1. The card for your pocket
- CALL. Read the topic only. Never the question.
- STAKE. Fingers up: 1, 3 or 5. Say each crew's number out loud. Locked once shown.
- WORK. Two to three minutes. Each crew hears only the question at the level they took.
- CALL IT. Speaker answers. Right wins the stake. Wrong is minus 1, never the whole stake.
- STEAL. A crew that got theirs right may take a wrong crew's question for plus 1. Challengers only.
SCRIBE writes.
CHALLENGER calls steals and disputes.
Out of role is minus 1 to that crew.
Written down, not fingers.
One question. Then the bell.
Student who will not join a crew: "You are the Bank. Up the front."
Crew miles ahead: run The Chain, five in a row, everyone answers, worth 15.
Out of cards: run Blind Stake. You read the answer, they build the question.
"Crew 2, five. Brave."
"No. Minus one. Anyone who got theirs right can steal it."
"Last Call. Bet anything you have got. Write it down."
2. Crew role cards
Print once per crew · cut down the middle, then across · two cuts
SPEAKER
The only one who answersYou give the crew's answer out loud. Nobody else in your crew talks to the teacher this round.
If someone else answers, your crew loses a point.
SCRIBE
The only one who writesYou do any working out on paper and you write the crew's bet in the Last Call.
One pencil for the whole crew. That is enough.
CHALLENGER
The only one who arguesYou call a steal when another crew gets it wrong, and you are the only one who can dispute a ruling.
One sentence. Then the ruling stands.
CREW
Everyone elseYou work out the answer and you tell the Speaker. You do not tell the teacher.
Cards move one seat clockwise every round.
2b. The Bank card and the bet card
Print once · one cut down the middle
THE BANK
Not in a crewYou keep the score on the board and you rule on any dispute between two crews.
This is the job for the student who will not join a crew. It is the only job in the room with power over other people.
Your ruling stands, even against the teacher.
THE BET
Stick this on the wall1 safe · 3 fair · 5 steep
Right wins what you bet. Wrong costs one point, whatever you bet.
You bet before you hear the question.
3. The term ladder
SCHOOL ______________________ CLASS ______________ TERM ______
| Date | Crew ____ | Crew ____ | Crew ____ | Crew ____ | Crew ____ | Crew ____ | Mode |
|---|---|---|---|---|---|---|---|
| TOTAL |
Modes: Stakes · Grid · Last One Standing · Blind Stake · Chain · Build
4. What to say, the first time
Before the bell. Write this on the board, big, before anyone sits down.
At the door. Do not wait for silence. Normal speaking voice.
Crews. Use the seating that already exists. Cut the room into fours and fives with your hand.
Take the names as they are shouted and write them up. If a name is a problem, say "No. Next one." and keep writing. Do not stall.
The whole explanation. Three sentences. Do not add to it.
Round one. Pick a 1-pointer they can all do. Point at each crew and say their number out loud.
Scoring it. Fast. Speed is the whole thing.
At the bell, while they pack up.
The three things that will go wrong. Everyone stakes 5 at first, so let them lose twice and they will start thinking about it. One crew shouts every answer, so say "That is not your Speaker. Minus one, Crew 4" and write it. One student refuses to join a crew, so say "You are the Bank. Come up the front, you keep the score and you rule on disputes." That is a promotion, and it is the only job in the room with power over other people.
5. The note you leave behind
If a head teacher walks in, say this in a normal voice and keep the round running.
For the regular teacher, two or three lines, left where they left the work for you.
Say what happened to the set work first, even if the class never touched it. Name one student who did well, by name. Keep the behaviour line factual, with no opinions about the student. And never write anything you have not already reported through the school's own process.
The one thing not to do: never run the game instead of set work that is being assessed. If the regular teacher left a test or a task going into a report, that comes first and the game fills whatever time is left.