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Discipline: 3 Years At the Jeremiah School of Magic is a cooperative board game designed by Alan Shimojima and published by 636GAMES.

Overview

You are a teacher at the traditional Jeremiah School of Witchcraft and Wizardry, and you have been assigned to teach a class. However, the twelve lovely students all have problems of one kind or another.

You'll have to work together with the other teachers to relieve the anxiety of your class and help your students grow. However, if the more powerful students are stressed, their anxiety will spread to the students around them. Students who are too stressed may end up dropping out of school...

Let's all make it to the graduation ceremony. Help the students stay balanced and avoid a classroom collapse.

Contents

  • Student Card
  • Seat Number Card
  • Power Token (red)
  • Negative Token (black)
  • Turn Marker
  • Event Sheet
  • Progress Cards
  • Homeroom Card

Game Setup

Choose a Class

  1. Shuffle the homeroom cards face-down, then give one to each player. The color shown on the front is the class each player will lead. There are four different classes: Wands (red), Chalices (blue), Pentacles (yellow), and Swords (green).
  2. Each player receives 12 student cards, 13 seat number cards (including a repeat card), and the event booklet for their assigned class.

Initial Arrangement

  1. Each player shuffles their 12 student cards and lays them out face-down in a 3 × 4 grid (3 columns and 4 rows). The location of each card receives a seat number, and this becomes the seating chart for the class.
  2. Each player shuffles their seat number cards and places them face down to form a deck. Then they draw the top three cards and add a power marker to each student card in the drawn positions. For now, ignore the characteristics of these cards. If anyone draws the repeat, ignore it and draw another card.
  3. Draw the next three cards and place a negative marker on each student in the drawn positions.
  4. Each player adds the seat number cards they drew to their remaining seat number card deck and reshuffles them all.
  5. Place a turn marker on the "1st year" and "new seating" spaces of the progress cards.

Groups: Each row of three students forms a group that works together in both the class and the dorms. During the staff meetings, the group mentioned by an event refers to one row of students.

Game Procedure

Several phases of this game are played simultaneously. When all players have finished one, advance the turn marker. For play order during other phases, please refer to the individual rule descriptions.

New Seating

At the beginning of the game and the start of each new school year, each player can choose two student cards and exchange their positions. Any markers on the cards move with them. Players may choose students who are absent and can also pass.

Lesson

Class is in session while the turn marker on the progress card rests on a numbered space. Classes are divided into two phases: a group lesson and an individual lesson. During the group lesson, markers are added to the drawn seat number cards. Then markers are manipulated during the individual lesson.

Power and Negative Markers

Marker Color Maximum Description
Power Marker Red 5 Represents the vigor of each student. A student may not receive any more beyond the maximum and will not spread them around.
Negative Marker Black 3 Represents the stress each student feels. When a student receives 4 or more negative markers, they become absent from school. When absent, flip the student card over and remove any markers.

Group Lesson

  1. Draw a seat number card from the deck and place one power marker on the student in the drawn seat. Discard the drawn card.
  2. Draw a seat number card from the deck and place one negative marker on the matching student. Discard the drawn card. If the student who received the negative marker has more power markers than their classmates in the surrounding seats (the four orthogonally adjacent), diffusion may occur.

Diffusion

Stress can spread from a stronger student to a weaker one. This is called diffusion.

When a negative marker is placed on a student during a group lesson, their power markers are compared with those of each orthogonally adjacent student. If the adjacent student has fewer power markers than the student who just received the negative marker, place one negative marker on the adjacent student.

If there is a student who has taken a leave of absence (their card is flipped over), the diffusion will affect the student two seats away, skipping the seat that has taken a leave of absence, or three seats away if the next student is also absent.

Absence Timing

When a student receives more than three negative markers during a group lesson phase, process any diffusion before flipping their card over.

Individual Lesson

Players must choose from one of the two following actions:

  • Place a power marker on any student card in your class.
  • Remove a negative marker from any student in your class.

Players may also request assistance from one another during this phase. When assisting, a player uses their individual lesson action to tutor a student outside their class. Once a player has helped another class, they place one power marker on their homeroom card to record the number of times they have helped. A player who has been helped cannot offer assistance to another player in the same turn. For example, if the Wand teacher helps the Chalice teacher, the Chalice teacher cannot go on to help the Pentacle teacher in the same turn.

Repeat

If a player draws the Repeat card or the seat number of an absent student:

  1. Set the card aside.
  2. Shuffle the remaining discards and place them on top of the deck.
  3. Draw a new card from the deck.

The repeat card will not be returned to the draw deck until the next reshuffle occurs.

Staff Meeting

Staff meetings (events) happen twice a year.

  1. All players draw a card from their deck of seating cards. They find the drawn seat in their class and read the event for the matching student from their event booklet. The seat number card is then discarded.
  2. Out of all the classes, one student event can be ignored. Players should consult with each other to decide which events they can handle best.
  3. Activate the event effects for each class, except the one being ignored. Events should occur in a clockwise direction, starting with the class to the left of the player whose event you are ignoring. If the Repeat card is drawn or the student is absent during this step, set the card aside, shuffle the remaining discards and place them on top of the deck. Place the new deck face down and draw a new card from it.

Return

When drawing the seat number card for an event at a staff meeting, if you draw an absent student, the event will be ignored and the student will return to class. Flip the absent student's card face up again. Students return without markers.

