Class of '89
Class of '89 Rulebook
Table of Contents
Table of Contents
Components
- Student Cards (78)
- Teacher Cards (24)
- Staff Cards (24)
- Club Objective Cards (24)
- First Player Token
- Yearbook Team Members (16)
- Attribute Tokens (200, 40 each)
- Signature Tokens (30)
- Column Completion Boards (4)
- School Mat
- Yearbook Boards (4)
- Round Track and Round Marker
- Club Objectives Board (double sided)
- Club Track Board
- Club Track Pins (24, 6 each)
- School Entrance Board
- ABC Tokens (4)
- Janitor Tokens (5)
- Location / Choice cards
- Scorepad & Pencil
- Wildcat Way Tiles A, B, C, D, 1x1 (8, 12, 10, 12, 24)
- Rulebook
- Player Aids (9) (1 per player, plus objective cards and solo)
- Solo Cards (30)
Game Setup
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Place the school mat in the middle of the table.
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Place the round track board above the school, and the school entrance board below the school. Place the round marker on round 1 on the round track.
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Place the club track board and club objectives board to the side of the school mat. These are separate so they can be positioned above each other or to the side of each other, depending on the table space available.
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Shuffle the cards and tiles individually and create a face-down deck/stack of each to the side.
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Place the attribute tokens and signatures in piles within reach of all players.
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For your first few games, use one of sets A-D of the club objective cards, starting with set "A" shown above. Place these face up on their corresponding spot on the club objectives board, and return objectives not used to the box.
When using a set of objectives, place the corresponding aids near players, to more easily reference throughout the game.
Once you are familiar with the game, instead of using sets A-D, randomly choose one objective card of each type.
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Fill all spaces in the school with a single face-up card or tile from the relevant deck/pile. If a Senior Superlative tile is drawn during setup, add a face-up student card to it from the student deck.
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In a 2- or 3-player game, mix the janitor tokens together, club icon-side face down, then randomly flip one at a time to cover up a space in the location of that janitor's club icon, following the below order from left to right. Place them with the janitor icon showing — their club icons are only used during this initial setup to determine their starting location.
Janitors occupy team member spaces on the board in games without four players, limiting the options players have about where to send their team members and simulating the decision-space achieved in a four-player game. In a 2-player game, the first two janitors will occupy their corresponding location on spaces without signature requirements. The third and fourth janitors will occupy spaces with a single signature requirement at their designated locations. The fifth and final janitor will occupy the space with two signature requirements at their designated location.
Player Setup
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Give each player a yearbook board, column completion board, team members in their color, an ABC token, and player aid.
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Place a club pin for each player in their color at the bottom of each club track.
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Players choose which side of the column completion boards to place below the class photo section of their yearbook. Each side has slightly different bonuses. Once chosen during setup, they cannot be changed.
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Determine the first player for round 1 and give them the first player token.
The first player is the one who graduated closest to 1989. If there's a tie, the player with the biggest hair in their senior yearbook pic goes first. If there's still a tie, the players can decide who goes first!
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Give each player their starting signatures based on turn order, as per the below table. These can be placed in the signature storage area on their yearbook board.
1st 2nd 3rd 4th 4 Players 1 1 2 3 3 Players 1 2 3
Signatures are a social currency and function as such in Class of '89. Having a lot of signatures means you're rich with friendship!
Icon Glossary
Icons: Student Council, Gavel, Quiz Bowl, Bookmark, 1x1 Tile, Pep Squad, Bolt, Fine Arts, Paint, Signature, Athletics, Star, Honor Society, Any Token, Wipe & Refresh.
Game artist Erik modeled the school after his alma mater, Stevens High School in Claremont, NH.
Game Structure
- The game is played over 4 rounds, representing 4 quarters of your senior year, and players each have 3 turns per round.
- Starting with the first player, players take turns to place one of their team members in the school, rotating around the table clockwise until everyone has had 3 turns. This means players will use only 3 of their 4 team members each round.
- At the end of rounds 1–3 perform the end of round steps, and at the end of round 4 go to endgame scoring after gaining club track bonuses.
Note! If you are new to modern board gaming, see the alternative rules for a simpler game on page 16.
School Mat & Yearbook Board
There are five locations in the school: the Office, Library, Hallway, Auditorium, and Gym. Each location has 3 spaces (black circles) where you can place one of your team members: one free, one requiring one signature, and one requiring two signatures to occupy.
