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High School Drama!: Varsity Edition
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Store:  Strategy Games, Card Games
Edition:  High School Drama!
Format:  Card Games

High School Drama!: Varsity Edition

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Ages Play Time Players
13+ 60-90 minutes 2-5

Designer(s): Boyan Radakovich

Manufacturer(s): Catalyst Game Labs

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Product Description

Players take on the roll of classic student archetypes -- emotional vortex to man candy, preppy to 1337 haXx0r -- trying to hookup with other students and clubs, while making sure to breakup their rivals.

At the end of four school years (because High School is like totally so superficial ya know) players burn off all their bonds they've created, turning them into signatures in their yearbook. The player with the most signatures at the end of game is the winner!

The Varsity Edition of High School Drama enhances and streamlines game play, while clarifying various rules based on player feedback from the original edition of the game.

Product Information

  • Designer(s): Boyan Radakovich

  • Manufacturer(s): Catalyst Game Labs

  • Year: 2010

  • Players: 2 - 5

  • Time: 60 - 90 minutes

  • Ages: 13 and up

  • Weight: 325 grams

  • Language Requirements: This is a domestic item.

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Product Reviews


Average Rating: 3.5 in 1 review

Just like High School!
August 29, 2007

The idea of forming cliques in high school is foolish and idiotic – once you get out of school, anyway. Yet that’s the theme in this oddly compelling game, High School Drama (Shifting Skies Games, 2006 – Boyan Radakovich). I first heard of High School Drama when I saw that it was nominated for an Origins award. Since that award has no meaning whatsoever, I wasn’t tremendously impressed and thought that the theme was most likely aimed at the younger set.

As I taught the rules to the other players, I was rather skeptical – the game seemed fluffy and juvenile. However, as the game began, I saw how ingenious the game play worked. I’m not sure the game is perfectly balanced (in fact, I’m positive that it’s not), but it does work extremely well with the theme and is very fun. The game can be played both congenially or aggressively, and strategy plays a much larger role than I initially thought. I’m becoming quite fond of the game – a fun, easygoing card game.

A board resembling a yearbook is placed on the table, which is really just an enhanced scoring and time track. Players take a set of chips of their color, placing one on the lowest space of the scoring track. Three stacks of cards (number equal to the number of players) are placed face up on the table: Hookup, Breakup, and Bond. Another deck of event cards is shuffled and placed near the board, as well as a deck of Student and a deck of Organization cards. Student and Organization cards equal to twice the number of players are drawn and placed face up on the table. Each player then chooses the student that they will have for their main character for each game. The player who picks their student last gets a pawn, delineating that they go first in the fall of the freshman year. (They are the semester leader.)

The game takes place over four years, each year consisting of all four seasons – beginning with fall (although summer is simply a scoring round). Students have three attributes: Cool, Cruel, and Heart – and are also one of four types (Jocks – green border; Artsy kids – purple border; Popular kids – pink border; or Geeks – gray border). A few students are dual types. The first fall round is ready to begin.

Each player, starting with the player with the pawn, draws one card into their hand – either from one of the face-up piles (hookup, breakup, and bond) or the event deck. This continues until the player has the maximum number of cards for that year (two cards in the freshman year, three in sophomore, four in junior, and five in the senior year.) Then, starting with the semester leader, each player will play one card at a time – two cards in total – for the round. The cards played do different things:

  • Hookups: When a player plays a hookup card, they can take one of the face-up organization or student cards and attach it to one of their students in front of them. To do this, however, the student’s cool factor must equal or exceed the cool factor of the student or organization being added. If the student is the same type, then their coolness factor is doubled. The new student or organization card is attached using one of the arrows on the card, and the player places one chip between the cards to show the “bond” between the two cards.
  • Bonds: These cards allow the player to strengthen an existing bond by adding a chip between the two cards. Each pair of cards has a maximum number of chips allowed between them, which are the total sum of their heart values.
  • Breakups: These cards allow a player to take one bond chip off the table from another player’s setup, as long as they have a student who has a cruel factor that equals or exceeds the amount of chips in the bond. If the last chip is taken from a bond, then the bond is gone; and the attached card is lost back to the face up piles on the table. A player will never lose their main character but could lose a lot of cards if they are only attached to the card that is lost when a bond is broken.
  • Events: Event cards are random, and a player never knows what they could entail. Some are more powerful versions of bonds, hookups, and breakups, while others give special abilities to those who control different organizations. For example, the “Prom” card gives two yearbook signatures (points) to the player who controls the cheer squad and also allows players to discard as many bonds between one couple of students for yearbook signatures. Many of these cards affect all players – regardless of who plays them.

