made by students, for students

LAST MINUTE!

5 days of school. One bell. Survive the week.

▸ 3–6 PLAYERS
▸ 20–25 MIN
▸ AGES 10+
▸ 90 CARDS
Get the Deck How to Play
Task card Sabotage card Event card Escape card Helping card

our story

Made by students.

We are a group of primary and secondary school students who came together — across schools, levels and homework loads — to make this game.

One of the biggest problems we faced was that nobody on the team could really draw. So we used AI to help us bring the cards to life, and then poured our own hours into the words, the mechanics, and the playtests.

We spent over six weeks stress-testing rules, redesigning cards, and arguing about whether the Pop Quiz event was overpowered (it was; we nerfed it). The result is the game you're holding now: a week of school, in 90 cards across 60 unique designs.

— still doing homework · probably back at the start

CERTIFIED
LAST
MINUTE

quick start

Three steps. One bell.

Read this once and you can play. Full rules live in the accordion below.

1

SETUP

Build 3 decks: Task (Tasks + Helping) · Event · School (Sabotage + Escape). Deal each player 3 school cards + 1 starter Task. Game = 5 rounds.

2

EACH ROUND

Three phases — ☀️ Morning (draw 1 Task + 1 School), Play (max 2 cards), 🔔 Dismissal (reveal Sabotages, score Tasks, discard to 6). Then 1 Event card fires for everyone.

3

WIN

After 5 rounds, the bell rings. Most Knowledge Points wins. Tie? Most Tasks completed; then last Task scored.

📓 The Full Rule Book

Setup, in detail
  • Three decks: Task Deck (Tasks + Helping), Event Deck, School Deck (Sabotage + Escape, shuffled together).
  • Each player draws 3 cards from the School deck as their starting hand.
  • Each player draws 1 Task from the Task deck and places it face-up in front of them as their starter Task.
  • Total starting position: 4 cards (1 visible Task + 3 hand).
  • The last player who did homework goes first. (Or just roll a die — turn order doesn't matter much.) Play continues clockwise.
The game lasts 5 rounds total. After Round 5, count points and crown the winner.
The 3 phases of every round

Everyone completes a phase before the table moves to the next.

1 · ☀️ Morning — wake up. Each player draws 1 Task card + 1 School card. (If you'd already have 5+ cards in hand, skip the school draw.)

2 · Play — split into Tasks, then Action.

  • Tasks — play as many Task cards as you want.
  • Action — play as many Sabotage / Helping cards as you want.
  • Maximum 2 cards total across the two parts (e.g. 1 task + 1 action, 2 tasks, 2 actions, or pass).
  • Sabotages aimed at a Task are played face-down and revealed at Dismissal.

3 · 🔔 Dismissal — end of round.

  • Reveal any face-down Sabotages played on you.
  • Use Escape cards to defend if you want.
  • Score any completed Tasks.
  • Discard down to 6 cards if you're over.

Once everyone finishes Dismissal, flip the next Event card — its effect resolves immediately for the whole table. Then the new round begins.

Hand limit is 6 cards (checked at end of each round). Knowledge Points cannot drop below 0.
Refresh rule — when do Tasks score?

1-point Tasks can be scored on the same turn you play them — no waiting.

2-point and 3-point Tasks need to "refresh" through one round before they score. They sit active in front of you and only pay out at the end of the next turn.

Maximum 2 active Tasks at any time.

Replacing a Task mid-progress = 0 points (no refunds). Some Helping cards can override this — e.g. Last-Minute Change lets you swap a Task and keep half its bonus points.

Once a Task scores, slide it aside — keep any Sabotage cards "stuck" to it as a record.

The 5 card types

🟢 Task — assignments you complete to score Knowledge Points. Drawn from the Task deck.

🟡 Event — fires at the end of every round, after all players take their turn. Affects everyone (unless they're immune).

🔴 Sabotage — played during your Play phase, on another player who has an active Task. Slows them down or steals points.

🔵 Escape — react to protect yourself from Sabotage, Events, or point loss. Each card states its trigger moment.

🟣 Helping — buffs, shields, alliances and catch-up. Played during your Play phase, on yourself (or shared with one other player for some cards).

Special rules:

  • Group Study needs the chosen player's consent to activate.
  • Check School Calendar is private — don't show the next Event to others.
  • Tuition Class — once per game per player, and only when you're 5+ Knowledge Points behind the leader.
Winning

After 5 rounds, the bell rings. The player with the most Knowledge Points wins.

If two players tie, the player with the most completed Task cards wins. Still tied? The player whose Task scored last wins.

Card-specific scoring (Tasks)

A few Task cards have special scoring — keep these handy:

  • PSLE Practice Paper — every Sabotage played on this card costs you 1 bonus point, no matter the Sabotage.
  • Revise for Common Test — 1 turn to score = 2 pt; let it sit 2 turns = 3 pt.
  • Present Your Project Slides — if no Sabotages were played on this card, score 3 pt instead of 2.
  • Finish Worksheet — if no Events affected you this turn, gain +1 pt when scoring.
  • Submit Science Lab Report — if the round's Event has "quiz" or "exam" in its name, score it immediately.
  • Pack Your School Bag — if this is your first Task played in the game, +1 bonus point.
  • Write English Essay — score after 2 rounds = 2 pt; after 3 rounds = 4 pt.
Edge cases & FAQ

Task deck runs out? Shuffle the discard pile to form a new deck. Same for Event and School decks.