Locations are associated with a club and corresponding club track, such as the Pep Squad in the Hallway, and also an attribute token — the Bolt in this case. At each location there are 5 cards or tiles available: a mix of students, teachers, staff, and Wildcat Way tiles.
The yearbook board is where you will place the cards and tiles collected throughout the game from the school. Teachers and students are placed in the Class Photo Section to form classes of students in alphabetical order.
On the right hand side, Wildcat Way tiles are placed in the grid, staff are placed in the four spaces to the right of the grid, and below is storage space for your ABC token, up to 2 attribute tokens, and all of your signatures.
Gameplay
Player Turn
On your turn place one of your available team members on an empty location space.
Team members: Editor, Designer, Photographer, Treasurer.
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You cannot visit a location that already contains one of your team members, unless using your Treasurer.
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If a space has a signature cost (1 or 2 signatures), you must pay those signatures from your supply. If you cannot afford to pay the signature cost, you cannot place a team member in that space.
Your Treasurer ignores signature costs, so they can be used to visit a location even when you have no signatures in your supply.
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If you are unable to place a team member in any of the available spaces, due to being unable to pay the signature cost, your only option is to visit the School Entrance which never requires you to pay signatures.
After placing your team member you then perform the following actions at that location, in any order. Each action can be performed once per turn.
Main Action (Mandatory): Take one card or tile from the location visited and immediately place it in your yearbook following the placement rules.
Signature Action (Optional): Spend one signature to either take an attribute token of that location or discard all cards and tiles at that location and refill with new ones.
Team Member Action (Optional): Trigger the ability of the team member used.
- Editor: Increase the club track for the location visited.
- Designer: Gain a signature and take an attribute token of the location you visited for free.
- Photographer: Take a student card from the location you visited in addition to the card or tile taken as part of the main action.
- Treasurer: Does not have an additional ability. Their power allows you to ignore signature costs and visit locations you've already visited that round.
Signatures
Signatures are collected throughout the game and can be spent to access location spaces, gain attribute tokens, refresh locations, or move tokens on your yearbook.
Signatures are also worth 1 reputation point for every two signatures remaining at the end of the game.
Signatures are meant to be unlimited. If you run out, use a suitable alternative.
School Entrance
Rather than taking a card or tile, this location simply provides a single 1x1 tile and 2 signatures.
Players can visit the School Entrance multiple times in a round. The usual restriction of not being able to visit a location that contains one of your team members does not apply at the School Entrance.
Stack team member tokens on top of each other if multiple team members use the School Entrance in the same round.
Editors used at the School Entrance increase the Honor Society club track once, and Designers can choose to take any token.
Experienced players can choose to remove the School Entrance from their games. However, this means if you do not have enough signatures to visit a location, and have already used your Treasurer this round, you will forgo your turn.
Students
Student cards must be placed in the class photo section of your yearbook.
- Students must be placed in alphabetical order in each class, based only on the capital letter of their last name (surname). Students with the same letter can be placed next to each other.
- The alphabetical order wraps from the right side of each row to the left of the next row, like reading in English.
- You can leave as many spaces between students as you want.
- If you are unable to place a student in alphabetical order, you cannot take that student and must choose a different option.
- Each student has two half-icons on either side of their name, representing clubs that they are part of.
- When you place a student and the half-icon pairs with the half-icon on the card to its immediate left or right, you advance once on the relevant club track.
- Students placed on the end of each row are considered to be next to the student at the start of the next row, so half-icons can be matched between these two cards.
Student Card example: Dana G must be placed alphabetically in the class photo section of the yearbook based on the G of his last name. He has the Student Council half-icon on the left and the Pep Squad half-icon on the right. These can be paired with the matching half-icon on cards to his immediate left or right.
Teacher Card example: Mr. LaPorte must be placed in the class photo section of the yearbook, and will begin a new class when placed. He gives 2 points per student in his class with both a Bookmark and Gavel attribute token. He has a Quiz Bowl half-icon to pair with a student to his immediate right. Teachers' half-icons represent the clubs they advise.
Teachers
Teacher cards have a white border, and must be placed in the class photo section of your yearbook.
- When you place a teacher it starts a new class, resetting the alphabet order restrictions when placing students. Classes can be any size, including zero.
- The starting teacher card is placed in the top left space. Subsequent teachers can be placed in any spot in the class photo section of the yearbook.
