Students receive Mafia, Civilian and special-role cards while the teacher moderates the game from one screen.

04 / CLASSROOM GAMES
CLASSROOM
MAFIA
After Hours — secret roles, suspicion and discussion after the bell.
WHAT IT DOES
BUILT FOR CLASS.
Every round gives students a reason to accuse, defend, question, persuade and listen before the class votes.
Choose class size, game length, English support and optional roles, then print the role cards directly from the game.
THREE STEPS
HOW IT WORKS.
Choose the class size and role setup, then print and hand out the secret cards.
The teacher follows the on-screen moderator prompts while Mafia and special roles secretly take their turns.
Students use the day phase to share suspicions, defend themselves and decide who the class should eliminate.
TEACHER FIELD NOTES
Teach the discussion rules before the secret roles.
Classroom Mafia: After Hours supports a teacher-moderated social deduction game. Students hold secret roles while the class moves between night actions and daytime discussion. The screen helps the teacher run the sequence; listening, questioning and persuasion happen between the students.
Choose a suitable group
Start with learners who can follow turn-taking rules and distinguish a fictional accusation from a personal comment. Secondary classes with some confidence in speaking are a useful starting point. Preview the elimination theme and your chosen roles for suitability, and begin with a simpler role setup when the game is new.
Prepare before class
Set the class size and game length, review the role descriptions, then print and distribute the cards privately. Check that the card count matches the players. Rehearse the moderator prompts in Tutorial Mode so you can focus on the room rather than learning controls during the first night.
Allow a lesson-length session for a first game, with extra time to explain roles. Shorter settings can suit a familiar group. Timing depends heavily on how long you allow discussion, so decide on a speaking routine before play.
Give every accusation a language goal
Practise “I suspect… because…”, “What did you notice?” and “I disagree because…” with a harmless example first. During the day phase, invite a reason, a response and a question before the vote. Do not let the loudest voice substitute for evidence.
Keep accusations about actions in the game, not a student’s personality, appearance or friendships. Establish that deception is part of the fictional role, not permission to be unkind. Give eliminated players an agreed listening task, such as noting a persuasive phrase, without letting them reveal secret information.
Do students need phones?
No. The intended classroom flow uses printed role cards and a teacher-operated screen. Check your printout and the visible information before projecting anything that should remain private.
What makes a useful debrief?
Ask which explanation changed someone’s mind, whether a question exposed a weak argument, and how students disagreed respectfully. That reflection makes the speaking objective clear even when the winning team changes from game to game.
TUTORIAL
SEE IT IN ACTION.
BUILT-IN TUTORIAL MODE
LEARN THE GAME BEFORE THE FIRST NIGHT.
Open Tutorial from the title screen for a guided tour of class size, roles, English support, game options, printing the cards and starting the first round.
The video tutorial gives you the complete teacher walkthrough whenever you want a longer explanation.
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