Turn #1: Freshman Fall Semester
Unaligned Freshmen were (6 out of a total of 30 are played this “school year”): Mathlete, Goth Chick, Cruelest Girl, Hottie With a Body, Quarterback, and Pretty Rich Girl. Unaligned Organizations were (again just 6 out a lot more): Varsity Football, Cheer Squad, Basketball, Gaming Club, Academic Club, and Visual Arts. Any of these not attached to a player by the end of the school year (which lasts three turns), gets sent back to the stack. One of the goals is to get who or what you want, before that happens - and stop others from getting who or what they want.
Order of turns was determined as: Man Candy, Manga Girl, and Emo Boy (who was me). First thing players do is draw action cards at the start of each turn. The way our game session was setup (things can vary to the number of players) we had a max total of 3 hookup cards, 3 bond cards, and 3 breakup cards available per turn. These are called “drama cards” – and a player knows what they do, because they say what they do. Basically reliable but limited. Event cards are more powerful than drama cards, but their random, not always useful, and some can even hurt your plans or aid the enemy. Like chance cards in Monopoly… However you can’t run out of event cards to draw (there’s so many).
In any case, the draw session went like this:
Man Candy took a hookup card and bond card. Manga Girl took a hookup card and bond card. Emo Boy grabbed a hookup card - and because I was feeling lucky – an event card. That turned out to be a good move, because it was the “Pregnancy Scare” card, which makes any unaligned female student instantly form a relationship with any player’s male student… because… well… they had a pregnancy scare.
Now it was time for the action phase.
Man Candy used his hookup card to form a relationship with Cruelest Girl, who just so happens to have the highest Cruel point value in the entire game (the attack stat so to speak). Scary. Because he strengthened it with a bond card, the relationship ended with a value of 2 points – if you can get a relationship to zero points (a major factor in the game) it ends - and the losing player cannot use that relationship unless they reestablish it.
Next Manga Girl did the same to make a relationship with Mathlete. Because Manga Girl has a low Cool point value, this was one of two available students who she could hookup with (although additional choices can show up later). This relationship was also 2 points.
Last is Emo Boy. I use the event card on Goth Girl – and given that we’re still freshmen in high school, the others players start joking we were the first to lose our virginity. I then use my hookup card to join the Visual Arts Club. Organizations like these, are similar to students but they can’t “attack” and are mostly used for combo-like purposes in later stages in the game. Since I didn’t get a bond card to increase the relationship values, Emo Boy only has 1 point each with the Goth Girl and Visual Arts.
As I was the last player, this ended the first turn.
Turn #2: Freshman Winter Semester
Man Candy took a hookup card and a breakup card. Manga Girl took the two remaining hookup cards. Thus that left Emo Boy without a chance to “hookup” with more students/organizations, unless I got an event card that allowed it. This being so, I drew a bond card and an event card. My luck with random cards continued, because it was a “Define the Relationship” card: basically a bond card that gives +2 to a boy/girl relationship rather than just +1. Woot!
In the action phase, Man Candy proceeded to use his hookup card to join the Cheer Squad (1 bond point value). However the breakup card is an attack card, which he used against my Emo Boy and his connection with the Visual Arts Club, through the Cruelest Girl. Because my relationship value with the Visual Arts Club was only 1 point, and the cruelest girl has an “attack value” of 4 (she can remove one point per attack from any relationship with a value of 4 or less), I’m kicked out of the organization and lose it from my hand. The breakup card was titled “sabotage” - so I take that to mean she said some juicy things about the recent infant false alarm between Emo Boy and Goth Girl.
That vile pretty boy and his evil wench will pay! I swear it!
Manga Girl is up next. She decides to join the Gaming Club and the Academic Club. Since no bond cards were used, the relationship value is only 1 bond point to each.
Now comes my turn again… since I’ve lost my Visual Arts Club, I use the bond card on Goth Girl with the “Define the Relationship” card. This increases our relationship value from 1 to 4 in a single turn. Must have turned out to be a really hot Winter Holiday.
Go Emo! Go Gothy! Go Emo! Go Gothy!
Errr… yea… thus ends turn two.
Turn #3: Freshman Spring Semester
Man Candy is seriously on the attack, since he picks up two breakup cards. Manga Girl sees the threat and grabs two hookup cards. Because of all this, for the first time since the start, there’s a hookup card actually available to Emo Boy and I take it. My second is a bond card… because I think I’ve pressed my lucky with those random event cards.
As expected Man Candy strikes with the breakup cards – one labeled as Intimate and the other labeled as Sabotage - but this time it’s not me! He releases his Cruelest Girl attack dog on Manga Girl, destroying her 1 point relationships with the Academic Club and Gaming Club – laughing that “no one is safe” while doing it.
And because of that, I think I might have found a temporary ally against a common foe…
Manga Girl spends her hookup cards repairing the damage that Man Candy did to her, regaining her ties the Academic Club and the Gaming Club – or perhaps more likely nullifying the damage by revealing the truth behind those hateful acts.
Breathing a sigh of relief that Manga Girl has earned Man Candy’s attention somehow, Emo Boy spends his hookup card to rejoin the Visual Arts Club, and strengthen that relationship with the bond card… thus giving it a value of 2 points. What was lost: has been found.
So ends the third turn.
Interlude: Freshman Summer Break
After every three turns comes “Summer Break” – which is really the point adding phase. No cards are drawn: in fact unused action cards and unconnected students/organizations are returned to the stack and reshuffled. This is to simulate summer vacation, as well as the dropouts and/or failures of the last school year.
Points – or signatures as the game labels them - are awarded depending on what combination of cards the players hold, as well as if they played certain special event cards, and/or sacrificed friendships during the school year (the “you just used me!” thing) for bonus signatures. Cutest Couple. Most Athletic. Things like that - which is where the organization cards come in. For the record, everyone got 3 signatures at this point in the game… but it’s only begun, since there’s three more school years (9 turns) till graduation.
Most notable for Emo Boy, was getting Cutest Couple with Goth Girl: they had the single highest relationship value. Is it true love? Or will Man Candy (or even Manga Girl) do everything to stop them? In the next phase (Sophomore year) three cards are drawn each turn: making things even more interesting. A new pool of students to befriend and organizations to join become available as well. More importantly, Emo Boy is in a position of strength, and his vengeance against Man Candy shall begin. My dark queen and I shall destroy him!
MWA, HA, HA, HA!!!