- Teachers can be placed before already-placed students, who will then be considered to be in their class.
- All teachers provide endgame scoring based on the students and tokens in their class only.
- All teachers have a half-icon on the right side of their card, which can be paired with the matching half-icon on the first student in their class, just like when matching half-icons on student cards.
Once placed, cards and tiles cannot be moved or discarded!
Teachers Scoring Examples
- 1 point per student in their class.
- 2 points per student in their class with both a Paint token and a Star token. Additional tokens on the same student do not score extra points.
- 3 points per matching pair of Honor Society half-icons in their class. This may include the half-icon on the teacher if paired with a suitable student.
- 3 points per pair of students in sequential alphabetical order. Same letters do not count. 3 students in sequential alphabetical order will count as two pairs, scoring 6 points, etc.
Class Example
- The Green player started with Mr. LaPorte, Julie B, and Sean H, leaving a space between their two students in the hopes of finding a student with a matching half-icon.
- On their first turn they added Miguelito P and Heather Y, leaving a space between them again. The student council half-icon on Miguelito P matched with the other half of that icon on Sean H, advancing Green on the student council club track.
- Next they decided to start a new class by placing Ms. Boudreau in their second row, resetting the alphabet for her class.
- In future turns they added Mariah D and Jennifer S to Mr. LaPorte's class, matching the half-icons for the Athletics and Pep Squad clubs, and they added Tony A to Ms. Boudreau's class, again matching the half-icons for the Pep Squad. As they filled the top row they also gained the row bonus of a Bolt token.
Column/Row Completion Bonuses
When you fill an entire column or row in the class photo section, you immediately gain the bonus shown.
Each yearbook has a row bonus that allows you to draw 3 student cards from the deck: choose up to 1 to keep, and return the other 2 to the bottom of the deck. If you are unable to place the chosen card in your yearbook, you must discard it.
If the completion bonus grants you a new student or teacher with an exclamation mark next to it, you may take any face-up student or teacher card on the school mat. This is not limited to the location you visited this turn. If you cannot legally place any of the face-up students in your yearbook, you lose that bonus.
Mr. LaPorte's class fills the entire top row, earning the player a Bolt attribute token.
Columns award bonuses when filled, too. Just be sure to keep each class in alphabetical order!
ABC Tokens
Each player starts the game with 1 ABC token. Once per game they may use their ABC token to place a student in their yearbook ignoring the usual alphabetical restriction. Place the ABC token on the student, covering the letter of their last name. This does not count as 1 of the 4 tokens max that student may have.
Unused ABC tokens are worth 2 reputation points at the end of the game.
Attribute Tokens
- There are 5 different attribute tokens available in the game. These represent the traits and preferences of the students in your yearbook. They are used to compete for the club objective cards, alongside achieving personal scoring conditions from teachers and Wildcat Way tiles.
- Whenever you gain an attribute token, you may either place it onto any student in your yearbook (including Senior Superlatives in the Wildcat Way), or into your token storage on the right side of your yearbook.
- Each student can have a maximum of 4 attribute tokens allocated to them.
- You can have up to 2 attribute tokens in your storage at any one time. If you do not have space for a token in your yearbook (either on a student or in your storage), you must discard the token.
- At any point during your turn you may move a token from your storage onto any one student in your yearbook. You may do this multiple times in the same turn.
- At any point during your turn you may pay 2 signatures to move one token from one student in your yearbook to another. The limit of 4 tokens per student still applies.
- Attribute tokens are intended to be unlimited. If you run out, use a suitable alternative.
Attribute token meanings:
- Gavel: Leaders and popular students.
- Bookmark: Studious and nerdy students.
- Bolt: Outgoing, fun-loving students.
- Paint: Artistic and creative students.
- Star: Athletic and sporty students.
Wildcat Way Tiles
Wildcat Way tiles must be placed in the Wildcat Way grid on the right side of your yearbook.
- Tiles must be placed in their correct orientation for reading. They cannot be rotated.
- Tiles can be placed anywhere in your grid that they can fit. They do not have to be touching the other tiles.
- Tiles cannot overlap other tiles and must be fully within the grid. If you cannot fit a tile in your grid, you cannot take that tile and must choose a different option.
- When you place a new tile, immediately gain any attribute tokens or club track increases covered. In addition, gain any bonuses shown on the tile itself.
