ACADEMY ASSEMBLE!A World Builders Academy Dueling Card Game

How to Play

Every number on a card is a claim you can defend.

Academy Assemble! is a card game built from the history you study. Each card is a person, place, event, idea, or invention, rated in the six G.R.A.P.E.S. domains. Learn what the numbers mean, how a duel works, and how your evidence can change a card.

PlayersTwo, face to face
You NeedA 10-card deck built from your collection
You WinBy winning the most domains
Example card: Nile Floodplain
2 · How the Numbers Work

The numbers are not random.

Every rating answers one question: how much of this card's story happens in this domain? Each number is set by the same scale, checked against the same rules, and backed by evidence from your lessons.

5

Defining

You can't explain this card without this domain. It is the main reason the card matters.

Nile Floodplain, Geography: no flood, no Egypt.

4

Major

A large, direct effect that the lessons clearly show.

Nile Floodplain, Economics: the flood fed the surplus.

3

Significant

A real effect, but shared with other causes.

Indus Cities, Social Structure: planned cities shaped daily life.

2

Minor

Some connection, but brief or indirect.

Nile Floodplain, Religion: the river shaped beliefs, but the pharaoh cards carry religion.

1

Trace

The lessons barely touch it.

The Huang He, Politics: the river is a place, not a ruler.

0

None

No connection at all. Rare.

Rule 1

Same budget for every card

Every card's six numbers add up to about 14 to 17. No card is simply "stronger." Cards differ in shape, not power, so the question is never "which card is best?" but "where is this card strong?"

Rule 2

Every card has an identity

Every card has at least one 4 or 5. That is its identity domain, the reason it is in the deck.

Rule 3

A rating is a claim

Each number is a historian's claim, and claims need evidence. If you can prove a number is wrong, you can change it on your own card with a One-Pager.

Nile Floodplain

Location · Predictable Abundance

G5
R2
A1
P1
E4
S1

Total 14. Almost all of its story is the land and the food it grew. Strong in G and E, weak almost everywhere else.

Constantinople

Location · The second Rome

G4
R3
A3
P3
E3
S1

Total 17. No 5 at all. Its story is spread across geography, faith, building, power and trade, so it is a flexible card, not a weak one.

Rating a place, not a person

Rate the card's own subject. The Huang He is a river, so its Politics is low even though Chinese dynasties ruled beside it. The dynasty has its own card.

Not enough evidence?

If the lessons don't show a strong connection, the number stays low. "The lessons don't tell us enough to rate it higher" is an honest historian's answer.

Why this matters

Placing a card means comparing evidence across domains, and changing a number means writing claim, evidence and reasoning. That is the work historians do.

3 · How to Play

The G.R.A.P.E.S. Showdown.

Two players. Seven spaces. Each of you places a card in every domain, and the higher number wins that domain. Win the most domains to win the hand.

GGeography
RReligion
AAchievements
PPolitics
EEconomics
SSocial Structure
★Bonus
1

Build your deck

From your collection, choose 10 cards. Look at their shapes: a deck with a 4 or 5 in every domain is hard to beat. Shuffle and place your deck face down.

2

Draw and place

Draw one card at a time and place it face down in a domain space. A card can go in any domain, but it only counts with that domain's number.

  • Don't like your draw? Put it on the bottom of your deck and draw once more. You must use the second card.
  • Gamble if you want: a card that is strong in one domain can be risked in another.
  • Face down means hidden from your opponent. You can always look at your own cards.
3

The Reveal Set

Each player calls three domains, like G, P, S or A, P, E. Place cards in your three called domains, then both players flip them face up at the same time. If you are playing your Consequence Card this hand, play it now, before the Hidden Set (see below).

4

The Hidden Set

Now place your last three domains face down. You get to see your opponent's revealed cards first, so place carefully. Your opponent is doing the same thing.

5

The Bonus card

Place one more card face down in the Bonus space. On a slip of paper, secretly commit it to one domain.

6

Reveal and compare

Flip the domains in order: G, R, A, P, E, S. In each domain, the higher number wins.

  • If you are losing or tied in the domain you committed your Bonus card to, you may play it. It replaces your card there. It does not add to it. It cannot win a domain taken out of play by a Consequence Card.
  • Win the most of the six domains to win the hand.
7

Breaking a 3 to 3 tie

Play a Blind Round. Each player places the other player's cards into domains without looking. Luck decides it.

8

Win the match

Play best of 3 hands, or best of 5 or 7 when there is time. Your teacher sets the match length.

!

The Consequence Card: once per match, and it must be played

Some events in history are too serious to be a card you play to win. They are Consequence Cards instead. A Consequence Card has no ratings and can never win a domain. What it does is take one of your own strong domains out of play.

  • You must play it. Each player has one Consequence Card and must play it during one of the match's three hands.
  • When: right after the Reveal Set is flipped, before anyone places the three face-down cards of the Hidden Set.
  • Target: one of your own three face-up cards, in a domain where that card is rated 4.
  • Effect: neither player can win that domain during this hand. It is open again in the next hand.
  • Bonus cards: a Bonus card cannot win back the targeted domain. Otherwise Bonus cards work as usual.
  • The final hand: if you reach the final hand with your Consequence Card unused, you must play it if you have an eligible target. If you have none, your opponent chooses two domains to take away from the domains you won once the final hand is decided. If you won fewer than two domains, you have already lost. If taking them away creates a tie, the tie stands.
  • It does not count as one of your 10 deck cards, and it can never be traded.
  • Before you play it, name the event and say who paid the price. You study each Consequence Card in Move 5 of a One-Pager.
4 · Collecting

Learn it, earn it.

Your collection grows as the year goes on. Everyone starts with the same cards, and every new card comes from learning.

Starter deck

River Valley cards

Every student starts with the River Valley cards. Your first deck comes from these.

Booster Packs

Earned by lessons

Each unit is a Booster Pack. You earn its cards by completing the lessons. Missed a lesson? Complete the make-up work to earn its cards.

Your collection

Hold 20, play 10

Keep up to 20 cards in your collection, and build a 10-card deck from them for each match. Your earned cards appear in your Character Hub.

Rare cards

Trade on Fridays

Rare cards are prestige versions of regular cards and play exactly the same. Trading happens only during Friday class play, with your teacher watching.

Ready to play? Head back to World Builders Academy and pick up where you left off.

Go to World Builders Academy

World Builders Academy

Academy Assemble! How to Play
Rules and the G.R.A.P.E.S. rating scale

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