Worst Class Ever Class Guide – Phases, Rules, Mischief

Every class in Worst Class Ever follows a set of rules, and understanding them can make a big difference whether you’re playing as a student or a teacher. Each room supports 2 to 8 players, but you’re not alone in the classroom. There are also 20 computer-controlled classmates in every class, along with a teacher selected before the lesson begins.

A class isn’t just about running around and causing trouble. Students need to earn enough Mischief before the timer runs out, while teachers must catch students and hang them on dunce pillars to stop the class from reaching its target. The game also has different phases, and each one gives you specific opportunities to prepare, choose roles, or change room settings.

In this guide, I’ll explain how the class system works, what happens during each phase, how victory is decided, and how Mischief multipliers affect your score. I’ll also cover teacher selection and a few useful elevator secrets.

Worst Class Ever Class Guide – Phases, Rules, Mischief

Each classroom supports 2 to 8 players, with 20 computer-controlled classmates appearing in every class. By default, there is one teacher.

A complete class session is divided into four phases:

  • Break
  • Prepare
  • Class
  • End Screen

Each phase has a different purpose, so it’s worth understanding what you can and cannot do before the bell rings.

The Four Class Phases

1. Break Phase

Break is the preparation period before a new class begins.

During this phase, players can walk around the floor and visit the wardrobes to choose their roles. You can become a teacher, choose the female teacher, or return to being a student.

The host can also change the room rules during Break. These settings cannot be changed once the class moves into the next phase.

Break continues until someone rings the Start Class bell.

2. Prepare Phase

Once someone rings the bell, the game enters Prepare.

This phase lasts 30 seconds. The classroom nearest to the bell determines which floor will be used for the next class. Players who are on other floors are moved to that floor.

The game then selects a random desk layout and spawns the 20 computer-controlled classmates.

This is your final preparation period before the class officially begins.

3. Class Phase

The Class phase is where the actual match takes place.

By default, a class lasts 480 seconds, or 8 minutes. However, the host can change the Class Duration room rule to set a duration between 60 and 1,200 seconds.

When the class begins:

  • The Mischief count starts fresh.
  • Traps are reset.
  • Students begin trying to reach the Mischief target.
  • Teachers attempt to catch students and stop them from winning.

Students need to reach the required Mischief target before the timer runs out. Teachers can win by catching every player-controlled student or by surviving until the class ends without the target being reached.

4. End Screen

After the class finishes, the game displays the results for 15 seconds.

During this phase:

  • Everyone standing on a dunce pillar is released.
  • Banana peels are cleared.
  • The room returns to Break.
  • The teacher becomes a student again.

Once the End Screen finishes, players can prepare for another class.

How to Win a Class

There are different victory conditions depending on whether you’re playing as a student or a teacher.

How Students Win

Students win when the class reaches its required Mischief target.

This means you need to earn enough Mischief before the class timer runs out. The target depends on the number of students participating and can also be changed through the room settings.

The more students there are, the higher the default Mischief target becomes.

How Teachers Win

Teachers have two ways to win:

All Caught: Every player-controlled student must be hung on a dunce pillar. A student who is currently being carried by a teacher does not count as caught for this condition.

Class Over: The class timer reaches zero before the students manage to reach their Mischief target.

As a teacher, you don’t necessarily need to catch everyone. Preventing students from reaching the required Mischief total until time runs out is enough to win.

Mischief Targets Explained

The default Mischief target changes depending on the number of students in the class.

Here are the default targets:

  • 1 student: 10 Mischief
  • 2 students: 25 Mischief
  • 3 students: 50 Mischief
  • 4 students: 80 Mischief
  • 5 students: 120 Mischief
  • 6 students: 150 Mischief
  • 7 students: 200 Mischief

These are the default values. The host can adjust the target using the Mischief Target room rule, which can multiply the normal target from 10% up to 400%.

This means the same number of students can face a very different challenge depending on the room settings.

How the Mischief Score Multiplier Works

One important mechanic to understand is the Mischief score multiplier.

When students are caught, the number of free students decreases. This increases the multiplier applied to Mischief earned by the remaining free students.

The multiplier is calculated using this formula:

(Total Students ÷ Free Students) ^ 0.65

The multiplier is capped at 2.5x.

Students who are being carried or are already hanging on a dunce pillar are not considered free.

