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Whacky Wit

Whacky Wit Rulebook

Table of Contents

Table of Contents

  • Warnings
  • Game Preparation
    • Whacky Wit dice
    • The dice-app
  • Short Notice for Whacky Roll
  • About Whacky Wit
  • Instructions
  • Special Rules
  • Tricky Situations

Warnings

  • The board game contains magnetism. Do not put items on the board game which can be damaged by magnetism like cards with magnetic strips, mobile phones, compasses, disks, tapes, reels of tape etc. Individuals with cardiac pacemaker may not expose themselves to magnetism!
  • Do not carry the board game on the handles! The handles are not qualified as carry handles or lifting handles for transportation. In case of excessively high load the handles may collapse or even may be pulled out of the frame. While transportation always carry the board game on the wooden frame.
  • The board game as well as the tokens are hand-made. Therefore differences in shape, colour, pattern and texture of the individual pieces may occur. This is not a quality defect.
  • Wood is a natural product! Differences in colour, pattern as well as small cracks in the wood are not a quality defect.
  • Not suitable for children under 36 months. Small parts, choking hazard.

Game Preparation

Whacky Wit dice

Your dice need their labels. Before playing Whacky Wit you should start by sticking the attached labels all over the three twelve-sided dice. Try to stick the labels as exactly as possible in the middle of the die surface.

You will need one Whacky die with numbers. Take one die and match it with the yellow label of numbers; it is best to start in the middle of the die. The Monsters' die with numbers will be matched with the grey label of numbers and the Monsters' die for the different colours will be combined with colour fields.

The dice-app

Instead of playing Whacky Wit with the dice you can also use your smart phone or computer. The dice-app is available for iOS and Android, as well as for the common browser on the web (www.whacky-wit.de/ios, www.whacky-wit.de/android, www.whacky-wit.de/dice).

Short Notice for Whacky Roll

Whacky Roll is like Whacky Wit; a board game but in a handy cylinder-shaped box. The rules of both games are identical. But instead of putting down the dots like it is the case for Whacky Wit, they are crossed out with the marker for Whacky Roll whenever Whacky walks over a dot.

Only use the original pen! For Whacky Roll it is really important that only the original pen is used which is attached to the game. Please do not use other pens because otherwise Whacky Roll can be damaged. Also pay attention that only the pen suitable for your Whacky Roll version is used.

  • Whacky Roll with sheets of paper is played with the black, not water-soluble permanent marker.
  • Whacky Roll Ultimate is only played with the blue, water-soluble non-permanent marker.

About Whacky Wit

Whacky Wit is a board game for two players. One person is playing Whacky and the other one all four Monsters at once. The winner is who reaches the objective of the game first.

Instructions

  • At the beginning of the game, Whacky is situated on his yellow starting point and the Monsters are in the cage in the middle of the game. Pulling both handles on each side of the game at the same time sets the dots into their starting positions.
  • Whacky has three lives and starts the game. At the beginning of each life, Whacky rolls the yellow number dice twice. After that, the two players roll their dice alternately.
  • The Monsters roll their two dice at the same time. The colour dice indicates which Monster to move and the white number dice how far to move.
  • The Monsters can leave their cage when the die displays a number between one and six. With a number equal to or above a seven the Monster has to stay inside the cage and it is Whacky's turn.
  • When Whacky puts down a yellow power dot, he can roll the dice three times. In this time he is able to hunt the Monsters and send them back to their cage. While these three turns the Monsters have to wait.
  • Whacky has won when all the dots, including the yellow power dots, are put down.
  • The Monsters won, when they caught Whacky three times.

Special Rules

  • The starting points of Whacky and the Monsters count one step while moving.
  • If Whacky loses a life, he starts again at his yellow starting point. The Monsters remain on their positions.
  • The Monsters can jump over each other, but cannot stack. If the destination dot is already occupied by another Monster, the Monster must take another way. When there is no other way, the Monster cannot be moved.
  • Whacky can move from the left to the right through the aisle and appears on the opposite site, while the Monsters bounce on the handles.
  • Whacky can change the direction within one turn. Therefore he is able to walk back and forth. The Monsters are only allowed to move in one direction within one turn. They cannot walk back within this turn, except they bounce on one of the handles.
  • If a Monster accidentally puts down a dot, it is for the advantage of Whacky.
  • Whacky can commit suicide and rush into a Monster to put down the dot below the Monster. If there is a yellow power dot below the Monster, this is not valid for the new life of Whacky. When it was the last dot below the Monster and Whacky has still one life left after the suicide, Whacky has won.

Tricky Situations

  • If a Monster puts down a yellow power dot, the scatty Monster has to go back into the cage. The power dot can be used by Whacky at any time of the game. This is seen as a punishment for the scatty Monster.
  • When a Monster cannot move because the target point is occupied by another Monster (stacking forbidden) and Whacky sits between those Monsters, Whacky cannot be killed and the Monster has to move in another direction. (Figure 1: The red Monster cannot kill Whacky with a diced four, because the destination is already occupied by another Monster. The red Monster has to move in another direction.)
  • When there are two Monsters directly situated next to the yellow starting point of Whacky and Whacky gets a new life and starts again, Whacky is lost immediately. This is a checkmate situation. (Figure 2: Two Monsters block the way from the starting point of Whacky. Game over for Whacky.)