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.
A free account keeps your place. No ads, no trackers.
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.
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
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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
2 How to sit at a club tableAdvanced · 23 lessons
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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
3 Your first ten gamesAdvanced · 18 lessons
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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
4 How you come acrossAdvanced · 18 lessons
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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
5 Between the gamesAdvanced · 21 lessons
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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
6 The day, minute by minuteVeteran · 16 lessons
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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
7 The cards, playedVeteran · 22 lessons
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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 Playing against the townVeteran · 17 lessons
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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
9 The endgameVeteran · 20 lessons
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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
10 Hands and the night agreementVeteran · 14 lessons
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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
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.