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How a Class Works

/how-a-class-works

The class

How a Class Works

A room holds 2 to 8 players. One of them is the teacher and the rest are students, along with 20 computer-controlled classmates in every class.

Phases

Break

Players walk the floor and pick a role at the wardrobes. It lasts until someone rings the bell with Start Class. Room rules can be changed only now, and only by the host.

Prepare

30 seconds. The classroom nearest the bell sets the floor, players on other floors are moved there, a desk layout is picked at random and 20 classmates sit down.

Class

480 seconds at default rules, set from 60 to 1200 with Class Duration. The mischief count and the traps start fresh.

End screen

15 seconds. Everyone on a dunce pillar is released and banana peels are cleared. Then the room returns to Break and the teacher becomes a student again.

Winning

Students win

The class reaches the mischief target.

Teacher wins, All caught

Every player student is hung on a dunce pillar. A student being carried does not count.

Teacher wins, Class over

The class timer runs out.

Mischief target

10
1 student
25
2 students
50
3 students
80
4 students
120
5 students
150
6 students
200
7 students

At default rules. The room rule Mischief Target multiplies it from 10% to 400%.

Score multiplier

Every point of mischief a student earns is multiplied by (students ÷ free students) to the power 0.65, capped at 2.5. A student who is carried or hung on a pillar is not free, so mischief is worth more the more of the team is caught.

StudentsAll free1 caught2 caught3 caught4 caught5 caught6 caught
112.5
211.56922.5
311.30152.04232.5
411.20561.56922.46232.5
511.15611.39381.81412.52.5
611.12581.30151.56922.04232.52.5
711.10541.24451.43871.73452.25762.5

Who becomes the teacher

Wardrobes

During Break the wardrobes offer Become a Teacher, Be a Female Teacher and Become a Student. During Prepare a teacher can still switch between the two teachers.

Teacher Count

The room rule sets how many teachers a class has, from 1 up to one less than the room size.

Picking order

When the bell rings, teacher places go first to players dressed as the Female Teacher, then to other players dressed as a teacher. With one teacher and no volunteer, it goes to a player who was not the teacher last class. Everyone else becomes a student.

End screen

Mischief

The class total against the target.

Students Caught

Caught students against all students.

Catches

For each teacher, the students on a pillar or being carried at the end that this teacher caught.

Student scores

Each student's own mischief.

Moving between floors

The elevator stays shut until the first class of the room is over; then it opens to every floor. Its buttons do not work during class, and it only moves when everyone on the floor is inside.