Duelist mafia card — Eduard Barton Wright

Duelist

The City Expansion Always on Kill

What this card does

Duel any enemy who visits you at night. If you are lynched, night falls and you duel one of your voters.

How to play

  1. 01

    Night visits

    Duel any enemy who visits you at night. You do not wake for this. The host applies it.

  2. 02

    If lynched

    If lynched, night falls and you duel one of your voters.

  3. 03

    Hidden card

    Keep the card hidden until the host has to resolve a duel.

Tips

  • You do not wake for the night duel.
  • The host applies it when someone visits you.

The Duelist 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.

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
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
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
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
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
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

East End lore

Duelist mafia game character

Come for the Duelist at night and you will have to fight him. Put him to the vote and, before the day ends, he will turn on one of the hands that condemned him. Edward Barton-Wright invented mixed martial arts before anyone had a name for it. He combined jiu-jitsu, boxing, French kicking and the fighting cane into a single system, named it Bartitsu after himself, and opened a club in Soho to teach gentlemen how to survive being attacked in the street. He brought some of the first Japanese instructors ever to teach in the West, and let London watch small men throw large ones. It is his art, misspelled, that Sherlock Holmes uses to survive the Reichenbach Falls. That is the Duelist: a man who never assumed the bigger man was the safer bet, and who prepared for the fight before it found him.

In the lore, nobody has said who sent him, and nobody has said he was there. But a sober lighterman swears that on the morning the Three Harpies went up, he watched an English gentleman in a good coat fight eight or nine men in the road at once, and beat them. He used a walking stick, then a pocket handkerchief, and at the end a sword drawn from an umbrella. The lighterman said the gentleman was never once hurried, and that it looked like a dance.

“Manners are the first technique. Everything after is follow-through.”

Eduard Barton Wright

Card scene

Edward William Barton-Wright

Duelist · City

Three Harpies Inn, Morning of 28th May

Barton-Wright steps off the boat from Japan with one bag. Fresh off the water. Looking for an inn, any inn, somewhere to sleep.

The streets of the East End are chaos. Men moving fast. Weapons. The smell of something coming.

He follows the signs. Turns a corner. The Three Harpies stands ahead, door open, voices raised inside.

He enters.

Chaos.

Men everywhere. Some he recognizes as criminal—the swagger, the scars. Others dressed like gentlemen, faces hard. A fight in progress. Bodies on the floor. A woman burning something in the corner. Someone screaming.

A man with a gun turns toward him.

Barton-Wright doesn't think. He moves.

Japanese wrestling. The gun falls. The man falls harder.

Another comes at him. Barton sidesteps, uses the man's own momentum. He goes through a table.

A third. A fourth.

Barton-Wright fights like he trained—economical, precise, beautiful in the way violence can be when it's done by someone who understands combat isn't anger. It's mathematics.

A man with one eye steps in front of him. Carton de Wiart.

“Stop,” Carton says.

Barton stops.

“Who the hell are you?”

“Looking for an inn,” Barton says. His voice is steady. His hands are steady. “Seems I found something else.”

Carton stares at him. At the four men on the ground. At the way Barton is breathing—controlled, centered.

“You just arrived?”

“This morning.”

“And you walked into this.”

“I walked into a building. It appears I walked into war.”

Carton nods slowly. Looks at the bodies. Looks back at Barton.

“You're still standing. Still civilized. Still polite after putting four men on the floor.”

“Manners maketh man,” Barton says simply. “Even in violence. Especially in violence.”

Carton understands.

“Stay,” he says. “We need you.”

Barton looks at the chaos around him. The dying. The burning. The men who've stopped being gentlemen hours ago.

He picks up his bag and sets it against the wall.

“Where do you want me?”

Street

A fight that comes to you

Bartitsu gyms and night streets. A person who answers a visit with a fight, and does not need to go looking.

Meeting

The night finds this chair

This seat does not chase. It waits. In a mafia card game, some jobs only happen when someone else knocks.

The room

A hanging is not always the end

Vote this card out and the argument may not be over. The table learns that the hard way.

Inspired by

Eduard Barton Wright

1860–1951

He invented mixed martial arts in 1898 and named it after himself. Bartitsu — his surname spliced with jiu-jitsu — was the first system in recorded history to deliberately combine an Asian grappling art with European fighting methods and teach them as one discipline, and he did it a century before anyone else thought it was a good idea. He put jiu-jitsu, boxing, French savate kicking, and cane fighting into a single curriculum. He opened a club in Soho with electric-light therapy and heated rooms, imported Japanese instructors to London — some of the first ever to teach in the West — and advertised the whole thing to gentlemen who might reasonably expect to be attacked in the street. He is why Sherlock Holmes survives the Reichenbach Falls. Conan Doyle wrote that Holmes defeated Moriarty using "baritsu," having misspelled the name of a real system he had read about in the papers.

He proved it in public. He staged challenge matches, put his Japanese instructors up against English wrestlers and boxers of far greater size, and let London watch small men fold large ones. He wrote instructional articles with photographs, laying out how to break a wrist, throw a man who has seized your lapel, and use a walking stick as a weapon at the correct distance — practical, unromantic, aimed squarely at a city where a well-dressed man walking home at night was a target. He recruited Yukio Tani and Sadakazu Uyenishi, teenagers who became the first professional jiu-jitsu men in Britain, and Pierre Vigny, a Swiss master of the cane. The Bartitsu Club taught women as well as men, and the suffragette movement later took the training and used it against the police.

He came to it as an engineer. He was born in India to an English family, educated in Germany and France, and worked as an antimony miner, surveyor, and railway engineer across three continents, which meant a life spent among men who settled things physically in places with no law worth appealing to. He spent three years in Japan working for a cement company and trained there in jiu-jitsu. He came home to London convinced that everything the English knew about self-defence was theatre, and that the only question worth asking about a fighting method is whether it works on a man who is bigger than you.

The club closed within about three years. It was expensive, the instructors left to make more money teaching on their own, and the fashion moved on. He spent the rest of his life running unsuccessful electrotherapy clinics and died in 1951, in his nineties, and was buried in an unmarked grave. His system was forgotten for eighty years and then rediscovered whole, from his own published articles.

Forget the club and the Holmes footnote and the unmarked grave. Remember only this: he built his entire life around the conviction that a fight is settled by whoever prepared for it correctly — and he never assumed the bigger man was the safer bet.

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