THE UNSTABLE ADULT PARTY GAMEspencers.scene7.com/is/content/Spencers/product... · PROTOCOL deck. 3...

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THE UNSTABLE ADULT PARTY GAME NOT SUITABLE FOR CHILDREN ADULTS ONLY W O N K Y AGES 21+ 2 OR MORE PLAYERS

Transcript of THE UNSTABLE ADULT PARTY GAMEspencers.scene7.com/is/content/Spencers/product... · PROTOCOL deck. 3...

Page 1: THE UNSTABLE ADULT PARTY GAMEspencers.scene7.com/is/content/Spencers/product... · PROTOCOL deck. 3 Deal 7 cards to each player. W O N K Y OCOL WONKY OCOL W ONK Y OCOL W WON Y WONK

THE UNSTABLE ADULT PARTY GAME

NOT SUITABLE FOR CHILDREN

ADULTS ONLY

WONKYAGES 21+

2 OR MORE PLAYERS

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PERIODIC TABLE OF GAME CONTENTS

9 WONKY ELEMENT CUBESSMALL MEDIUM LARGE

BLUE

YELL

OWGR

EEN

54 PROTOCOL CARDS 15 SIDE EFFECT CARDS

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKYSIDE EFFECTS

WONKYSIDE EFFECTS

WONKYSIDE EFFECTS

WONKYSIDE EFFECTS

WONKYSIDE EFFECTSSIDE EFFECT

Sb

Sy

Sg

Mb

My

Mg

Lb

Ly

Lg

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PREPARATION

OBJECTIVETo win be the first player to execute (play) all of your PROTOCOL cards or stack the 9th element cube.

1 Place the 9 WONKY element cubes within easy reach of all players.

2 Shuffle the 54-card PROTOCOL deck.

3 Deal 7 cards to each player.

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

WONKY

P R OTO C O L

(Note: If you are playing with a group larger than six, deal out fewer cards to each player, as long as there are some left to form a draw deck.)

5 Shuffle the 15-card SIDE EFFECT deck.

4 Place remaining PROTOCOL cards face down to form a draw deck.

6 Place SIDE EFFECT cards face down to form a draw deck.

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

WONKYP R OTO C O L

SIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECTSIDE EFFECT

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HOW TO PLAYEach turn consists of two steps: 1) PLAY A PROTOCOL CARD, and, if required, 2) ADD A CUBE TO THE TOWER.

1. PLAY A PROTOCOL CARDOn your turn, choose a card from your hand to play, placing it face up in a discard pile (next to the draw deck). • CUBE STACKING CARD: If you play a Cube Stacking Card, you

must then add a matching cube to the top of the tower. If a tower does not yet exist, simply place the cube in the center of the play area to start a new tower.

• If you have no playable cards, (for example if all the cards in your hand match with cubes already played in the tower) you must draw from the deck until you find a playable card, which you play immediately. If the PROTOCOL deck ever runs out of cards, shuffle the discards to form a new draw deck.

Examples of Cube Stacking Cards:

SmallYellow Cube

STACK THE SMALL YELLOW CUBE

LargeBlue Cube

STACK THE LARGE BLUE CUBE

MediumGreen Cube

STACK THE MEDIUM GREEN CUBE

Any SizeBlue Cube

STACK ANY SIZE BLUE CUBE

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• ACTION CARD: If you play an Action Card, you get to take a special action without adding a cube to the tower.

> Pass–skips your turn. > Reverse–changes the direction of play (If play was proceeding

clockwise, it now proceeds counterclockwise to the next player, and vice versa.)

