Classroom Play
How a Class Works
A room holds 2–8 players and each class adds 20 NPC classmates. With default rules, one player teaches and the others try to reach the mischief target.
Phases
| Phase | Timing and behavior |
|---|---|
| Break | Lasts until a player rings a Start Class bell. Players can change roles at wardrobes, and the host can change room rules. |
| Prepare | 30 s. The classroom nearest the bell determines the floor. Other players move there, a desk layout is chosen randomly and 20 NPC classmates appear. |
| Class | 480 s by default, configurable from 60–1200 s. Mischief and traps begin fresh. |
| End screen | 15 s. Pillar captives are released and banana peels cleared, then Break resumes and teachers become students. |
Winning
| Side | Win condition |
|---|---|
| Students | Reach the required mischief total. |
| Teachers: capture | Every player student must be hanging on a dunce pillar. Carried students do not satisfy this condition. |
| Teachers: time | The class timer reaches zero. |
Mischief targets
The Mischief Target room rule scales these totals from 10% to 400%.
| Students | Default target |
|---|---|
| 1 | 10 |
| 2 | 25 |
| 3 | 50 |
| 4 | 80 |
| 5 | 120 |
| 6 | 150 |
| 7 | 200 |
Score multiplier
Multiplier = min(2.5, (total students / free students)^0.65). Carried students and students on pillars are not free.
| Students | Multiplier as 1, 2, ... teammates are caught |
|---|---|
| 2 | 1.57 |
| 3 | 1.30 / 2.04 |
| 4 | 1.21 / 1.57 / 2.46 |
| 5 | 1.16 / 1.39 / 1.81 / 2.50 |
| 6 | 1.13 / 1.30 / 1.57 / 2.04 / 2.50 |
| 7 | 1.11 / 1.24 / 1.44 / 1.73 / 2.26 / 2.50 |
Choosing teachers
During Break, wardrobes offer Teacher, Female Teacher and Student roles. During Prepare, a teacher can still switch between the two teacher types.
Teacher Count ranges from 1 to Max Players minus 1. The actual teacher count cannot exceed the players present minus 1.
When the bell rings, players dressed as Female Teacher take teacher places first, then other volunteers dressed as teachers. With one teacher and no volunteer, a player who did not teach the previous class is selected. Everyone else becomes a student.
Results
| Result field | Meaning |
|---|---|
| Mischief | Class score compared with its target. |
| Students Caught | Caught students compared with the total. |
| Catches | For each teacher, students caught by that teacher who remain carried or on a pillar at the end. |
| Student scores | Each student's individual mischief. |
Elevator and Unstuck
The elevator unlocks all ten floors after the room's first class ends. During Class its door controls report that class is ongoing, and it stays on the current floor. Outside class, departure requires every player on the floor to be inside.
Press floor buttons 9, 3, 1, 2, 1, 2 consecutively for the Happy! message.
Unstuck in the menu returns you to the elevator return point on the floor. During Prepare and Class, it works only if you are more than 1 m above or below that point; it never works inside a moving elevator.