STAKES Years 7–9

The whole system on one page

The game, in full

Crews, roles, scoring, the steal, the last call and the season. Once you have run it twice you will never open this page again, but it is here for the first fortnight and for the day something goes sideways.

Crews

Four or five students. Formed off the seating that already exists, never by moving the room. Once a class has crews, those crews stay for the whole term at that school, even if you are only there one day in three.

The three roles

Roles rotate every round. Announce the rotation once and then just say the role name when you need it. This is the part that does your crowd control for you.

RoleWhat only they can doWhat it solves
Speaker The only person who may answer out loud. Stops the shouting, and makes the loud student teach the quiet one instead of talking over them.
Scribe The only person who writes anything down. One pencil covers a crew of five. Nobody has to announce that they came with nothing.
Challenger The only person who may call a steal or dispute a ruling. Gives arguing a legal channel with a queue, so it stops being a fight with you.
The rotation rule that matters

Speaker moves one seat clockwise every round. That is the only enforcement you need for the student who will not talk: they will be Speaker in three rounds, their crew needs them, and the pressure to have a go comes from beside them rather than from you.

The round

  1. Call the topic. 20 seconds. Read the SAY THIS line off the round card. The topic only. Never the question.
  2. Stake. 15 seconds. Fingers up: 1, 3 or 5. Point at each crew and say the number out loud so the room hears it counted. Once a crew has shown, it is locked.
  3. Work. Two to three minutes. Each crew hears only the question at the level they took. Walk the room. Do not answer questions about the content, answer questions about the rules.
  4. Call it. Two minutes. Speakers answer in crew order. Right wins the stake. Wrong costs one point, never the whole stake.
  5. The steal. One minute. Any crew that got theirs right may take a wrong crew's question for one bonus point. Challengers only. First hand up gets it.

Five rounds fills a 50 minute period with time to spare. Three rounds fills 30 minutes. If the bell is close, skip straight to the Last Call.

Scoring

What happenedScoreWhy it is set that way
Correct at your stakePlus 1, 3 or 5The reward matches the risk they chose themselves.
Wrong at any stakeMinus 1A cheap loss. If a 5 cost them five, nobody would ever take a 5 again, and the whole thing dies.
Successful stealPlus 1Small on purpose. It is a reason to listen, not a way to win.
Out of roleMinus 1 to that crewThe correction comes from their own crew. That is the point.
Last Call, final roundBet anything up to your totalKeeps the bottom crew playing to the bell.
Never do this

Do not take points off a crew for behaviour that has nothing to do with the game, and never take a crew's whole score away. The moment the ladder can be wiped by your mood, it stops being a game and goes back to being you telling them off. The score is the one thing in the room that has to be straight.

The Last Call

Final round of every lesson. Announce it, because the announcement is half the effect.

"Last Call. You can bet anything you have got, right up to your whole score. One question. Write your number down and show me."

Crews write their bet rather than showing fingers, so nobody copies the leader. A crew on 4 points can bet 4 and finish on 8. A crew on 22 who bets the lot can lose it. That is why the room is still in it with four minutes to go, and it is the single most important round of the lesson.

The season

Scores carry from lesson to lesson on one ladder sheet per class. One line per lesson, dated. Nothing else.

What to do when

A crew argues a ruling

Challenger only, one sentence, then you decide and it is done. If you got it wrong, say so and fix it out loud. That costs you nothing and buys you the next twenty rulings.

A crew is miles ahead and the room has given up

Run the next round as The Chain or Last One Standing from the modes. Both reset the field without touching the ladder.

You have run out of cards mid-lesson

Switch to Blind Stake and use the cards you have already run. You read the answer, they produce the question. Same content, completely different game, and they will not notice you are recycling.

The work left by the teacher has to be done

Run it as the currency. Twenty minutes of the set work, then the last twenty as STAKES, and the crew with the most completed work starts the game with a five point head start. They will do the sheet.

The six modes Control without backup