Action Card: Pass Action Card: Reverse

PASS TURN TO THE NEXT PLAYER WITHOUT STACKING A CUBE

REVERSE DIRECTION OF PLAY WITHOUT STACKING A CUBE

Combo Card: Any Color, Any Size then

Next Player Draws a Protocol card

Combo Card: Any Color, Any Size then

ReversePlay Direction

1 STACK ANY COLOR ANY SIZE CUBE

2 THEN NEXT PLAYER DRAWS A PROTOCOL CARD1 STACK ANY COLOR ANY SIZE CUBE

2 THEN REVERSE DIRECTION OF PLAY

• COMBO CARD: If you play a Combo Card, first you must add a cube to the top of the tower. If you are successful, then the special action takes place:

> Draw–the next player must draw a PROTOCOL card from the deck and add it to their hand.

> Reverse–the direction of play reverses (as above).

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2. ADD TO THE TOWERIf you played a Cube Stacking or Combo Card, you must add a cube to the tower. Choose a cube (not one already part of the tower) matching the card you played. You may only use one hand to place the cube and it must be placed on the top of the tower, building up. You may not nudge any of the existing cubes on the tower. After you add a cube, you must count to three. If the tower remains standing, you are successful, and it is immediately the next player’s turn.

STACK THE MEDIUM GREEN CUBE

Each time you successfully add a cube to the tower that is larger than the cube below it, you may pick another player to drink.

3. IF THE TOWER FALLSIf, at any point during your turn, any of the cubes on the tower fall, including before and during adding a cube to the tower (and the subsequent three-count), you must immediately take a drink, draw 3 more cards from the PROTOCOL deck to put into your hand and draw a card from the SIDE EFFECT deck to put into play. The player that made the tower fall then plays a PROTOCOL card to start a new tower and ends their turn.

= + SIDE EFFECT

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• SIDE EFFECT CARD: Each SIDE EFFECT card will have a rule. That rule goes into effect immediately and must be followed by ALL players. When a player is caught breaking that rule, that player takes a drink from the beverage of their choice. There can be up to 3 SIDE EFFECT cards in play at once. If a fourth SIDE EFFECT card is drawn, the SIDE EFFECT card that has been in play the longest is put into a discard pile and that rule no longer applies. If the SIDE EFFECT deck ever runs out of cards, shuffle the discards to form a new draw deck.

PHONE EFFECT

OH BOY, LOOKS LIKE YOU GOT SOME OF THOSERADIATION JUICES ON YOUR PHONE. STARTING NOW,

IF ANYONE TOUCHES THEIR PHONE, THEY DRINK.

NO TOUCHING PHONES

SIDE EFFECT 0986:

THE PERSON WHO DREW THIS IS NOW THE THUMB

MASTER. AS SOON AS THEY PLACE THEIR THUMB ON

THE EDGE OF THE TABLE, EVERYONE ELSE SHOULD

TOO. LAST ONE TO DO SO DRINKS.

FINGER ON THE BUTTONTHUMB MASTER

SIDE EFFECT 8008:

WINNING THE GAMETo win the game, you must be the first player to have no cards in your hand at the end of your turn. You cannot play an action card as your last card, meaning you must successfully add a cube to the tower to win. Alternatively, if you can successfully add the ninth and final cube to the tower, you win immediately regardless of how many cards you have left!

Wonky, the Wonky logo and USAOPOLY are trademarks of USAOPOLY, Inc.©2016 USAopoly, Inc. All Rights Reserved. Licensed by Forrest-Pruzan.

Conforms to ASTM F963 & CPSIA. Designed, manufactured & distributed by USAopoly, Inc.

5607 Palmer Way, Carlsbad, CA 92010 U.S.A. MADE IN CHINA. Colors & parts may vary from those pictured. CN-NB/201606/7564

Write to: USAOPOLY Customer Service5607 Palmer Way, Carlsbad, CA 92010

Tel: 1-888-876-7659 (toll free) Email: [email protected]

INVENTED BY

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WARNING Playing WONKY may cause:

NO SWEARING: IF THIS CARD IS OUT, ANYTIME SOMEONE SWEARS, THEY DRINK.

