Course

Learn to read a club mafia table

221 short lessons — one idea each: a rule, a read or a move. Every lesson has its questions and ends at a table or a puzzle, and every idea comes back once more, later and from memory — 4–6 minutes each. 75 of the lessons are numbers this site's AI measured over 60,000 games, not opinions about mafia. The whole school is free.

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Українська Русский

What you will be able to do

  • Say something useful in your first minute at a club table, instead of freezing.
  • Read a vote for what it is actually worth — including the 23 tells most players have learned backwards.
  • Play against the town without the three habits that give a team away by day two.
  • Count the endgame instead of guessing it.
  • Follow the hand signs and the night agreement — the half of a club table that happens without words.

Who this is for

This course is for

  • somebody going to a club table for the first time
  • a player with 10–100 games who stopped getting better
  • an organiser who has to teach newcomers every week

It is not for

  • text mafia played online over days — a different game with a different vocabulary, and this course says so out loud
  • somebody who only needs the rules, which are free in the guide

How one session works

  • One idea at a time. A short read, one or two questions, and a table where the thing actually happens.
  • The answers are not in this page. You are told which question you missed and why — a wrong answer is the lesson, not a score.
  • A session you missed comes back later. Being made to produce an answer beats reading it again, every time it has been tested.
  • It ends at a table. A measured session hands you the same deal the number was measured on — you are at that table this time, and a room that votes differently gives a different day.

Why trust the numbers

Every lesson marked measured is a statistic this engine produced over 60,000 games — not an opinion about mafia, a fact about this table. 23 of the 221 lessons reverse a tell that most players have learned backwards, which is the part you cannot get from playing more.

133 of the lessons are written — how a room reads a person, where the sources are named. 75 are measured — our AI played 60,000 games against itself and counted. The page always says which kind you are reading.

Two players who keep voting together against the room are mafia 59.3% of the time. Almost nobody looks.

How we count, and how far to trust it

The curriculum — all 221 lessons

Everything below is readable before you pay anything.

Theory and practice are the same course here: every session ends at a table dealt so its own situation comes up, and the coach then tells you whether you made the move.

0 For newcomers14 lessons Open to everyone — no account needed.
1 Your first tableBeginner · 39 lessons With a free account

The lessons of this level need a free account.

Ten people, and three of them are lying

Nine bots, and what this table is for

Ten steps, and how one closes

Who is actually sitting there

What each card can actually do

The evening has a rhythm, and it repeats

Somebody who pushed a player who turned out red

The first night, before anything has happened

Somebody who pushed a player who turned out black

How each side wins

Two who went after everybody except each other

A name, then a hand

When the votes split evenly

Somebody who only ever follows the room

A tie that repeats is settled all at once, not name by name

The last thing a dying player said

Four fouls, and your game is over

The four sentences a new player needs

Somebody letting whole rounds pass without naming anyone

Three questions to ask before your first game

Two who keep voting together against the room

Your first game: what to actually do

Remember the table without a single note

A second sheriff claim (one of the two is lying)

Reading a player by their normal, not by one quiet round

A sheriff claim nobody has challenged

Leaving the table is still a move

Three names from the player killed on the first shooting night

Somebody who only ever follows the room — on day two

When there are more than four cards

Somebody who pushed a player who turned out red — on day one

Your hands can foul you before you say a word

Reading a seat number off a hand

The last thing a dying player said — on day two

Each of the four cards has a hand sign

Somebody letting whole rounds pass without naming anyone — on day two

Five sentences you can show tonight

An English-speaking table plays a different game

Two who keep voting together against the room — on day two

14 of them are measured.

2 How to sit at a club tableAdvanced · 23 lessons

The lessons of this level need a free account.

Nobody can take your minute

The mistake everybody makes in their first hour

The name inside a sheriff claim — on day two

Never ask the table to believe you as a person

How to vote so nobody has to correct you

Somebody who pushed a player who turned out red — after a civilian flips

Disagreeing with the host without paying for it

Somebody who pushed a player who turned out red — after a mafioso flips

How to disagree with a ruling — on paper, not at the table

What happens behind the mask at night

Somebody who only ever follows the room — after a mafioso flips

What actually counts as a foul

Three fouls, then a fourth that removes you

Two who keep voting together against the room — after a mafioso flips

An insult or a swear word ends your game on the spot

Switching languages to hide a sentence ends your game

Somebody who only ever follows the room — after a civilian flips

What the player killed on the first shooting night earns in twenty seconds

Somebody letting whole rounds pass without naming anyone — after a civilian flips

Say what you checked before you leave the table

Nobody at the table is owed your role

The name inside a sheriff claim — after a mafioso flips

State your reason clearly, and keep room for uncertainty

8 of them are measured.