Staff Meeting Exceptions

Exception 1
When a repeat card is drawn during the activation of an event, the event student's seat number card may appear when drawing a card from the deck. At this time, cards whose effects are triggered by comparing two cards will not trigger their effects. (Examples: Lilac, Sharon, Narcissus, Wisteria)
Exception 2
Events targeting one or more students will only affect those who aren't absent. (Examples: Canna, Lily, Adonis, Rose, Barnett, Mimosa)
Exception 3
If there is an equal number of power markers when comparing cards, the effect is canceled. (Examples: Lilac, Narcissus, Sharon)

Shuffle

The seat number cards are shuffled when the deck runs out and also at the end of the school year. Combine all seating number discards and the seating deck, shuffle, and create a new draw deck.

Once you have completed the last reshuffle of the school year, advance the turn marker forward one year and then start the process of changing seats for the new year. After the reshuffle at the end of the final year, move the turn marker to the "graduation exam" space and proceed to the graduation exam phase.

Graduation Examination

After reshuffling the seat number cards at the close of the third year, the next process is the graduation exam.

Players must first choose from one of the two following actions:

  • Place a power marker on any student card in your class.
  • Remove a negative marker from any student in your class.

Then perform these actions in order:

  1. Draw 1 seat number card and add a power marker to the corresponding student. Discard the drawn card.
  2. Draw 1 seat number card and add a negative marker to the corresponding student. Discard the drawn card. At this time, process any case of diffusion.

Diffusion and repetition processes will also occur in graduation exams. Student characteristics can also be triggered.

Graduation Ceremony

When the graduation exam is completed, the graduation ceremony will be held and the game will end.

Graduation condition: Students who are not absent and have at least one power marker will be able to graduate. Students without power markers as well as those who are absent from school at the time of the graduation ceremony will not be able to graduate and fail the class.

Title

Depending on the total number of students failing in all classes, all players will receive the following titles. If the players gain the title of "Failed Teacher," they have lost the game.

Title 1 Player 2 Players 3 Players 4 Players
Top-notch Teacher 0 0 0 0
Veteran Teacher 1 1–2 1–3 1–4
Rookie Teacher 2 3–4 4–6 5–8
Failed Teacher 3 5 7 9

Best Teacher

Once players are familiar with the game, this rule can be added. If you do not lose the game, the player with the highest score in all classes is named the best teacher. Each player will add up the total number of power markers in their class and the number of times they helped other classes as recorded on the homeroom card. If there is a tie, the player with the highest number of graduates is the winner. If there is still a tie, the player with the highest number of students with five power markers is declared the best teacher.

Special Characteristics

There are students with different characteristics in each class. The characteristic will be activated at the following times:

  • Increase or decrease the number of markers given during group lessons (Genius / Bad at Studying)
  • Effect is triggered when diffusion occurs (Lone Wolf / Honor Student / Very Influential)
  • Occurs when a student becomes absent, regardless of their position (High Empathy)

In addition to the basic characteristics listed above, there is one student in each class who has a unique characteristic (Influential Parent / Moody / Distrustful of Teachers / Strong-willed).

Basic Characteristics

Average

No effect.

Class Students
Wands Elder, Canna, Saffron, Lilac, Lupine
Chalices Cranberry, Angelica, Thistle, Poppy, Mimosa
Pentacles Plumeria, Peony, Daisy, Dahlia, Wisteria
Swords Shion, Jasmine, Scarlett, Chick, Adonis

Genius

During a group lesson, add 2 power markers when receiving one.

  • Zinnia (Wands)
  • Iris (Chalices)
  • Lotus (Pentacles)
  • Platanus (Swords)

High Empathy

Each time a student in the same class becomes absent, this student receives 1 negative marker.

  • Cattleya (Wands)
  • Cosmos (Chalices)
  • Strelitzia (Pentacles)
  • Margaret (Swords)

Honor Student

No diffusion occurs. During a group lesson, add 2 negative markers when receiving one.

  • Chamomile (Wands)
  • Barnett (Chalices)
  • Marie (Pentacles)
  • Olive (Swords)

Bad at Studying

Power tokens may not be added during a group lesson.

  • Gerbera (Wands)
  • Roko (Chalices)
  • Moulin (Pentacles)
  • Nerine (Swords)

Lone Wolf

Does not receive diffused tokens. When diffusing, spreads 2 negative tokens in each direction instead of one.

  • Heather (Wands)
  • Mugwort (Chalices)
  • Licorice (Pentacles)
  • Violet (Swords)

Very Influential

When diffusion occurs, markers can spread to all eight surrounding students.

  • Lily (Wands)
  • Narcisse (Chalices)
  • Mint (Pentacles)
  • Rose (Swords)

Unique Characteristics

Moody

Changes the number of negative markers during diffusion. If the student currently has no negative markers, no diffusion occurs. If there are 1, 2, or 3 markers, add the same amount to adjacent students with fewer power markers.

  • Anise (Wands)

Distrusts Teachers

Receive no negative markers from group lessons, but negative markers may be placed due to events and diffusion from other students. Negative markers may not be removed during individual lessons.

  • Anemone (Chalices)

Strong-willed

When this student receives a negative marker through diffusion, a negative marker is also added back to the source of the diffusion.

  • Sharon (Pentacles)

Influential Parent

If this student fails to graduate, all players lose the game and receive the title of "Teacher Disqualified," regardless of the number of failing students at the end of the game.

  • Laurie (Swords)

Credits

  • Game Design: Alan Shimojima
  • Character Design and Illustration: Klara Mask
  • Artwork: Osamu Inoue
  • Manufacturing Support: Rigoler
  • Advisor / PR (636games): Karasuishi Zakuro
  • Advisor / Programmer (636games): Noko
First Edition
Published April 25, 2020
New Version First Edition
Published November 20, 2021
Publisher
636GAMES ([email protected])
Official Website
https://636games.com/discipline/

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