Wolf Village

Werewolf Game Classroom Lesson: A Ready-to-Run Round for Class and Camp

This werewolf game classroom lesson fits one class period. Students argue, listen, weigh evidence and vote, in the language you teach if you teach one. You need your own phone and one phone or tablet per table. Students need no account, and there is nothing to install. Below are the aims, a 20-minute round, the debrief questions and a version for camp.

The game has been here before. Mafia, the game Werewolf comes from, began as a classroom activity: Dimitry Davidoff, a psychology student at Moscow State University, devised it for the high-school pupils he taught, in 1986 or 1987. In his own account, it spread from there to dormitory parties and summer camps. (Andrew Plotkin's page, with Davidoff's account; Wired, 2010.)

Run it with one phone per table: no student accounts, nothing to install

The lesson at a glance

Time45 minutes: 5 to explain, 20 to play, 15 to debrief, 5 to spare
Group4 to 20 players in one game. In a bigger class, the others watch and take notes
You needyour phone (the narrator), one phone or tablet per table, and an internet connection
Students needno account, no app and no email
Rolesthe Basic setup: werewolves, a seer, a doctor from 7 players, and villagers
Skillsspeaking, listening, reasoning from evidence, persuasion

If the class hasn't played before, give the rules in two minutes: one or more players are secretly werewolves (about one in five), they kill one player every night, and every day the village can vote one suspect out. The village wins when every werewolf is dead. The werewolves win once they equal or outnumber everyone else. The complete rules have the rest.

The aims

By the end of the lesson, students can:

In a language class, add one more: accuse, defend and agree in the language you teach, against the clock.

Before the lesson: set up in five minutes

  1. Open the game in your phone's browser, type your name and tap Create game.
  2. Choose Shared phones. A few phones are enough: every phone shows the same game, and each student takes their secret turn on the nearest one.
  3. Join one phone per table with the four-letter code or the QR code on your screen. The student holding it types their name.
  4. Add the rest of each table on that table's phone, with Add a player without a phone. First names or nicknames are enough, but names must differ: two Emmas become Emma K. and Emma L.
  5. Switch off I'm playing too. Your phone is then only the host and narrator, and you are free to watch the room.
  6. Pick Basic, choose Pass the phones for the nights, and in the house rules set the Discussion timer to 2 minutes.
  7. Deal. Once at least 4 players are in, tap Deal the roles.

Why Pass the phones in class: nobody has to close their eyes. Each night every living student takes a secret turn on their table's phone, villagers too, so nobody can tell who has a power. A villager picks the player they suspect most, and those suspicions come back in the debrief.

The 20-minute round

MinutesWhat happens
0–3Each student taps their name on their table's phone, looks at their role and hides it. The werewolves also see who the rest of the pack are.
3–5Night 1. The phone goes round each table, and every student takes a secret turn.
5–10Day 1. Your phone announces who died. Two minutes of talk, then everyone points at a suspect on the count of three.
10–20Night and day again, until one side wins or the time is up.

Three notes for the teacher:

The debrief: questions to ask

When the game ends, every phone shows Who was who and How it all happened, night by night: whom the werewolves went after, what the seer saw, whom the doctor protected, and each vote. After a Pass the phones night, it also lists every suspicion. Put one phone where the class can see it, or read it out.

  1. When did you first suspect a werewolf? What was your evidence?
  2. Which argument changed your vote? Was it evidence, or how sure the speaker sounded?
  3. Look at night 1's suspicions. Did anyone suspect a werewolf early? Did anyone listen to them?
  4. Who was voted out on day 1, and why? Were they a werewolf?
  5. Werewolves: how did you hide? Which lie worked best, and why did people believe it?
  6. Seer: when did you share what you knew, and what happened next?
  7. Where in real life does a group decide with too little information?

In a language class

The whole game is talk, so it works as speaking practice at any level where students can give a reason.

Students' privacy: what the game keeps

These are the facts, from the game's code at the time of writing:

The camp-night version

Run it with one phone per table: no student accounts, nothing to install

Run it with one phone per table: no student accounts, nothing to install