Contents
- 1 Brief description, and rules of the game
- 2 Indoor/Outdoor Classroom layout notes
- 3 How does this game develop the primary skill?
- 4 What do we want to achieve regarding primary skill development (student understanding and/or behaviour)?
- 5 Suggested use, and practical examples
- 6 Materials and tools needed for implementation
- 7 Guiding questions
- 8 Tips and Tricks for dealing with challenges
- 9 Difficulty level tailoring
- 10 Debriefing and reflection questions
-
Brief description, and rules of the game
This is a child-friendly social deduction game based on the Greek traditional “Πέφτει η νύχτα στο Παλέρμο.” It’s a cooperative card-based game and like cooperative games in general players work together to achieve a common goal rather than competing against each other, emphasizing teamwork, communication, and collective success or failure. In this specific game players form a village community. Most players are Lambs (community members). Two players are Wolves (a Hidden Wolf and a Visible Wolf). One player is the Shepherd, who secretly learns who the Visible Wolf is and tries to help the lambs.
The game alternates between Day (discussion + voting to remove someone) and Night (wolves “steal” a villager). The village wins by removing both wolves; wolves win by outnumbering lambs. In the special end case where only the Shepherd and one Wolf remain, the village wins because the Shepherd can “free the lambs.”
Connectedness-first adaptation: even though teams can “win/lose” the round, the class also plays for a Community Win: staying respectful, including voices, managing emotions, and repairing after mistakes.
Skill focus
Primary Skill Focus
- Connectedness
Complementary/Secondary Skill Focus
- Emotional awareness, regulation and communication
- Valuing people and nature
- Critical Thinking
Age group Student number Duration 8–10 years old (possible 7+ only with strong class bonding + very short rounds) 8–28 (best: 10–18) (or you can divide class into groups). 25–40 minutes (10–15 min. per round) How to play – brief game rules
Roles (beginner set)
Lambs (majority)
- Goal: protect the village by identifying and voting out both wolves.
- Rule: lambs do not reveal cards.
Hidden Wolf (minority)
- Known only to the Visible Wolf during night.
- Goal: take over the village by “stealing” lambs at night and surviving votes.
Visible Wolf (minority)
- The Shepherd knows who this is.
- Goal: same as wolves, but must also watch out for the Shepherd’s influence during the day.
Shepherd (1 player)
- Learns who the Visible Wolf is during the first night signal.
- Goal: guide the community toward a wise decision without revealing identity.
- Key skill practice: calm leadership, careful language, protecting belonging.
Game phases (exact flow based on your rules)
0) Setup (Narrator/Teacher)
- Students sit in a circle.
- Narrator gives one secret role card to each student.
- Everyone silently looks at their own card.
Narration cue:
“Roles are costumes. People are always worthy. We play the role, but we respect the person.”
- First Night (special: wolves meet + Shepherd learns Visible Wolf)
Narration cue (slow, calm):
“Night falls in the village. Everyone closes eyes. No talking, no moving.”
- Narrator: “Hidden Wolf and Visible Wolf, open your eyes and see each other.”
- Wolves silently follow instruction (acknowledge each other).
- Narrator: “Wolves, close your eyes.” (everyone still closed)
- Narrator: “Visible Wolf, carefully raise one finger.” (eyes still closed)
- Narrator: “Shepherd, open your eyes.” (Shepherd looks and sees the raised finger)
- Narrator: “Visible Wolf, lower your finger.”
- Narrator: “Shepherd, close your eyes.”
- Narrator: “Day begins. Everyone opens eyes.”
- Day Phase (every round starts with Day)
Students discuss who the wolves might be.
Connectedness rule for Day:
- No “You are bad.”
- Use observation language: “I noticed…” / “I’m wondering…”
- Everyone belongs, even if suspected.
Narration cue:
“We protect people, we question ideas. Speak kindly. Listen fully.”
Discussion (2–5 minutes):
- Narrator can use a simple talk rule: each person speaks once before anyone speaks twice.
Voting:
- Each player puts one finger up for who they vote out.
- Players give a short reason (one sentence).
- Most votes = removed from the village.
- If tie, vote again only between tied players.
Removed player rule:
- They do not reveal their card.
- They stay in the circle but cannot speak to the village anymore.
Connectedness adaptation for removed players (recommended):
They become Silent Guardians: still included, still important, but silent. Their job is to:
- hold a “community token” (or just a hand signal) when they notice respectful talk
- model calm body language
- at the end, they speak during debrief
(This keeps belonging without breaking your “no speaking” rule.)
- Night Phase (wolves steal)
Narration cue:
“Night falls again. Everyone closes eyes.”
- Narrator: “Wolves, open your eyes.”
- Wolves silently point to who they “steal.”
- Narrator: “Wolves, close your eyes.”
- Narrator: “Day begins. Everyone opens eyes.”
- Narrator reveals who was stolen.
Stolen player rule:
- They stay in the circle.
- They cannot speak.
- They do not reveal their card.
- Win conditions (unchanged)
- Village wins if both wolves are voted out.
- Wolves win if wolves are more than lambs or if all lambs are removed.
- Special case: if only Shepherd + one Wolf remain → Village wins.
End of game:
- Narrator announces the result.
- Everyone reveals cards.
Narration cue (very important):
“Game over. Roles off. We are classmates again.”
Teacher narration cues (quick cheat-sheet)
Start: “Roles are costumes. People are worthy.”
Day: “Observations, not attacks. Include everyone.”
Before voting: “One breath. Be kind.”
After a mistake: “Repair, not blame.”
End: “Roles off. Classmates on.”
