galton might be mad.

Then, in February, a man arrived at the prison with discharge papers for George Gardstein. Official Home Office letterhead, proper seals, proper language. The signature block read: *Mohandas Karamchand Gandhi, Legal Authority.*

Du Cane knew that name. A lawyer. Respectable man, quiet, does legitimate work in the city.

Except lawyers don't sign prison releases.

And yet here it was. Authentic. Unquestionable. A man with no institutional authority whatsoever, signing documents that freed a criminal who should have hanged.

Du Cane recognized Gardstein's name from the docks intelligence reports. A Mafia man. Now being released by a lawyer who should have no power to release him, using documents that should not exist.

Du Cane went to Gardstein himself before release.

“Someone's coming for you,” he said. No point hiding it.

Gardstein grinned. “Sabini's people. They got me in, they're getting me out. Things are moving, Mr. Du Cane. Big things. The boss has plans.”

“How did you get a lawyer to sign your release?”

“A lawyer? Christ, you think a real lawyer would touch this?” Gardstein laughed. “Told you that my complaints to the Queen about the tea in the prisons being shit would work.”

Du Cane's stomach tightened.

After Gardstein left, Du Cane held the discharge papers. He stared at Gandhi's signature — elegant, careful, utterly forged authority.

He looked at Galton's letter again.

*A criminal network consolidating power.*

It wasn't mad. It was real. And it was worse than he'd understood. A man signing with a respectable name, creating documents that opened prison doors. Sabini's network didn't just have muscle. They had reach into the machinery itself.

Good God, what is this?

Du Cane wrote back to Richard Edward Henry.

*I'm in.*

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

Edmund Du Cane

1830–1903

One man ran every prison in England. Not oversaw — ran. Before him, each gaol in the country was a local affair, managed by local magistrates to local standards, which meant a sentence meant one thing in Manchester and something else entirely in Devon. In 1877 Parliament handed the lot to a single national board, and Edmund Du Cane was put at the head of it. For nearly twenty years, every cell, every ration, every hour of every convict's day in England and Wales was set by his office. He closed thirty-eight prisons because he judged them unnecessary. He was a serving colonel of Royal Engineers.

He built the machine and then he standardised it down to the minute. Separate confinement: a man in a cell alone, in silence, seeing almost no one. Hard labour of a deliberately pointless kind — the treadwheel, which powered nothing, and the crank, a handle in a cell counted by a dial, which a warder could tighten to make it heavier. Rations calculated to the ounce. Uniform cell dimensions. The same regime in Portsmouth as in Pentonville. He had designed Wormwood Scrubs and had it built by the convicts who would live in it, and he ran the whole apparatus on the principle he stated openly: prison was to be hard, dull, and identical everywhere, so that the fear of it did the work. He also ordered every convict photographed and measured, which is why the British state's first serious criminal identification records exist, and why men of science interested in the shapes of criminal faces — Francis Galton among them — were quietly given access to them.

He came to it from the other end of the Empire. As a young engineer he was sent to Western Australia to manage convicts transported from Britain, and he ran work gangs building roads and public buildings in a colony that had asked for prisoners because it needed labour. He watched what happened when a system had no rules: local discretion, arbitrary cruelty, arbitrary leniency, and no way to say what a sentence actually was. He came home convinced the answer was uniformity, and he spent the rest of his career installing it.

It ended badly for his reputation. A committee reported in 1895 that the system he had built treated prisoners as parcels and produced worse men than it received; the phrase used against him was that it had made the prisoner a machine. He had already retired. He died in 1903 and is remembered, when he is remembered, as the man who made English prisons cruel by being systematic rather than by being cruel.

Forget the thirty-eight closures and the twenty years of command. Remember only this: he believed that a rule applied identically to every man was the same thing as justice, and he had the authority to find out.

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