HOW TO PLAY

Build a Classroom, compete in six Campaign turns, and earn the most Votes during the Tally Phase. The player with the most Votes becomes YOUR CLASS REP!

Nerd Kid LET’S LEARN HOW TO PLAY!

Print the first 14 cards and a quick rules sheet for Your Class Rep: The Card Game.

US Letter · 3 pages · Print at 100% / Actual Size

DOWNLOAD THE PDF

WANT TO PLAY THE COMPUTER?

Build a Classroom and play six Campaign turns against an easy, medium, or hard computer.

Choose a difficulty and see how your choices change the election.

PLAY THE COMPUTER

GAME RULES

1. Build Your Classroom

Each player builds a 7-card Classroom:

  • Include exactly 1 Class Rep card.
  • Choose the other 6 cards from any combination of non-Class Rep cards.

Place all available cards face-up in front of the players. The player who won the most recent game of Your Class Rep chooses first. If the most recent game ended in a tie, or neither player has played before, the youngest player chooses first. Take turns choosing cards until each player has a complete Classroom. Keep your selected cards in your hand.

You may ask to review your opponent’s selected cards at any time during the Classroom-building phase.

2. Campaign Phase

The Campaign Phase lasts six turns. Keep the cards in your hand hidden from your opponent throughout this phase. On each turn, both players choose one card from their hand and reveal it at the same time.

When the cards are revealed:

  1. Apply any Class Rep Abilities and Influential Abilities that affect the matchup. See During the Campaign Phase.
  2. The card with higher Influence wins unless an ability changes the matchup’s outcome. See Influence.
  3. The winning card stays face-up. The losing card is turned face-down.
  4. If the result is tied or conflicting abilities remain unresolved, both cards stay face-up. See Resolving Conflicts.

Only cards played in that matchup are affected by its abilities, unless an ability specifically says otherwise.

You may review your own and your opponent’s face-down cards at any time.

After all six turns are complete, reveal your remaining seventh card. Its Votes are not scored, and its abilities do not activate.

3. Tally Phase

  1. Apply any Voter Abilities on your face-up cards. These abilities primarily affect Votes. See During the Tally Phase.
  2. Count the Votes on all your face-up cards, applying any changes from Voter Abilities. See Votes.
  3. Compare your total with your opponent’s.

The player with the most Votes wins the election and must shout:

“I AM YOUR CLASS REP!”

Tie-Breaker

If players tie in Votes, the player with the most face-up cards wins. If they are still tied, the player with the highest total printed Influence among their face-up cards wins. If they are still tied, both players win.

CARD GUIDE

A card shows its Influence, Votes, type, name, and ability.

Influence

Influence determines which card wins a Campaign matchup, unless an ability changes the outcome.

When conflicting abilities need an order, use the priority rules in Resolving Conflicts.

Votes

Votes determine your score during the Tally Phase. Only face-up cards contribute Votes, and Voter Abilities may change their Vote contributions.

Card Types

CLASS REP CARDS

Class Reps are the leaders of each Classroom and are powerful cards. Each player includes exactly one Class Rep in their Classroom.

Class Rep cards are marked with Stars beside their title, on their Influence, and as their special ability symbol. Class Rep Abilities are their own category and have priority over non-Class Rep Abilities when they conflict during the Campaign Phase. See Resolving Conflicts.

CARD KEYWORDS & SYMBOLS

These keywords and symbols appear on cards to explain their types, conditions, and effects.

Student
Identifies a Student card.
Speaker
Identifies a Speaker card.
Staff
Identifies a Staff card.
Special
Identifies a Special card.
Class Rep
Marks a Class Rep card. Each Classroom must include exactly one.
Influence
Determines the winner of a Campaign matchup unless an ability changes the outcome.
Votes
Contribute to a player’s score during the Tally Phase.
Class Rep Ability
Resolves during a Campaign matchup and takes priority over conflicting non-Class Rep Abilities.
Influential Ability
Resolves during a Campaign matchup and primarily affects Influence or the matchup’s outcome.
Voter Ability
Resolves during the Tally Phase and can change the Votes contributed by face-up cards.
VS
Refers to the opposing card played in the same Campaign matchup. The ability specifies whether to compare card types, Influence, or Votes.
ONLY
The ability activates only when the specified number matches exactly.
OR MORE
The ability activates when the number is equal to or greater than the specified number.
OR LESS
The ability activates when the number is equal to or less than the specified number.
I WIN
This card wins its Campaign matchup when the ability applies.
I LOSE
This card loses its Campaign matchup when the ability applies.

ABILITY GUIDE

An ability tells you when it takes effect and what effect to apply. Check its timing and any conditions written on the card. An ability takes effect only when its stated conditions are met.

During the Campaign Phase

Class Rep Abilities

Class Rep Abilities take effect during a Campaign matchup. When they conflict with a non-Class Rep Ability, the Class Rep Ability takes priority. If both conflicting abilities belong to Class Reps, the Class Rep with higher Influence takes priority. See Resolving Conflicts.

Influential Abilities

Influential Abilities take effect during a Campaign matchup. They primarily affect Influence or the matchup’s outcome. Apply their effects before deciding which card wins.

Resolving Conflicts

Abilities conflict when they produce incompatible results in the same Campaign matchup. Resolve their priority in this order:

  1. Class Rep priority: A Class Rep Ability takes priority over a non-Class Rep Ability.
  2. Influence priority: If both conflicting abilities belong to Class Reps, or neither does, the card with higher Influence takes priority.
  3. Tied Influence: If Influence is tied and the conflict remains unresolved, both cards stay face-up.

If the matchup itself ends in a tie, both cards stay face-up.

During the Tally Phase

Voter Abilities

Voter Abilities take effect during the Tally Phase and can change the Votes contributed by your face-up cards. Check each ability’s conditions and apply its effect before comparing players’ Vote totals. There is no required order among Voter Abilities in the current set of cards.

The seventh card’s ability does not activate, and its Votes are not scored.

MORE WAYS TO PLAY

Your Class, Your Rules!

Change the Classroom size, number of Campaign turns, or scoring rules to make the game your own. Here are a few ideas:

Experiment, mix rules together, and find your favorite way to play!

JOIN THE CLASS

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