Special Rules
Initially all Locations are neutral and there are no teachers or students. Students may be played by players to gain control of Locations. All the Locations (except the Main Hall and the Gym) are extracted from the deck and placed on the centre of the table.
To play a Lesson you must have the Teacher. A Science Lesson (Chemistry, Physics, Biology) may only be played if a Lab is also present. Likewise, an ICT Lesson can only be played if an ICT Suite is present. All other subjects can be played at any time and can be held at any classroom.
When a Lesson is played the player who played it gains control of any one Student on the field and puts him in the Lesson classroom if that is available. You gain control of a Location if all Students that are in that classroom are under your control.
For example: A has 3 Students, two of which in the Physics Lab and another in the French classroom. B plays Chemistry Lesson and gains control of one of A's Students. He chooses the one in the French classroom and puts him in the Chemistry Lab. B then plays Religious Education Lesson and gains control of one of A's Students in the Physics Lab. However, as Religious Education Classroom is not in play, the Student stays in the Physics Lab although under B's control.
The Main Hall and the Gym cannot be captured by another player. Once played you keep control of them until they are destroyed.
The game is over and declared a draw if all of the Locations are destroyed.
If a player controls all the Locations and Students then he wins.
If a player runs out of cards in his hand then he loses.
A player may play any two cards per turn.
Cards
Office
Location
All players can play an extra teacher per turn.
Canteen
Location
All players can play an extra lesson per turn.
Playground
Location
All players can draw an extra card per turn.
French Classroom
Location
English Classroom
Location
German Classroom
Location
History Classroom
Location
Geography Classroom
Location
Religious Education Classroom
Location
Mathematics Classroom
Location
Chemistry Teacher
Teacher
Geography Teacher
Teacher
Religious Education Teacher
Teacher
Mathematics Teacher
Teacher
Receptionist
Staff
Draw two extra cards per turn.
ICT Technician
Staff
If a card effect destroys ICT Suite there is a 50% chance that the ICT suite is not destroyed while this card is in play.
Science Technician
Staff
If a card effect destroys a Lab there is a 50% chance that the ICT suite is not destroyed while this card is in play.
Cleaner
Staff
Action: Shuffle the discard pile into the draw pile.
Site Manager
Staff
If a card effect destroys a Location there is a 50% chance that the Location is not destroyed while this card is in play.
Substitute Teacher
Staff
Can be used for a Lesson if the Teacher is not in play.
Detention
Action
Discard a Student from a target player's hand or from the field. Lunch Break has no effect this turn.
Long Walk
Action
Play when an opponent plays a Lesson that requires a Student to be moved. The Student is not moved until the end of the next turn.
Lunch Break
Action
Draw one card.
Drama Show
Action
This card can only be played if English Teacher and Main Hall are in play. Draw four cards.
Musical Production
Action
This card can only be played if Music Teacher and Main Hall are in play. Draw four cards.
Open Evening
Action
This card can only be played if a teacher and a classroom is in play. Draw two cards.
Hacker Student
Action
This card can only be played if ICT Suite and a Student are in play. Destroy ICT Suite.
Tampered Equipment
Action
This card can only be played if a Lab and a Student are in play. Destroy all Labs.
Work Experience
Action
Discard all Students on the field. Each player draws two cards.