SIDE EFFECT 7734 (CURSING CONTAMINATION)

NO TOUCHING PHONES: IF THIS CARD IS OUT, ANYTIME SOMEONE TOUCHES THEIR PHONE, THEY DRINK.

SIDE EFFECT 0986 (PHONE EFFECT)

DO NOT SAY “THE”: IF THIS CARD IS OUT, ANY TIME SOMEONE SAYS THE WORD “THE,” THEY DRINK.

SIDE EFFECT 5970 (THE “THE” REACTION)

NO REAL NAMES: IF THIS CARD IS OUT, PLAYERS MAY NOT SAY ANYONE’S REAL NAME. IF THEY DO, THEY DRINK.

SIDE EFFECT 1059 (CODENAME PROTOCOL)

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10 SECONDS: IF THIS CARD IS OUT, EACH PLAYER HAS 10 SECONDS TO STACK A CUBE. EVERYONE SHOULD COUNT DOWN OUT LOUD. THE FIRST PLAYER TO MAKE THE CUBE FALL DRINKS, AND THIS CARD GETS SHUFFLED BACK INTO THE DECK.

SIDE EFFECT 2460 (COUNTDOWN MELTDOWN)

THUMB MASTER: THE PLAYER WHO DRAWS THIS CARD IS THE THUMB MASTER. ANY TIME THEY PLACE THEIR THUMB ON THE EDGE OF THE TABLE EVERYONE ELSE MUST, TOO. LAST PLAYER TO PUT THEIR THUMB DOWN DRINKS. THUMB MASTER SETTLES ANY TIES.

SIDE EFFECT 8008 (FINGER ON THE BUTTON)

DO NOT USE YOUR DOMINANT HAND: IF THIS CARD IS OUT, PLAYERS CAN ONLY USE THEIR LESS DOMINANT HAND. IF THEY DON’T, THEY DRINK.

SIDE EFFECT 0054 (DOMINANT DILEMMA)

NO POINTING: IF THIS CARD IS OUT, ANYTIME SOMEONE POINTS, THEY DRINK.

SIDE EFFECT 5486 (POINTER PROTOCOL)

ONLY TALK IN ACCENTS: IF THIS CARD IS OUT, PLAYERS CAN ONLY TALK IN AN ACCENT. IF ANYONE TALKS WITHOUT AN ACCENT, THEY DRINK.

SIDE EFFECT 8435 (ACCENT ACCIDENT)

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NO EYE CONTACT: IF THIS CARD IS OUT, PLAYERS CANNOT MAKE EYE CONTACT WITH THE PLAYER WHO DREW THIS CARD, IF ANYONE DOES, THEY DRINK.

SIDE EFFECT 3628 (ATOMIC EYES)

DO NOT SAY “DRINK,” “DRANK,” “DRUNK:” IF THIS CARD IS OUT, PLAYERS CANNOT SAY “DRINK,” “DRANK,” OR “DRUNK.” IF ANYONE DOES, THEY DRINK.

SIDE EFFECT 6428 (ABSURD ALLITERATION)

DO NOT ANSWER QUESTIONS: IF THIS CARD IS OUT, THE PERSON WHO DREW THIS MAY ASK ANY QUESTIONS. IF ANYONE ANSWERS THEIR QUESTIONS, THEY DRINK.

SIDE EFFECT 3404 (QUESTION MASTER)

EVERYONE DRINKS: IF THIS CARD IS DRAWN, EVERYONE IMMEDIATELY TAKES A DRINK. THEN THE CARD IS PUT INTO THE DISCARD PILE.

SIDE EFFECT 2319 (SPILLAGE CLEANUP)

MAKE A RULE: IF THIS CARD IS DRAWN, THE PLAYER WHO DREW THE CARD CREATES THEIR OWN RULE. IF ANYONE BREAKS THAT RULE, THEY DRINK.

WILD

SIDE EFFECT 0001 (WILDCARD)