Can I Sabotage someone with no active Task? No. Sabotages target an active Task. If they have none, they can't be sabotaged this turn.

What if I refuse Group Study? The card fizzles — neither player is protected, but the card is still discarded.

If I score a Task during 'Return Marked Papers', do I get the +1? Yes — any player who scores a Task during that round gets the bonus.

Last-Minute Change to swap for a better Task? Allowed — but you keep only HALF (rounded down) of any bonus points already earned on the old Task.

Same Task as another player? Fine. If both have it active when one scores, the matching bonus on Hand In Group Project triggers. Other Tasks don't have matching bonuses.

the deck

Every card. 5 colours.

Tap a card to see its effect. Use this as your reference while you play.

60 unique designs · multiple copies of some make 90 cards in the deck

Charge Your Chromebook
Charge Your Chromebook1 PT
Copy Notes From Board
Copy Notes From Board1 PT
Finish Worksheet
Finish Worksheet1 PT
Pack School Bag
Pack School Bag1 PT
Sign & Return Form
Sign & Return Form1 PT
Submit Chapter
Submit Chapter1 PT
Submit Attendance
Submit Attendance1 PT
Crash CCA Practice
Crash CCA Practice2 PT
Do eLearning Module
Do eLearning Module2 PT
Finish Holiday Homework
Finish Holiday Homework2 PT
Lead CCA as IC
Lead CCA as IC2 PT
Organise Noticeboard
Organise Noticeboard2 PT
Pass Physical Fitness Test
Pass Physical Fitness Test2 PT
Run Errand for Teacher
Run Errand for Teacher2 PT
Stay Back for Remedial
Stay Back for Remedial2 PT
Hand In Group Project
Hand In Group Project2–3 PT
Prepare for PTM
Prepare for PTM2–3 PT
Present Project Slides
Present Project Slides2–3 PT
Revise for Common Test
Revise for Common Test2–3 PT
PSLE Practice Paper
PSLE Practice Paper3 PT
Study for End-of-Year Exam
Study for End-of-Year Exam3 PT
Submit Science Lab Report
Submit Science Lab Report3 PT
Write English Essay (1200w)
Write English Essay (1200w)3 PT
Fire Drill
Fire Drill
Free Period
Free Period
Maximum Saturation
Maximum Saturation
Pop Quiz!
Pop Quiz!
Relief Teacher
Relief Teacher
Return Marked Papers
Return Marked Papers
School WiFi Down
School WiFi Down
Surprise Assembly
Surprise Assembly
Teacher Checks HW
Teacher Checks HW
Accidental Spoiler
Accidental Spoiler
CCA Emergency
CCA Emergency
Extra Duty
Extra Duty
Forgot to Bring File
Forgot to Bring File
Grooming Check
Grooming Check
Late Night Gaming
Late Night Gaming
Lost Pass
Lost Pass
Loud Talking
Loud Talking
Missing!
Missing!
Principal's Office
Principal's Office
Snitched
Snitched
Surprise Spot Check
Surprise Spot Check
Fake Internet Issue
Fake Internet Issue
Group Chat Answers
Group Chat Answers
I Already Submitted Online
I Already Submitted Online
Last Minute Save
Last Minute Save
MC From Doctor
MC From Doctor
Parents' Signature
Parents' Signature
Sudden Illness
Sudden Illness
Teacher Didn't See
Teacher Didn't See
Borrow Notes
Borrow Notes
Check School Calendar
Check School Calendar
Group Study
Group Study
Last Minute Change
Last Minute Change
Quick Recap
Quick Recap
Stay Low Profile
Stay Low Profile
Teacher's Pet
Teacher's Pet
Tuition Class
Tuition Class

in the box

90 cards of school chaos.

Three decks: Task, Event, School. Five colour-coded card types. 60 unique designs.

TASK

Score points. The reason you're in school.

24 CARDS

EVENT

One fires every round. Affects everyone.

18 CARDS

SABOTAGE

Mess with your classmates' Tasks.

24 CARDS

ESCAPE

Cancel Sabotage. Save yourself.

10 CARDS

HELPING

Help yourself or a friend.

14 CARDS

pro tips

From the playtest table.

Keep one Escape in the chamber

Don't burn Parent's Signature on a 1-pt loss when a 3-pt Task could be at risk later in the week.

Save your big Sabotage for the leader

Attacking the front-runner is normal and expected. Snitched on a 3-pt Task is a game-changer.

Watch the Event deck

If Pop Quiz hasn't fired by Wednesday, don't sit on an active Task — finish it. Pop Quiz hits anyone without one.

Alliances exist (sort of)

Helping cards are friendly. Use them to stay off the leader's radar — until you suddenly aren't.

Falling behind?

2–3 pt Tasks are higher variance but higher ceiling. If you're behind on Thursday, swing for the fence.

Don't telegraph your hand

If everyone knows you have Snitched, they'll save Escape for it. Bluff a little.

last call

Ring the bell.

A Singapore card game built by primary and secondary school students. One week. One winner. Many regrets.

Buy on store.insightedu.io →