-
Indoor/Outdoor Classroom layout notes
Indoor: chairs in a circle, calm environment, visible timer for discussion.
Outdoor: quiet area, still a circle, avoid loud distractions.
Connectedness layout tip:
Place a small poster visible with 3 rules:
- “Roles are costumes. People are worthy.”
- “Observations, not insults.”
- “We repair after mistakes.”
-
How does this game develop the primary skill?
This game creates a strong experience of community membership: every decision affects everyone, and students learn how groups handle uncertainty together.
- Sense of belonging: sitting in a circle, shared story, shared responsibility for the village.
- Mutual respect: children practice disagreeing without harming relationships (a core community skill).
- Interdependence: the village can only succeed if students listen, share ideas, and think together.
- Collective responsibility: voting is powerful; students learn to use it carefully, not impulsively.
- Emotional awareness/regulation: suspicion, pressure, and being doubted create real emotions. The game becomes a safe place to practice naming feelings, calming down, and communicating respectfully.
- Valuing people (and lightly nature): the village is a “shared home.” Protecting it means caring for one another and the community environment.
-
What do we want to achieve regarding primary skill development (student understanding and/or behaviour)?
After this game, students should be able to:
- Use respectful community language under pressure (“I noticed…”, “I might be wrong…”, “Can you explain?”).
- Listen to others and allow multiple perspectives before deciding.
- Experience belonging even when suspected or removed (no shaming).
- Show supportive behaviour after mistakes (wrong vote, wrong suspicion).
- Regulate strong feelings (frustration, embarrassment, anxiety) using simple strategies.
- Understand that community problem-solving works best when people stay calm, humble, and solution-oriented.
-
Suggested use, and practical examples
Best practice: “Warm-up round” for unfamiliar classes
Round 0: Practice discussion (no wolves)
- Everyone is a lamb.
- Narrator invents a “mystery problem” (“Something went missing in the village”) and students’ practice:
- “I noticed…”
- “I’m wondering…”
- voting gently
- This teaches them how to talk before the real roles begin.
During play: one-sentence argument frames (on board)
- “I noticed ___.”
- “I think ___ because ___.”
- “It could also be ___.”
- “I’m not sure yet.” (humility is allowed!)
Connectedness “Community Win”
Give the class a shared goal alongside the normal win/lose:
- The class earns a “Community Star” when:
- everyone stays respectful during voting
- someone includes a quiet voice
- someone admits “I could be wrong”
- someone calms down instead of reacting
- If the class collects 3–5 stars, the class “wins together” no matter who wins the round.
-
Materials and tools needed for implementation
- Role cards: Lamb, Hidden Wolf, Visible Wolf, Shepherd
- Timer (for discussion rounds)
- “Community Rules” poster (3 simple rules)
- Optional: Community Stars/Tokens (stickers, paper stars)
- Optional: emotion cue cards (calm / nervous / frustrated / proud)
-
Guiding questions
(These are narrator cues that support connectedness without stopping the flow.)
Day Phase (discussion)
- “What did we observe (not assume)?”
- “Who hasn’t spoken yet?”
- “Can we hear one different idea?”
- “Is that a fact, or a guess?”
- “How can we say that kindlier?”
Emotional regulation cues
- Quick check: are we calm, nervous, frustrated?” (thumb signal)
- “One breath together before voting.”
Community responsibility cues
- “How do we protect the village without hurting innocent people?”
- “Are we being solution-oriented?”
-
Tips and Tricks for dealing with challenges
- Challenge: Suspicion spilling outside the game.
Tip: End with a clear ritual: “Roles off, classmates on.”
Optional: everyone says one kind sentence to the circle. - Challenge: Kids taking accusations personally.
Tip: Keep language rules visible. Narrator repeats: “We question the role, not the person.” - Challenge: Quiet students not participating:
Tip: Use “talk tokens” or require: one idea per person before second turns. - Challenge: Emotions escalating (tears, anger):
Tip: Pause the round. Do a reset: “Stop—breathe—kind voices.”
Remind: “It’s a story game.” - Challenge: Eliminated players feeling excluded:
Tip: Keep them in the circle as Silent Guardians with a meaningful job (tokens / modelling calm / debrief voice.
- Challenge: Suspicion spilling outside the game.
-
Difficulty level tailoring
Beginners (6-7 years old): (focus: belonging + safe discussion):
Roles: Lambs, Hidden Wolf, Visible Wolf, Shepherd only.
- Short day discussions (2-3 minutes).
- Use sentence stems on the board.
- Community Stars are emphasized more than “winning.”
Advanced learners (8-9 years old):
Add one new role that supports community (not chaos):
Guardian Dog (optional)
- Once per game, can protect one player from being stolen at night.
- Teaches responsibility and care (“I protect someone vulnerable.”)
Experts (9–10 years old): (older / emotionally ready group):
Add:
Healer (optional)
- Can bring back one stolen player once per game (still doesn’t reveal roles).
- Or “Mediator” who can allow two players to speak calmly after tension.
- These roles are chosen to strengthen connectedness, not increase betrayal.
-
Debriefing and reflection questions
- When did you feel most like you belonged to the village?
- What helped the discussion stay respectful?
- Did anyone show humility (e.g., “I might be wrong”)? How did that affect trust?
- How did it feel to be suspected? What helped you regulate your emotions?
- How did the group handle a wrong vote or mistake? Did we repair or blame?
- What is one thing we can take from this game into real class life (group work, conflicts, new students)?
- How is a healthy community similar to a healthy “shared home” (classroom/playground/nature)?
