STAKES Years 7–9

Read this off the page the first time

The first five minutes

You have never met them, they have never played it, and the clock is already running. This is what you say, in order. Nothing here needs the class to be quiet first, because getting them quiet is what the game is for.

The one rule about the rules

Do not explain the game before you play it. Three sentences, then round one. Round one teaches the rest of it better than you can, and a class that is being talked at for four minutes is a class you have already lost.

Before the bell, 30 seconds

Get to the board and write this, big, before anyone sits down. They will read it on the way in and start asking. That is what you want.

STAKES CREW 1 CREW 2 CREW 3 CREW 4 CREW 5 CREW 6 1 = safe 3 = fair 5 = steep

Leave a big gap under each crew name for the tally. If a whiteboard is not available, a sheet of paper on the front desk works, and one student keeps it.

Minute one, the door

Do not wait for silence. Start while they are still coming in, in a normal speaking voice.

"Right. Bags down. We are playing today, and it counts." "Sit where you are. You do not need to move."

That last line matters. The moment you start rearranging a room you do not know, you lose four minutes and you make an enemy of whoever gets separated.

Minute two, crews

Use the seating that already exists. Go along the room and cut it into groups of four or five with your hand.

"You four are a crew. You five, crew. You lot, crew." "Ten seconds. Pick a crew name. Nothing I would have to explain to a deputy principal."

Take the names as they are shouted, write them on the board, and move on. If a name is a problem, do not argue about it. Say "No. Next one." and keep writing. They are watching whether you stall, so do not stall.

Why crew names and not just numbers

Ten seconds of naming buys you a term of ownership. They defend a name. They do not defend Crew 3. It is also the first thing you will have let them choose. In that room, that is worth more than anything you say about respect.

Minute three, the three sentences

This is the entire explanation. Do not add to it.

"I give you a topic. Before you hear the question, your crew bets 1, 3 or 5 on your fingers." "Get it right, you win what you bet. Get it wrong, you lose one point. Only one." "One person per crew answers. Everyone else talks to them, not to me."

Minute four, round one, and you rig it

Pick a 1-pointer they can all do, whatever the subject. The purpose of round one is not the content. It is to get five crews holding fingers in the air within sixty seconds, and to let a crew that never wins anything win something.

"Topic is [read the topic off the card]. Stake now. Fingers up." [Look around. Point at each crew and say the number out loud so they hear it counted.] "Crew 1 says three. Crew 2, five, brave. Crew 3, one. Right."

Then give each crew only the question at the level they chose, and give them two minutes. Walk while they work. Do not sit down in the first lesson.

Minute five, the first score

Go around in order. Say the answer out loud, mark the board, and move fast. Speed is the whole thing here.

"Crew 3, you took a one. Answer?""Correct. One point. On the board." "Crew 2, you took a five. Answer?""No. Minus one. Anyone who got theirs right can steal it for a bonus. Hands."

That steal is the moment the room turns. Half the class who had already finished suddenly want the question they were not given, and the crew that got it wrong hears the right answer from another student instead of from you.


The three things that will go wrong the first time

One

Everyone stakes 5 immediately

Let them. They will lose two rounds in a row and start thinking about it. That is the point of the mechanic. Do not lecture them about strategy. The scoreboard does that job.

Two

One crew shouts every answer

Do not tell them off. Say "That is not your speaker. Minus one, Crew 4." and write it. Their own crew handles the next one, and they will handle it harder than you would.

Three

One student refuses to join a crew

Do not negotiate in front of the room. Say "You are the Bank. Come up the front, you keep the score and you rule on disputes." It is a promotion, not a punishment, and it is the only job in the room with power. See Control.

And one that will not

They will not refuse to play

Betting is the hook, and it works on the students who stopped doing schoolwork years ago, because staking a number costs nothing and reveals nothing. A student who will not write a sentence will still hold up three fingers.


What you say at the end of the lesson

This is the line that makes the next lesson easy. Say it while they are packing up, not after the bell.

"Crew 4 finishes on top. Those numbers stay. Next time I have you, we pick up from there."

Write the final scores on the ladder sheet with the class code and the date. That sheet is the reason they ask for the game before you have got your bag open next time.

Open the No Work Left deck Read the full rules