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.
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!
LET’S LEARN HOW TO PLAY!
Each player builds a 7-card Classroom:
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.
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:
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.
The player with the most Votes wins the election and must shout:
“I AM YOUR CLASS REP!”
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.
A card shows its Influence, Votes, type, name, and ability.
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 determine your score during the Tally Phase. Only face-up cards contribute Votes, and Voter Abilities may change their Vote contributions.
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.
These keywords and symbols appear on cards to explain their types, conditions, and effects.
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.
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 take effect during a Campaign matchup. They primarily affect Influence or the matchup’s outcome. Apply their effects before deciding which card wins.
Abilities conflict when they produce incompatible results in the same Campaign matchup. Resolve their priority in this order:
If the matchup itself ends in a tie, both cards stay face-up.
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.
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 Discord community for Your Class Rep and other LessThanPi Art projects.
JOIN THE DISCORD