Citizen mafia card — Pamela Colman Smith

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 to see the future, and Pamela Colman Smith drew the future for everyone else. Pick up a tarot deck anywhere in the world and you are almost certainly holding her pictures. She drew all seventy-eight cards in about six months, and where her instructions ran out she invented, so that what she imagined is now what the whole world believes those cards mean. She was paid one flat fee and left her initials in the corner, and she died in debt with no known grave. That is the Citizen: someone who seems to know more than they should, holding nothing but a pack of cards and their own judgment.

In the lore, nobody recruited her. Galton had not written to her, and Adam Worth's people had not brought her. She walked into the Three Harpies with a portfolio under her arm, on the one night the house had been emptied of strangers. She sat at the corner table telling fortunes for anyone who asked and drank very little. Both sides spent the evening trying to find out who had brought her in, and neither side had.

“I painted the future so anyone could read it. Nobody told me what it said.”

Pamela Colman Smith

Card scene

Pamela Colman Smith

Citizen · City

The London Road, Seven Days After

Two black horses. No driver.

The carriage was waiting outside her door at dawn. She had not ordered it. She got in anyway.

The reins lie slack across the empty bench. The horses take every turn before she sees it coming. They do not stop to drink. They do not sweat.

She lays the cards across her knees.

Seven years since George Pickingill stood in a room in New York and said her name to men who did not allow women past the door. Not even the lowest circle. He said she was open.

They laughed, until the candles leaned toward her.

They ordained her that night, in secret. Adeptus Exemptus. Three men alive know it.

She never learned to control it. She simply stands in a room, and whatever is on the other side stands a little closer. Their words land heavier near her. Their fires burn whiter.

A gateway, they called her. Never to her face.

And the old story, the one they do not write down. That an Ipsissimus, in her presence, could call a soul back through the door it left by.

Two black horses. No driver.

She turns the first card. The Tower.

She turns the second. Judgement. The dead sitting up in their coffins.

The same night they ordained her, they gave her the second order. Paint the cards. All seventy-eight. Plain enough for any fool to read. Put the future into the hands of the layman.

She asked why. The candles went out one by one, starting with the furthest from her.

A thousand years the mysteries were kept. Why give them away now? What is coming that everyone must see it first?

Outside, crows keep pace at rooftop height. They make no sound.

The third card lies face down on her knee. Warm, like a hand.

She does not turn it.

She painted it.

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

Pamela Colman Smith

1878–1951

Pick up a pack of tarot cards anywhere in the world today — a deck of seventy-eight illustrated cards used for fortune-telling — and you are almost certainly holding her drawings. She made them in London in 1909 for a publisher called Rider, working to the instructions of an occult scholar named Arthur Waite. She was paid one flat fee, no royalties, and her initials in the corner: a small monogram, PCS, that most owners of the deck have never noticed. The deck has never gone out of print in over a century.

She did it in roughly six months. Before her, only twenty-two of the seventy-eight cards had ever been given pictures; the rest were plain, like the pips on ordinary playing cards. She drew all seventy-eight. Where Waite's notes ran out, she invented — and what she invented is now what the entire world believes those cards mean. A man face down with ten swords in his back. A figure in a yellow cloak turned away from three spilled cups, refusing to look at the two still standing. A young man stepping off a cliff with a small dog at his heel. Flat colour, hard black outline, no shading, lit like a stage. That was deliberate: she had worked in the theatre, designing sets and lighting, and she knew a picture has to carry to the back of the room.

She was born in London to an American family and raised largely in Jamaica, where her father worked, and she spent her childhood in Kingston listening to the island's folk tales. She trained at an art school in Brooklyn and left without finishing when her mother died and the money stopped. Then she went to London and made a living out of anything that would pay: illustrating books, designing for the stage, running her own small magazine, and performing Jamaican stories aloud to paying audiences in costume — one woman holding a room by herself. She joined the Golden Dawn, a London occult society whose members included the poet W. B. Yeats, which is how she met Waite. Alfred Stieglitz, the New York photographer, gave her a solo exhibition, the first he ever gave to anyone who was not a photographer.

None of it made her. She became a Catholic, moved to Cornwall, and sank what she had into a scheme to run a holiday house for priests. It failed. The deck kept selling and never sent her another penny. She died at Bude in 1951, in debt, and her belongings were auctioned to pay it. There is no known grave. Within thirty years her pictures had been reissued so many times that they had become the default way an entire civilisation imagines fate.

Forget the seventy-eight cards and the single fee. Remember only this: she drew the world's images of destiny and died unable to persuade anyone that she mattered, which is the ordinary condition of a person who happens to be right.

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