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Something Wild! Marvel: Spider-Man

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Something Wild!

Something Wild! Marvel: Spider-Man Rulebook

Table of Contents

Table of Contents

  • Contents
  • How to Win
  • Game Setup
  • On Your Turn
  • Take Mover
  • Use Power
  • Score
  • End of the Game
  • Combining Multiple SOMETHING WILD Games
  • Power Symbols Explained

Contents

45 Character Cards (numbers 1-9 in five colors), 10 Power Cards, 1 Pop! Mover, Instructions

How to Win

Score a Power card by making a set or a run. The first player to score three Powers wins!

A set is three cards of any color with the same number.

A run is three cards of the same color with numbers in order.

Game Setup

  1. Shuffle the ten Power cards (with the Spider-Man backs) and place them in a pile face down in the center of the play area.
  2. Flip the top Power card face up on the pile.
  3. Place the Spider-Man mover beside the pile.
  4. Shuffle the Character cards and deal three to each player as a starting hand. You may look at your hand, but keep it secret from the other players.
  5. Place the rest of the deck face down next to the Powers, leaving space for a discard pile.

The youngest player goes first.

On Your Turn

Take these actions, in order:

  1. Draw: Take the top card of the deck into your hand.
  2. Play: Place one card from your hand face up in front of you.
  3. Take Mover: If you played a card that's the same color as the face-up Power in the center, or that has the "take a mover" symbol, take the Spider-Man mover (whether from the middle or another player).
  4. Use Power: If you have the mover, you may use one Power that you have already scored, or the one in the center (see Power Symbols Explained on reverse).
  5. Score: If there is a set or a run of three cards face up in front of you, you score! Discard the three cards you used to score, and take the face-up Power card as a reward.
  6. Discard: If there are more than five cards face up in front of you, discard until there are only five.

Then, play passes to your left.

Take Mover

When you play a card that's the same color as the Power in the center, or that has the "take a mover" symbol (a grey question-mark Pop! figure), take the mover and place it in front of you. You will keep the mover in front of you, and be able to use Powers, until someone else takes the mover.

Use Power

Power cards can help you score, but their effects only last until the end of your turn. You may use a Power you've scored and have in front of you (see Score) or the face-up Power in the center. You don't have to use a Power if you don't want to.

If you play a card that matches a Power, take only that mover. If you match more than one Power (multiple Power cards can be the same color), choose one of the movers to take. If you play a card with the "take a mover" symbol, you may take any mover being used in the game.

You may only use a Power if you have the matching mover, the mover shown on the Power card, but there is no limit to the number of movers you can have at once.

When you score, choose any Power card in the center to take and then flip the top card of that pile to replace it.

Layout note: on the sheet, the three paragraphs above are printed without a heading in the right-hand column of the back page, beside End of the Game. They are placed here with the mover and Power rules, in the printed order.

Score

You can score on your turn if you have three cards that form a set or a run face up in front of you. Power cards can help you score in other ways too!

When you score, discard the three cards you used to score, take the Power card from the center, and place it face up in front of you. Then flip the top Power card face up to replace the one you took.

The Power you scored is available for you to use whenever you have the Spider-Man mover.

Note: You do not need the mover to score.

Example: After playing a Red 6, you take the Spider-Man mover because the card you played and the Power card are the same color. Then use the Power that lets you treat red cards as any number to form a run. You score the Power in the center!

End of the Game

As soon as you score your third Power, you win!

If the deck runs out before someone wins, shuffle the discard pile to form a new deck.

Combining Multiple SOMETHING WILD Games

Combine two or more SOMETHING WILD games to play with more movers and Powers! When combining games, you'll have one Power pile for each mover, but you'll shuffle all the Character cards together to form one deck.

Power Symbols Explained

  • Three BLUE cards with a trophy: If you have three BLUE cards in play, you may score with them.
  • 2, 6 and 8 with a trophy: If you have a 2, a 6 and an 8 in play, you may score with them.
  • Red cards equal to a question mark: Treat RED cards in play as any NUMBER.
  • Thought cloud with a color card and play arrow: Guess a COLOR. Discard the top card of the deck. If it matches, play the card.
  • Two cards swapping, one a color card: Swap a card in play with another player's card of the same COLOR.
  • Three RED cards with a trophy: If you have three RED cards in play, you may score with them.
  • 7 with a discard pile and play arrow: If you have any 7s in play, play a card from the discard pile.
  • Three cards equal to a question mark: Treat 3s in play as any NUMBER.
  • Thought cloud with a number card and play arrow: Guess a NUMBER. Discard the top card of the deck. If it matches, play the card.
  • Hands passing cards: All players pass a card from their hand to the previous player.