STAKES Years 7–9

Print once at home, then you are set for the term

The print pack

Three things. The field card goes in your shirt pocket and holds the whole game. The role cards go on the desks and do most of your crowd control. The ladder sheet is what makes the score carry from one lesson to the next. That is the part that makes them ask for it.

1. The field card

Print it, cut it out, and laminate it if you can be bothered. Everything you need to run a lesson cold is on this one card.

STAKESYears 7–9 · field card
  1. CALL. Read the topic only. Never the question.
  2. STAKE. Fingers up: 1, 3 or 5. Say each crew's number out loud. Locked once shown.
  3. WORK. Two to three minutes. Each crew hears only the question at the level they took.
  4. CALL IT. Speaker answers. Right wins the stake. Wrong is minus 1, never the whole stake.
  5. STEAL. A crew that got theirs right may take a wrong crew's question for plus 1. Challengers only.
Roles, rotate each round SPEAKER answers.
SCRIBE writes.
CHALLENGER calls steals and disputes.
Out of role is minus 1 to that crew.
Last Call, final round Bet anything up to your total.
Written down, not fingers.
One question. Then the bell.
If it stalls Loud room, stop counting and stand still: "Stakes are closed. No round."
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.
Say it like this "Topic is ______. Stake now. Fingers up."
"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 one set per crew, cut them up, and drop them on the desk at the start of the lesson. Cards move one seat clockwise every round. That is all the rotation management you ever have to do.

SPEAKER

The only one who answers

You 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 writes

You 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 argues

You 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 else

You work out the answer and you tell the Speaker. You do not tell the teacher.

Cards move one seat clockwise every round.

THE BANK

Not in a crew

You keep the score on the board and you rule on any dispute between two crews.

Your ruling stands, even against the teacher.

STAKES

The bet

1 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

One sheet per class. Write the class code and the crew names in once, then one line per lesson. Read the top three out at the start of every lesson, which takes twenty seconds and is the reason they sit down.

SCHOOL ______________________    CLASS ______________    TERM ______

Date Crew ____Crew ____Crew ____ Crew ____Crew ____Crew ____ Mode
TOTAL

Modes: Stakes · Grid · Last One Standing · Blind Stake · Chain · Build

Printing the round cards

They live on the round cards page. Filter to the subject you want, then press Print these. They come out two to a page with the answers on them, sized to sit in a display book. Print the No Work Left deck even if you print nothing else.