- Each club track and some staff cards provide a bonus of a single 1x1 tile, which may be placed in the grid as normal. These tiles help you fill in gaps and also each score 1 point at the end of the game. If you gain a 1x1 tile and your grid is already full, you must discard that tile.
- When a Wildcat Way tile grants you a new student or teacher, you draw 3 from the deck and choose 1 to keep, returning the other 2 to the bottom of their deck. If you are unable to place the chosen card in your yearbook, you must discard it.
- When a Wildcat Way tile is placed on the school mat with space for a student, add the top student from the draw deck. This student will stay on the tile when it is added to a player's yearbook. The student is not considered to be part of any class, though attribute tokens can be assigned to them as normal. These are the Senior Superlatives.
- Some Wildcat Way tiles provide points which are scored at the end of the game.
- When you fully cover one half of the grid (top half / bottom half / left half / right half), you immediately gain a bonus of 1 increase on the club track shown and score 2 points at the end of the game.
Tile Examples
This D tile has a horizontal orientation. It confers two Gavel and one Bookmark attribute tokens, and an increase on the Quiz Bowl club track. It cannot be rotated. Some other D tiles have a vertical orientation.
This B tile has a vertical orientation. It has space for a student card, which is added from the top of the draw deck when the tile is added to the school. It will score 2 points for every Gavel attribute token added to the Senior Superlative student on this tile. It cannot be rotated.
For additional tile examples, see page 19.
Staff
Staff cards have a black border, and must be placed in the staff section on the far right side of your yearbook.
- You have space for up to 4 staff cards in your yearbook. They may be placed in any order.
- When you place a staff card you immediately gain the bonuses shown in any order.
- Staff each have a club icon and provide endgame points based on how many different club icons you have collected.
Staff Card example: The Band Director must be placed in the far right section of the yearbook. He provides a signature, 2 Paint tokens, and an increase on the Fine Arts club track.
Club Tracks
- There are six club tracks, each representing a different school club: Student Council, Quiz Bowl, Pep Squad, Fine Arts, Athletics, and Honor Society.
- Players will advance up a club track whenever they gain the associated icon on a card or tile, gain certain column completion bonuses, cover up the relevant icon in their Wildcat Way grid, or when they pair two half-icons on teacher/student cards.
Attribute tokens and 1x1 tiles gained from cards, tiles, or bonuses are always optional and do not have to be added to your yearbook if you do not want them!
- Immediately take the associated bonus when you advance on a club track.
- The 2nd spot up on the Honor Society track provides one of any of the five attribute tokens.
- The 4th spot up on the Honor Society track allows you to take any face-up student card on the school. If you cannot legally place any of the face-up students in your yearbook, you lose that bonus.
- If a player gets to the top of a track, they will gain 5 points at the end of the game. Any additional advancements on that track instead provide 1 signature.
Club Objectives
At the start of the game, either a set of cards will be used, or a random card will be selected of each type, and will be available for players to compete for during the game.
At the end of the game, points will be awarded based on which players have the most of the requirement stated on each card. Players must meet the minimum (MIN) amount of the club objective card requirement to qualify for any points, as shown at the bottom middle of each card.
The T1 and T2 numbers either side can be ignored: they are used in the alternative rules on page 16, and in the solo mode.
When an objective card requires tokens, then all tokens on each student card are counted independently for that objective.
When an objective card requires students, then each student card is only counted once for that objective, even if the requirement has been fulfilled multiple times by that student.
Club Objective Card example — The Clique: The Clique requires students with the Bolt attribute token in the same row. To score this card, a player must have a minimum of 5 Bolt tokens in the same row. Players who qualify to score the card earn points as described in the Endgame Scoring section.
For additional examples, see page 18.
End of Round
Once all players have placed 3 of their team members the round ends.
- The player with the most advancement on each club track gains either a signature or the associated attribute token (their choice). For example, if you are highest on the Athletics track you can choose either a signature or a Star token. The Honor Society track provides a signature or any token. If multiple players are tied on a track, then no one gets the reward.
- If it was the 4th round, proceed to endgame scoring, otherwise perform the following steps before commencing the next round.
- Retrieve all team members from the school locations and take them back into your personal supply.
- Refill all empty spaces in the school with the appropriate card/tile from the draw decks. Winter Break: At the end of round 2, wipe all cards and tiles on the school mat before refilling.
