STAKES Years 7–9

Same crews, same cards, same ladder

Six modes

A game that never changes dies in about three weeks. All six of these run off the round cards you already have and the crews you already made, so you never explain a rule set twice. Announce the mode by name at the start of the lesson, and they will tell you they like one better than another. That is the point.

How to choose

Loud class you have never met: Last One Standing. Class that has to revise for a test: Blind Stake. Class that has gone flat: The Grid. Class where one crew has run away with it: The Chain. Double period or a wet weather day: The Build. Everything else: Stakes.

1. Stakes

The default. Use it two lessons in three.

The core game. Topic, bet, question at the level you bet, steal. Full rules on the game page. Every other mode below is a variation on it, so teach this one properly and the rest take fifteen seconds to explain.


2. The Grid

Best when the room has gone flat

Draw a five by five grid on the board. Columns are five topics from your deck. Rows are point values: 1, 2, 3, 5, 8. Crews take turns picking a square.

"Grid today. Two of those squares are traps. I know which ones. You do not."

3. Last One Standing

Best for a loud class or the last fifteen minutes

Rapid fire, no staking, no huddles. You go round the room, one question each, moving fast. Get it wrong and your whole crew sits down. Last crew standing takes the pot, the total of everything staked that lesson so far.


4. Blind Stake

Best before a test, and best for recycling cards they have already seen

You read the answer. The crew has to produce the question. It sounds like a gimmick and it is the single best revision mode in here, because working backwards from an answer forces them to understand the thing rather than recall it.

"Blind Stake. The answer is 'the hypotenuse'. Give me a question."

5. The Chain

Best when one crew has run away with the ladder

Each crew has to get five in a row correct. Every member has to answer at least one. If anybody in the crew breaks the chain, the crew goes back to zero and starts again. A completed chain is worth 15 points, enough to close almost any gap in one lesson.


6. The Build

Best for a double period, a wet weather day, or a class with no set work at all

The only mode that produces something. You give every crew the same brief and the same set of facts from a card, they have twenty minutes to build an answer, and then the room votes with the Bank counting.

Scoring: 10 points to the winner, 5 to second, and 3 to any crew that finished something. The participation points matter, because a crew that gets nothing for finishing will not finish next time.


The seventh thing, and it is not a mode

Let them build a round

Once a term, hand each crew a blank card and have them write a round: the topic, the three tiers with answers, and the steal. Then run their cards next lesson and credit the crew that wrote each one out loud. Writing a good 5-pointer takes more understanding than answering one, and a class that has written the questions argues about the marking instead of about you.

Open the round cards Control without backup