At the end of the year, all students or organizations still face up are discarded, and new ones are drawn. Also, each player has the chance to get bonus points, such as “Most Athletic (one signature to the player who has a character with the most bonds to jock organizations). Players then all get one free bond to place on any existing relationship – all cards are discarded, and the Event deck reshuffled, and the next phase begins. After the senior year, the player with the most yearbook signatures is the winner!

Some comments on the game…

  1. Components: The game comes in a small box with a nice plastic insert. The event and drama cards are small – but easily useable – especially as the different types are color coded so that a player can quickly identify them. The student and organization cards are large, with their main characteristics easily recognizable, along with a bit of color added in the form of a quote. The chips are clear tiddly-wink pieces, and the pawns are simply plastic pawns. The small scoring board is made to look like an open yearbook – and it’s very realistic, because I was ready to get annoyed at someone for writing all over it – when I realized that it’s simply part of the design. The artwork, by Joel Sigua, is very well done – cartooney enough to present each of the stereotypical high school types, but very clean and enjoyable.

  2. Rules: The eleven-page rulebook is nicely designed, with everything shown in full color with illustrations and examples. I still had a few questions – many regarding placement and destruction of bonds, which I had to email the designer about. These answers are found online, but the rulebook is vague in a few places that it really shouldn’t be. As for teaching the game, the theme fits it so well that everyone understands easily, as long as a player explains the bonuses between rounds (a reference card for this part would have been nice.)

  3. Balance: Some students are most certainly better than others. The dual-color students are very nice; and if a player gets one of them as their main character, it’s a good advantage and is not something I’m sure is offset by allowing the other players to go first. At the same time, there isn’t any student who is too powerful; the highest any number goes is “4”; and if a student is very “cool”, they are likely to have lower heart, or cruelty, etc. The organizations are something else, however. Many of them have different ratings, but some of them are vastly more useful than others. For example, the drama club has three event cards that directly reference it, while other organizations have only one. This might take a few plays, but it’s obviously nice to have the organizations that have more event cards that give them bonuses. Perhaps this is meant to be – it certainly isn’t game-breaking, but it’s noticeable enough that I hope they address it in the promised future expansions.

  4. Cards: The best part of the game, to me, is the part in which players draw cards. If you need a “hookup”, “bond”, or “breakup” card, you are guaranteed one of them – but what if you want two? What is the best card type to draw? In the beginning, drawing event cards is a real random event -- as a player must play the two cards they draw; and if the event card favors someone else, that’s a problem. However, as time goes by, you will see players drawing more and more event cards, as the points they give out can be game deciding. A super strong relationship can also award a lot of points at the right time (see the “prom” card I mentioned in the rules above. Players can attempt to have only a few strong bonds, or a wide, sprawling network, attempting to get many of the bonuses between turns.

  5. Nastiness: I’ve played a game in which the breakup cards were used twice, and never to any great affect. This is the “friendly” style in which one can play High School Drama! However, if used properly, a player can devastate half of another player’s network with a breakup card, turning this friendly little game into a stab-fest. It all really depends on player’s moods and strategy – is utilizing a card to attack your opponent really worth giving up building your own network? The threat is always there, however – and players must watch for weak bonds in their own clique, which can be severed by opponents. You want a mean game – High School Drama is for you. But it need not be this way.

  6. Fun Factor: Collecting signatures is a good theme, and the whole “network” of students is an interesting idea. Players can easily slip into the roles of the stereotypes provided in the game (the young poet, the meat head, the dumb blonde, the game master (hey!), the pretty rich girl, the mathlete, the gothic chick, etc.) I suppose the game mechanics could be matched to many themes, but they are married well here; and players will enjoy the game, as it lets them make quick choices to build up their networks (hey – it’s Facebook, the game!) Sure, the game has a juvenile theme (it’s high school, after all), but it works well; and I enjoyed playing it a lot more than I thought.

From ecstatically devastating an opponent’s clique, to building up your own powerhouse of a school network, High School Drama is a well-themed game that I think will surprise many gamers with just how good it is. Future expansions may flesh the game out more, although I’m content with its current incarnation. It’s not perfect, due to some small imbalances between groups, but it’s enjoyable enough for several players (up to five) and packs a decent amount of game in the small box. Don’t let the theme fool you – it’s a game that will be fun for anyone currently in high school or who still remembers those crazy days.

Tom Vasel
“Real men play board games”

Note: this review refers to a different release of this product.

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