- In a 2- or 3-player game, rotate the janitors around the school by moving each one to the location to the right of their current location, wrapping around the school from the Gym to the Office. Place them in the same 0/1/2 signature cost spot they previously occupied but in their new location.
- Rotate the first player token clockwise in 3- and 4-player games. In 2-player games, rotate the first player token only at Winter Break (end of round 2).
- Advance the round track one step.
Endgame Scoring
After the 4th round use the scorepad to tally reputation points for the following:
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Club Objective Cards — Score each card individually.
Players gain points based on who has the most of each requirement, as per the below table. If a player does not have the minimum number of the stated requirement, as shown at the bottom middle of the card, they score no points for that card.
If players are tied for a level, then add the points for that place and the next place(s), then divide by the number of players who tied and round up.
1st 2nd 3rd 4th 4 Players 18 12 6 2 3 Players 16 10 4 / 2 Players 14 6 / / For example, in a 4-player game, if two players tie for 1st place, then they each score 15 points (18 + 12 divided by 2 players). Do not award 2nd place points to another player. Instead, they would be awarded points for 3rd place.
Do not count tokens in your storage at the end of the game, they are not worth any points.
Whoever has the most points is the winner. In the event of a tie, the tied player with the most points scored from club objective cards is the winner. If there is still a tie, the tied player with the most students is the winner. If there is still a tie, then the tied players share the victory.
Be sure to slip on and show off that class ring bling — you've earned it!
Alternative Rules
Club Objective Cards: If you would prefer to play a simpler, more casual game, instead of scoring the club objective cards normally, simply award each player 10 points if they have achieved the minimum requirement (MIN) for each card. This means that they are purely about what you have in your yearbook, removing the competitive nature of the cards and allowing you to focus on your own game without having to pay too much attention to the other players.
For a greater challenge, instead of using the minimum number, use the T1 number to the left of the MIN. For an even greater challenge, use the T2 number to the right of the MIN.
Half-Icons: For an even simpler game, ignore the half-icons on teachers and students. If a teacher who scores based on half-icons is drawn, or the Wildcat Way A tile that scores for matching half-icons is drawn, discard them and re-draw.
Endgame Scoring Example
In this 3-player game example, the Green player has the following counting towards each club objective card from set "A", scoring them a total of 54 reputation points.
- AP Government — Students with a Gavel in the same class: 3 students with a Gavel token in the first class. Students in the other classes do not count. This was 3rd place, but did just meet the MIN amount, scoring 4 points.
- Study Group — Bookmark tokens in the same row: 8 Bookmark tokens in the 3rd row down. The fact that they are on students in different classes does not matter. This was joint 1st place, scoring 13 points.
- Preppies — Connected area of students with a Bolt: 5 connected students with a Bolt token. The 2 students with a Bolt token in the bottom row do not count as they are not connected to the others. This was 3rd place, scoring 4 points.
- Theater Kids — Paint tokens in the same column: 7 Paint tokens in the fourth column. The fact that they are on students in different classes does not matter. This was 2nd place, scoring 10 points.
- Team Captains — Students with three or four Star tokens: 3 students with 3 Star tokens each, since this includes the Senior Superlative in their Wildcat Way grid. This was 1st place, scoring them 16 points.
- Perfect Attendance — Classes of 4+ students with no empty spaces: 2 classes with 4+ students and no empty spaces — Mr. Hawke's class and Dr. Thompson's class. This was joint 2nd place, scoring them 7 points.
They then score 15 points for their teachers: Coach LaFountain scores 6 points for 2 matching Athletics half-icon pairings. Mr. Hawke scores 6 points for having 2 pairs of students in sequential alphabetical order (O-P and S-T). Dr. Thompon scores 2 points for having one student with a Gavel and Bolt token. Mr. Jensen scores 1 point for having one student.
Next they score 17 points from their Wildcat Way tiles: 5 points from the Homecoming tile for having five students with at least three different tokens. 6 points from the Rising Star Senior Superlative tile, since they have 3 Star tokens. 4 points from the four 1x1 tiles, and 2 points for filling the top half of the grid.
They then score 3 points from their staff, as they have 2 different club icons — Honor Society and Quiz Bowl.
Finally, they reached the top of one club track, scoring 5 points. They have 3 signatures remaining, scoring 1 point. And they have not used their ABC token, scoring 2 more points.