3 Your first ten gamesAdvanced · 18 lessons

The lessons of this level need a free account.

Your first ten games are reconnaissance

A second sheriff claim (one of the two is lying) — after a mafioso flips

Look at who was pushing them yesterday

Saying nothing is the loudest thing you can do

Two who went after everybody except each other — by day four

Two columns that out-argue memory by day three

The last thing a dying player said — on day three

Where you sit in the order is information

What the night just handed you for free

Somebody who pushed a player who turned out red — by day four

What to say when you have nothing to say

Say why before you say who

Somebody who only ever follows the room — on day three

The question that is hard to fake

Going out first says something about the night, not about you

Somebody who only ever follows the room — by day four

An early vote nobody can explain is still a vote that removes somebody

Somebody letting whole rounds pass without naming anyone — on day three

7 of them are measured.

4 How you come acrossAdvanced · 18 lessons

The lessons of this level need a free account.

Delivery can shape a credibility judgment

Be useful without counting on credit

Two who keep voting together against the room — on day three

Pressing somebody without turning the room against you

Play the same way whatever card you are holding

The name inside a sheriff claim — on day three

Make your point clear without treating delivery as a tell

A gaze cue is not enough to identify a liar

The name inside a sheriff claim — by day four

Four influence ideas to notice at the table

Somebody who pushed a player who turned out red — and two who went after everybody except each other

A nervous voice does not reveal a role

What a five-game speech count can—and cannot—tell you

Somebody who pushed a player who turned out red — and somebody who only ever follows the room

Fast acceptance is not verification

What to do in the minute after you are accused

Somebody who pushed a player who turned out red — and the last thing a dying player said

The game after the game you lost badly

6 of them are measured.

5 Between the gamesAdvanced · 21 lessons

The lessons of this level need a free account.

A good move and a good result are different things

Somebody who only ever follows the room — and two who went after everybody except each other

A short losing streak is not a verdict

Somebody who only ever follows the room — and the last thing a dying player said

A three-question review after a game

Know what the table already thinks of you

Two who went after everybody except each other — and somebody letting whole rounds pass without naming anyone

When to stop guessing what they think you think

A small reset after a vote goes badly

Somebody who pushed a player who turned out red — and two who keep voting together against the room

Keep one running note on every seat, never a fresh guess

A community rule of thumb for keeping a suspect list useful

Somebody who pushed a player who turned out red — and the name inside a sheriff claim

What a rating actually measures

Somebody who only ever follows the room — and somebody letting whole rounds pass without naming anyone

Part of your score is somebody's opinion

A season pays back a run of bad luck

Somebody who pushed a player who turned out red — and a second sheriff claim (one of the two is lying)

When two ratings tie, what breaks it

Check the event rules before you play

The name inside a sheriff claim — and two who went after everybody except each other

8 of them are measured.

6 The day, minute by minuteVeteran · 16 lessons

The lessons of this level need a free account.

The first seconds of morning

Opening the table before evidence exists

The last thing a dying player said — and somebody letting whole rounds pass without naming anyone

What your minute is actually for

Somebody who only ever follows the room — and a second sheriff claim (one of the two is lying)

A vote is the only thing you cannot take back

Splitting the vote, and when it is a mistake

Two who went after everybody except each other — and two who keep voting together against the room

Speaking early: give the room something to react to

Two buckets for every tell you notice

Somebody who pushed a player who turned out red — and somebody letting whole rounds pass without naming anyone

Read which name a vote went to, not just whose it was

When the word and the hand disagree, trust the hand

The last thing a dying player said — and two who keep voting together against the room

Building a team when you get no night to plan in

Somebody letting whole rounds pass without naming anyone — and two who keep voting together against the room

6 of them are measured.

7 The cards, playedVeteran · 22 lessons

The lessons of this level need a free account.

The sheriff's first check, when nothing is known

Who a sheriff should not bother checking

The name inside a sheriff claim — and a second sheriff claim (one of the two is lying)

Pointing at a check without claiming

A sheriff comes out at one of four moments, not whenever it feels right

The name inside a sheriff claim — and somebody letting whole rounds pass without naming anyone

The circle where everybody passes on purpose

Why the don makes the most convincing fake sheriff

A second sheriff claim (one of the two is lying) — and somebody letting whole rounds pass without naming anyone

How to test a claim without arguing about it

The name inside a sheriff claim — and two who keep voting together against the room

When the game restarts in the middle

A cleared seat still owes the table a voice

A second sheriff claim (one of the two is lying) — and two who keep voting together against the room

What a sheriff says, and in what order

A claim's structure is a checklist, not proof

Somebody who pushed a player who turned out red — with two sheriff claims

The don is looking for one person, and it is not a civilian

Two sheriffs, and one of them is lying

Somebody who only ever follows the room — with two sheriff claims

The claim nobody argued with

Somebody who only ever follows the room — with a sheriff claim standing

8 of them are measured.