Here are the multipliers for different class sizes:

2 Students

  • 1 caught: 1.57x

3 Students

  • 1 caught: 1.30x
  • 2 caught: 2.04x

4 Students

  • 1 caught: 1.21x
  • 2 caught: 1.57x
  • 3 caught: 2.46x

5 Students

  • 1 caught: 1.16x
  • 2 caught: 1.39x
  • 3 caught: 1.81x
  • 4 caught: 2.50x

6 Students

  • 1 caught: 1.13x
  • 2 caught: 1.30x
  • 3 caught: 1.57x
  • 4 caught: 2.04x
  • 5 caught: 2.50x

7 Students

  • 1 caught: 1.11x
  • 2 caught: 1.24x
  • 3 caught: 1.44x
  • 4 caught: 1.73x
  • 5 caught: 2.26x
  • 6 caught: 2.50x

This mechanic can make a big difference during a match. Even if the teacher catches several students, the remaining free students earn more Mischief for their actions.

How Teacher Selection Works

Choosing a teacher happens through the wardrobes during the Break phase.

You’ll find three available role options:

  • Become a Teacher
  • Be a Female Teacher
  • Become a Student

During Prepare, a player who has already been selected as a teacher can still switch between the two teacher appearances.

However, choosing a teacher outfit doesn’t always guarantee that you’ll become the teacher. The game follows a specific selection order.

Teacher Selection Order

When the Start Class bell is rung, teacher positions are assigned in this order:

  1. Players dressed as the Female Teacher are considered first.
  2. Other players dressed as a teacher are considered next.
  3. If there is only one teacher position and nobody volunteers, the game selects a player who wasn’t the teacher during the previous class.
  4. Everyone who isn’t selected as a teacher becomes a student.

This selection system helps prevent the same player from automatically becoming the teacher every time when nobody volunteers.

Teacher Count Room Rule

The default class has one teacher, but the host can change the number of teachers through the Teacher Count room rule.

You can set the number of teachers from 1 up to one less than the Max Players setting.

There are two important restrictions:

  • The teacher count can never exceed one less than Max Players.
  • There must always be at least one student in the room.

For example, a room with a maximum of four players cannot have four teachers. At least one player must remain a student.

Understanding the End Screen Results

When a class ends, the End Screen displays several statistics to show how the match went.

Here’s what each result means:

  • Mischief: Shows the total Mischief earned during the class compared with the required target.
  • Students Caught: Shows how many students were caught compared with the total number of students.
  • Catches: Displays how many students each teacher caught. This includes students on a dunce pillar or being carried by that teacher at the end.
  • Student Scores: Shows the individual Mischief score earned by each student.

These results help you understand which students contributed the most Mischief and which teachers managed to catch the most players.

Elevator Mechanics and Secrets

The elevator is another useful part of the room, and it has a few special mechanics worth knowing.

When Does the Elevator Open?

The elevator remains closed until the first class in the room has finished.

After that first class, it becomes accessible from every floor.

During an active class, pressing the Open or Close buttons displays the message Class ongoing. The elevator stays on its current floor and cannot be moved.

Outside an active class, the elevator only leaves a floor when every player on that floor is inside it.

How to Get the Happy! Message

There’s a small elevator secret you can try.

Press the floor buttons in this exact order:

9 → 3 → 1 → 2 → 1 → 2

If you enter the sequence correctly, the elevator displays the message Happy!

How to Use the Unstuck Option

If you get stuck somewhere, you can use the Unstuck option from the menu.

This sends you back to the elevator’s return point on your current floor.

However, there are a few restrictions:

  • During Prepare and Class, Unstuck only works when you’re more than 1 metre above or below the elevator’s return point.
  • It cannot be used while you’re inside a moving elevator.
  • Outside those restrictions, the option can help you return to the elevator area without getting stuck.

Tips for Understanding Class Rules

Before joining a match, keep these mechanics in mind:

  • Use Break to choose your role and adjust room settings if you’re the host.
  • Remember that Prepare only lasts 30 seconds, so get ready quickly.
  • Students need to reach the Mischief target before the timer runs out.
  • Teachers can win by catching every player-controlled student or waiting until the class ends.
  • Catching students increases the Mischief multiplier for those who remain free.
  • Students being carried or hanging on a dunce pillar are not counted as free.
  • The teacher selection system gives priority to players dressed as the Female Teacher.
  • The elevator only becomes available after the room’s first class.
  • Try the 9-3-1-2-1-2 button sequence to see the Happy! message.

Understanding these rules makes it much easier to plan your next match. Whether you’re trying to earn enough Mischief as a student or stop everyone as a teacher, knowing how each phase and scoring mechanic works gives you a better idea of what to do.