The Green player's total score is therefore 97 reputation points. That's definitely an A for their final grade!
Objectives Examples
- Class Reps — Gavel tokens in the same column. Have Gavel tokens in the same column. These can be spread out between the students in that column in any order. If you have multiple columns with Gavel tokens, then only count the column with the most tokens. Must have at least 5 Gavel tokens in the same column to score any points.
- Band Geeks — Connected area of students with a Paint token. Have students with at least one Paint token that are connected. Students are connected when they are directly next to each other (up/down, left/right). Diagonal and wrapping from the end of one row to the start of the next row do not count as connected. Must have at least 3 connected students with a Paint token to score any points.
- Teacher's Pet — Bookmark tokens adjacent to a teacher. Have Bookmark tokens on students that are adjacent to a teacher. Adjacent means directly next to the teacher (up/down/left/right). Diagonal and wrapping from the end of one row to the start of the next do not count as adjacent. Must have at least 4 Bookmark tokens adjacent to a teacher to score any points.
- Team Captains — Students with three or four Star tokens. Have students with three or four Star tokens. Senior Superlative students in your Wildcat Way grid count, too. Must have at least one student with three or four Star tokens to score any points.
- Popular Kids — Bolt tokens adjacent to a Gavel. Have Bolt tokens on students that are adjacent to a student with at least one Gavel token. Adjacent means directly next to the card (up/down/left/right). Diagonal and wrapping from the end of one row to the start of the next do not count as adjacent. Must have at least 4 Bolt tokens adjacent to a Gavel token to score any points.
- Alphabetical — Runs of 3+ students in sequential alphabetical order. Have runs of three or more students that are in sequential alphabetical order, such as C-D-E or V-W-X. Each separate run counts once, so a run of 6 students in sequential alphabetical order (such as N-O-P-Q-R-S) would only count once, not twice. Must have at least 1 run of three or more students to score any points.
Wildcat Way Tiles Examples
- A Tile: Prom — At the end of the game, score 3 / 6 / 10 points if you have 4 / 5 / 6 different matching half-icons in your yearbook. Multiples of the same matching half-icon only count once. If you only have three or fewer different matching half-icons, you score no points from this tile.
- A Tile: State Champs — At the end of the game, score 3 points for each class in your yearbook containing 3 or more students with at least one Star attribute token.
- B Tile: Most Inspirational (Senior Superlative) — At the end of the game, score 2 points for each Bolt token assigned to the Senior Superlative student on this tile. Up to 4 tokens can be assigned as normal, for a maximum score of 8 points.
- B Tile: Seniors — Gain 2 Gavel attribute tokens, and score 4 points at the end of the game.
- C Tile: Mathletes — Gain a Star and Bookmark attribute token. Draw the top 3 Teacher cards from their deck, choose one to add to your yearbook, and return the other 2 to the bottom of the deck.
- C Tile: Cheerleaders — Increase your Pep Squad club track one step. At the end of the game, score 1 point for every 2 Bolt attribute tokens in your yearbook. Tokens in storage do not count.
Solo Rules
In the solo game of Class of '89 you will play against an automated opponent called Ed E. Tor, or Ed. You play the game mostly according to the normal rules, but Ed takes their turns slightly differently. Unless stated otherwise, all the base game rules apply.
Setup
Set up the game according to the normal 2 player rules.
- Shuffle each of the solo decks separately and place them face down next to a player board Ed will use, with the Location deck above the Choice deck, and space below for two face-up active card / discard piles.
- Randomly determine which side to use for Ed's column completion board.
- Take one unused Club Objective card of each type, except from the Honor Society, to use as priority markers. Shuffle these five club objective cards and deal one at random face down above each column of Ed's class photo section of their yearbook. The leftmost tile establishes the most preferred track, location, and token type, proceeding left to right.
- Deal Ed one random teacher card and place it in the top left space of their class photo section as normal.
- Deal Ed two student cards. Choose one at random to place in the second row and column. Place the other in the third row and column.
- Move Ed up one step on a number of club tracks based on your chosen difficulty. For an Easy game advance Ed on zero tracks, for a Normal game advance Ed on their two most preferred tracks, for a Hard game advance Ed on their four most preferred tracks.
- Return Ed's ABC token to the box. If you would like to make the game slightly easier, instead give yourself this token so you have two.
- Ed is the first player.