8 Playing against the townVeteran · 17 lessons

The lessons of this level need a free account.

Day one: name one seat and explain why

Build a misleading case from real events

A second sheriff claim (one of the two is lying) — with two sheriff claims

Throwing your own partner under the bus

Covering a partner without standing next to them

A sheriff claim nobody has challenged — with a sheriff claim standing

Spotting the player who is actually doing the reds' work

Choosing who goes tonight

The name inside a sheriff claim — with a sheriff claim standing

The don's first check, and what a "no" is worth

A second sheriff claim (one of the two is lying) — with a sheriff claim standing

Check the target before you shoot it

Winning some days by adding nothing at all

Two who keep voting together against the room — with two sheriff claims

The kill that would only prove them right

Check the public record before delivery

Two who keep voting together against the room — with a sheriff claim standing

6 of them are measured.

9 The endgameVeteran · 20 lessons

The lessons of this level need a free account.

The count that ends the game

The critical round changes what everything means

The name inside a sheriff claim — with two sheriff claims

The reds get one mistake, and only one

Somebody who only ever follows the room — in the critical round

A missed night gives you a whole mistake back

Count the table out loud, every day

Two who went after everybody except each other — with three or four left

Three left, and one of them is lying to two people

When two votes land exactly equal

Somebody who pushed a player who turned out red — with three or four left

Counting the split, seat by seat

Balance: voting a guaranteed pair in the right order

Somebody who only ever follows the room — with three or four left

One club’s counterbalance examples

Somebody who pushed a player who turned out black — in the critical round

Three unchanged nights end the game

The check that wins the game by arithmetic alone

Two who keep voting together against the room — in the critical round

The guessing round ends before the game does

7 of them are measured.

10 Hands and the night agreementVeteran · 14 lessons

The lessons of this level need a free account.

Your hands are a second voice

Somebody letting whole rounds pass without naming anyone — in the critical round

Why the night agreement exists at all

Where hands belong at a tournament table

The name inside a sheriff claim — with three or four left

What a hand gesture is doing

The name inside a sheriff claim — in the critical round

Two signs together are a sentence

Three ways to agree, from simplest to hardest

A sheriff claim nobody has challenged — in the critical round

A named system is your club's own code

A night is several signs read as one chain

A second sheriff claim (one of the two is lying) — in the critical round

Rarer signs a strong table already knows

5 of them are measured.

Nothing here needs your card

The whole course is free — every one of the 221 lessons, always. A free account is what keeps your place through the ten-level ladder; nothing is ever paid to read, only the coach's report after a game. And the very first lesson needs no account either — try it as a guest, no card, nothing to sign up for: what the game is, who is at the table, how a day runs, and the four sentences a new player needs.

Prefer the whole rulebook in one page? The guide — or the hand signs, every sign on one page. Both free, no account. Also: how to play · the four roles.

A table after the lesson

Playing is free and unlimited, for ever — with or without the course. Nine bots deal the same way a club deals a table, and a measured lesson hands you the exact deal its number came from.

What it costs

$5.99 CAD a month, or $49 a year. That unlocks the full coach review after every game — which reads you missed, not only how many. The whole course, every crossing and the revision schedule stay free with a free account, and playing stays free for ever. Cancel any time — the full price page.

Reviews

There are none yet, and we did not invent any. The course opened in 2026 and nobody has written one. Instead of borrowed praise, three things you can check yourself: the whole course is free with a free account, the entire curriculum is on this page before you sign up for anything, and every measured number here came from 60,000 games our AI played against itself. When real students write, their words go here with their names on them.

Questions

Do I need to know how to play mafia?

No. The first level starts at what the game is and who is sitting there.

How long is one lesson?

4 to 6 minutes: one idea, a question or two, and a table.

Is this online or forum mafia?

No — club mafia: ten seats, a host, one evening. The course says where the two differ.

What does “measured” mean?

75 of the lessons are statistics our AI produced playing 60,000 games against itself, not opinions about mafia.

Do I need an account?

Not for the very first lesson — try it as a guest. A free account is what keeps your place through the rest, and you never pay to read any of it.

Which languages?

English, Українська, Русский. The course switches whole, not half.

Will it make me win more?

It will make you wrong for better reasons. Nobody honest can promise a win rate at a table of ten people.

Is there an app?

Web and a phone app, the same account and the same progress.

Can I cancel?

Any time, in one click, and the whole course and the game stay yours.

Start where everybody starts

The whole course is free. The first lesson needs no account at all — a free account keeps your place from there.

Start the course