Oracle mafia card — George Pickingill

Oracle

The City Night Investigate Each night

What this card does

Each night you pick a player. If you die, the moderator reveals the role of your last pick.

How to play

  1. 01

    Wake

    When the host calls the Oracle, open your eyes.

  2. 02

    Pick

    Pick a player each night.

  3. 03

    If you die

    If you die, the moderator reveals the role of your last pick.

  4. 04

    Sleep

    Close your eyes. Do not talk.

Tips

  • Pick the person you most need the table to see if you die.

The Oracle 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 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
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 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

Oracle mafia game character

The Oracle never says what they know. They choose someone each night, keep it to themselves, and the truth only comes out when they die. George Pickingill lived his whole life that way. He was an illiterate farm labourer in an Essex village, and for sixty years his neighbours paid him in beer to leave their harvests alone. It was said he could stop a horse dead in the road, set a plough team refusing to move, and send a black cat to run his errands. He never claimed a single power and he never denied one. The whole village organised itself around what he might know. That is the Oracle: silent while alive, and dangerous the moment he is gone.

In the lore, nobody sent for him. Galton had not written to him, and Adam Worth's people did not know his face. Yet on the one night the Three Harpies had been emptied of strangers, an old man with a black dog took the seat by the fire. A cat sat on the bench beside him as if it had paid for the place. Both sides spent the evening asking who had brought him in, and nobody could answer. Nobody moved the cat either !

“I am never early. It is everyone else who is late.”

George Pickingill

Card scene

George Pickingill

Oracle · City

The Visitation

The full moon before the eclipse, George Pickingill walks.

There is no sound to his walking. The mud outside her house is wet from the day's rain, deep enough to take a footprint, but where he steps there is nothing. No impression. No mark. As if he doesn't quite touch the ground.

The crows follow him — a perimeter at rooftop height, circling, their wings making no sound. Below, the dogs move in the shadows between houses, their bodies low and purposeful. Nothing flies in this place. Nothing crawls. The animals have made a circle, and inside that circle is only George Pickingill and the house where she sleeps.

He reaches the door.

He doesn't knock with his hand. He knocks with something else — three strikes, a pattern, a rhythm that only she would recognize because he taught it to her seven years ago in a place she has tried not to remember.

The door opens by itself.

There is no hand on the latch. No sound of locks turning. The door simply swings inward, as if it has been waiting for this knock, as if it has always been waiting.

She stands in the doorway in her nightgown, half-asleep and suddenly, completely awake. She sees him and the terror is instant.

He is as he was. Unchanged. As if seven years have not passed. As if time does not touch him the way the mud does not hold his footprint.

He shows her the note — the date, the place, the hour. Then he walks to her fireplace and drops the paper into the flames.

The fire doesn't burn orange. It burns white-hot, sudden, violent. The flames leap up the chimney like something alive and reaching. She watches, transfixed.

In the fire, she sees a face.

A face from seven years ago. Dead. Gone. But burning in the fire, moving, calling.

The hand reaches out from the flames. Made of fire. Burning. Reaching for her across the grate, reaching toward her face, reaching—

She screams and stumbles backward.

The door slams shut behind her.

When she turns back to the house, she is alone. The fireplace burns with normal orange flames. The note is ash.

The door is closed.

George Pickingill is gone. He was never inside. He stands on the other side of the door now, and she can feel him there — not touching the ground, not making sound, waiting to see if she will open it again.

She doesn't.

But on the day before the eclipse, at the hour written on paper that burned to nothing, she will walk to the Three Harpies. She will walk through the perimeter of crows and dogs, and they will not stop her. She will arrive at the time he wrote, and George Pickingill will be waiting.

Because he is always waiting.

Street

A name for a coin

East End parlours sold secrets for a few coins. People paid to hear a name they could not get any other way.

Meeting

A truth that waits

This seat holds a name the table cannot spend yet. The story sits in one head until the room is forced to hear it.

The room

Rumour, then fact

A living Oracle is a rumour. The killers would rather that rumour never harden into a fact.

Inspired by

George Pickingill

1816–1909

He was an illiterate farm labourer in an Essex village, and for sixty years his neighbours paid him not to look at them. That was the arrangement. A man who worked the fields at Canewdon for a wage, who could not read, who owned nothing, and who was believed by everyone around him to be able to stop a horse dead in the road, blight a crop, or set a plough team refusing to move. Farmers gave him beer to leave their harvests alone. The village lived with him for the whole of his adult life and never once resolved whether the fear was justified.

The stories are specific, which is what makes them worth reading. He would stand at a hedge and the men working the field would find their tools unusable until he moved on. He was said to whistle and bring the local imps out to do his reaping in half an hour. He was credited with a black cat that ran his errands and with control over the mice in the barns. Newspapers eventually took an interest and printed him as the last of the Essex cunning men — the village practitioners who sold charms, found lost property, lifted curses, and told fortunes, and who were still working in rural England well into the industrial age. He accepted the beer. He never denied the rest.

The origin is the least mystical part of it. Canewdon in the middle of the nineteenth century was a poor parish where the difference between a good year and starvation was weather and luck, and where a labouring man had no leverage over anyone at all. A reputation was leverage. If the farmer believes you can rot his barley, he does not sack you at the end of the season, and he does not underpay you, and he does not let his sons make trouble with you. Pickingill was old, tall, unpleasant to look at by all accounts, and entirely unafraid of being disliked. He took the only power available to a man of his station and let it grow.

He died in 1909, in his nineties. Sixty years later, writers building the modern witchcraft revival adopted him wholesale and invented a career for him — secret covens, initiations, a hereditary line of nine — for which there is no evidence whatsoever and which he would not have understood. The parish record shows a labourer. The legend shows something else entirely, and the gap between the two has never been closed.

Forget the imps and the covens and the cat. Remember only this: he never claimed a single power, and an entire village organised itself around what he might know.

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