Gameplay
The majority of the game is played as normal. You and Ed will take alternating turns each round, each placing three team members per round. Ed's turns are carried out differently to yours and are explained in detail on the next page.
Ed never gains nor spends signatures, and completely ignores costs and rewards for signatures. Ed also ignores the alphabet when placing students in their yearbook.
Club Objective Cards
The objective cards work differently in the solo game. Each card shows three target numbers in that scoring criteria. The target you need to meet is dependent on your chosen difficulty and the relative endgame position of you and Ed on the matching club track.
- In an Easy game you need to meet the MIN target.
- In a Normal game if your pin is above Ed's on the track, you only need to meet the MIN target. If Ed's pin is as high or higher than yours, you instead need to meet the T1 target.
- In a Hard game if your pin is above Ed's on the track you need to meet the T1 target. If Ed's pin is as high or higher than yours, you instead need to meet the T2 target.
Ed's Turns
At the beginning of each round, reveal the top Location card and place it on top of the active card / discard pile directly below the Choice cards deck. This is the active card for the entire round. The Location card shows the location in the school where each worker will be placed. One location will be marked with an X on each Location card. Ed will NOT place team members there this round. To perform one of Ed's turns, complete the following steps:
1. Reveal Choice Card Reveal the top Choice card and place it on top of the active card / discard pile directly below the revealed Location card, so that the arrows on the face-up Location and Choice cards align. The Choice card shows which item will be selected at each location this turn.
2. Determine Team Member The back of the next Choice card in the deck lists the four team members in the order Ed will use them. The team member that Ed will use this turn is the left-most team member on that card back, that they haven't yet used this round.
3. Place Team Member Take the indicated team member and place it in the left-most available space of the indicated location on the Location card. If the location is full, place the team member in the next location to the right (wrapping around from the Gym to the Office if necessary), ignoring the location with no team member on the active Location card.
4. Team Member Action Perform the team member's unique action based on the team member placed:
- Editor — Advance Ed's pin one step on the matching club track.
- Designer — Take an attribute token matching the current location.
- Photographer — Take a student (see Selecting Students, right). If there are no students, take one from the top of the deck instead.
- Treasurer — Before selecting an item, wipe and refresh the display at the location.
5. Choice Card The revealed Choice card shows which item will be taken from the location this turn. If the indicated item cannot be taken for any reason, continue to reveal Choice cards until a possible selection is shown. If the Choice cards deck runs out, reshuffle the discarded cards to form a new deck. If no possible choices are available, Ed takes one attribute token and advances once on the track matching the location.
SELECTING STUDENTS Select a student using the following criteria, applying each in order until a single selection is made.
- A student with a half-icon that forms a match with a student or teacher on Ed's yearbook that it can be placed next to.
- A student with the most preferred half-icon type. Honor Society is considered the lowest priority.
- The left-most student.
6. Place the Item
Students: Place the student so that it forms a half-icon match if possible. If multiple matches exist, place in the top-most and then left-most space possible. If no icon match exists, place in the top-most and then left-most space possible. Ed does not need to place students alphabetically. Ed gains the bonuses as normal when they complete a column or row, but does not gain signatures.
Teachers: Place the teacher in the top-most and then left-most space possible, in a row and column that does not already contain a teacher. Ed can therefore only place up to four teachers in their yearbook.
Wildcat Way Tiles: Place the tile in the top-most and then left-most space possible in the grid. Ed gains the bonuses shown on the tile, on the spaces they cover, and for completed halves as normal.
Staff: Ed can place up to four staff cards as normal. They gain all the bonuses shown on the card as normal and place it in the uppermost empty space.
The icons on the Choice cards show which item Ed will take from that location: Student, Teacher, Staff, Wildcat Way Tile.
Determining Team Member, Location & Item Example
- Ed has already used their Designer this round, so chooses the next available left-most team member from the back of the top Choice card in the deck, which is their Editor.
- The revealed Location card shows that the Editor is to be placed in the Gym location, so Ed places their Editor in the left-most available spot in that location.
- The revealed Choice card shows that Ed chooses the Staff card at the Gym location, so Ed takes that card and places it in their yearbook, gaining all the benefits of the card, except signatures.
GAINING ATTRIBUTE TOKENS Ed gains tokens as normal, but instead of placing them on students, they place them on top of the corresponding face-down club objective card that was placed above their yearbook during setup.
