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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

Phases
PhaseTiming and behavior
BreakLasts until a player rings a Start Class bell. Players can change roles at wardrobes, and the host can change room rules.
Prepare30 s. The classroom nearest the bell determines the floor. Other players move there, a desk layout is chosen randomly and 20 NPC classmates appear.
Class480 s by default, configurable from 60–1200 s. Mischief and traps begin fresh.
End screen15 s. Pillar captives are released and banana peels cleared, then Break resumes and teachers become students.

Winning

Winning
SideWin condition
StudentsReach the required mischief total.
Teachers: captureEvery player student must be hanging on a dunce pillar. Carried students do not satisfy this condition.
Teachers: timeThe class timer reaches zero.

Mischief targets

The Mischief Target room rule scales these totals from 10% to 400%.

Mischief targets
StudentsDefault target
110
225
350
480
5120
6150
7200

Score multiplier

Multiplier = min(2.5, (total students / free students)^0.65). Carried students and students on pillars are not free.

Score multiplier
StudentsMultiplier as 1, 2, ... teammates are caught
21.57
31.30 / 2.04
41.21 / 1.57 / 2.46
51.16 / 1.39 / 1.81 / 2.50
61.13 / 1.30 / 1.57 / 2.04 / 2.50
71.11 / 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

Results
Result fieldMeaning
MischiefClass score compared with its target.
Students CaughtCaught students compared with the total.
CatchesFor each teacher, students caught by that teacher who remain carried or on a pillar at the end.
Student scoresEach 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.