BONUS STUDENT & TEACHERS When Ed gains the bonus to take any student/teacher from the school mat, take the student/teacher from their preferred location first, proceeding left to right in the school until a location containing a student/teacher is identified. If there are multiple students to choose from, use the Selecting Students rules on page 21.
When Ed gains the bonus to draw 3 students and keep 1, lay the cards out in a row. Then select one of the students using the Selecting Students rules on page 21, and return the others to the bottom of the deck. When Ed gains the bonus to draw 3 teachers and keep 1, just take the top card from the deck instead.
CLUB TRACKS Ed advances on the club tracks whenever they gain the track icon bonus or match two half-icons as normal. They gain the tokens, tiles, and end game points from the tracks, but do not gain signatures. When gaining tokens from the Honor Society track, Ed will choose the token matching the club objective card atop the column with a teacher and with the most student cards in it, breaking ties from left to right. If Ed has reached the top of a track and would gain another advancement on that track, they instead gain a token of the matching type.
Round End
Perform the end of round steps as normal. This includes you becoming the first player after round two.
Ed chooses to gain a token from each club track where they are the highest. After this Ed gains an additional reward based on the team member that was not used that round:
- Editor — Advance Ed's pin on the preferred club track.
- Designer — Take an attribute token from Ed's preferred location.
- Photographer — Take a student from the top of the deck, placing them following the normal rules.
- Treasurer — Advance Ed on the track on which they are the lowest; if tied, advance on the most preferred track.
End of the Game
The game ends at the end of the fourth round. Process the club tracks and Ed gains their unused team member reward, then proceed to endgame scoring.
You and Ed will both earn reputation points for your staff and club tracks as normal. You will earn points for your teachers, Wildcat Way tiles, and leftover signatures and your ABC token if unused as normal. Club objective cards work differently in the solo game as explained below:
EASY DIFFICULTY
- If you achieved the MIN value on an objective, you score 14 points and Ed scores 6 points.
- If you did not achieve the MIN value, then you score 0 points and Ed scores 14 points.
For Normal and Hard difficulties, compare the relative position of your pin on the associated club track to Ed's pin.
NORMAL DIFFICULTY
- If your pin is higher, and you achieved the MIN value on an objective, then you score 14 points and Ed scores 6 points.
- If your pin is equal to or lower, and you achieved the T1 value on an objective, then you score 14 points and Ed scores 6 points. If you did not achieve the T1 value, but did achieve the MIN value, then you score 6 points and Ed scores 14 points.
- In both instances, if you did not achieve the MIN value, then you instead score 0 points and Ed scores the full 14 points.
HARD DIFFICULTY
- If your pin is higher, and you achieved the T1 value on an objective, then you score 14 points and Ed scores 6 points. If you did not achieve the T1 value, but did achieve the MIN value, then you score 6 points and Ed scores 14 points.
- If your pin is equal to or lower, and you achieved the T2 value on an objective, then you score 14 points and Ed scores 6 points. If you did not achieve the T2 value, but did achieve the MIN value, then you score 6 points and Ed scores 14 points.
- In both instances, if you did not achieve the MIN value, then you instead score 0 points and Ed scores the full 14 points.
Teachers: Instead of using the scoring criteria on the card, each of Ed's teachers will score for the column they are in. First discard half of the attribute tokens above the teacher's column, rounded up, and then multiply the remaining number of tokens by the number of students in that column (not their class). The resulting number is the number of points that teacher scores. Any columns without a teacher will not score any points.
Wildcat Way Tiles: Ed scores 1 point for each 1x1 tile, and 2 points for each completed half of their Wildcat Way grid as normal. Instead of using the scoring criteria on any other Wildcat Way tiles, Ed scores 3 points for every C tile with a scoring criteria, 4 points for every B tile, and 5 points for every A tile. C and D tiles without any scoring criteria score no points as normal.
If you score more points then Ed, then you have won the game!
Objectives Scoring Example
The Yellow player is playing on Normal difficulty.
- AP Government (Students with a Gavel in the same class): They ended with 5 students counting toward this objective. Since they are higher on the club track, they only needed to achieve the MIN value of 3. They therefore score 14 points, and Ed scores 6.
- Study Group (Bookmark tokens in the same row): They ended with 7 tokens counting toward this objective. Since they are lower on the club track, they needed to achieve the T1 value of 9. They did achieve the MIN, though, scoring them 6 points, and Ed scores 14.