Woo
Woo Rulebook
Table of Contents
Table of Contents
Components
- 54 Playing Cards (1-9, 6 copies)
- 4 Player Aids
Overview
Woo is a team climbing-shedding game, where you assume the role of birds of paradise to successfully attract a mate. Cards are played by both partners to make a single meld. The game is played over 2-3 rounds, where a meld continues until any player passes or concedes. Teams earn 1 point by having either player shed all their cards first. The first team to 2 points wins!
Setup
- Split into 2 teams and sit across from your partner. (For 2 player rules, see the 2-Player Variant.)
- Whoever most recently went on a date is the first lead player.
- Shuffle and deal 13 cards to each player.
- Reveal the remaining 2 cards. The player left of the lead player picks which of the 2 cards their team takes and which player on their team adds it into their hand. The next player clockwise then takes the final card and chooses which player on their team adds it into their hand.
Valid Meld Types
- Set: 2-3 cards of the same value.
- Run: 2-4 cards in consecutive ascending or descending value order.
- Stairs: 2 consecutive pairs.
- Love Bomb: 4 cards of the same value.
Gameplay
The lead player begins the round by playing a partial meld. A partial meld consists of 1-3 cards and contains cards that could make a valid meld.
Example: with a partial meld of 4, a 1, 4, 1 & 4, or 4 & 5 could be added to create a run, or 2 & 3 could be added to create stairs. With a partial meld that cannot be extended, nothing could be added to create any valid meld.
In return, their partner may either Complete the meld or Pass.
Complete
By adding 1-3 cards, their partner can create a valid meld of any type.
If the meld is completed, the opponent to the left of the player who began the partial meld may either Respond or Concede.
Pass
If their partner cannot or does not want to complete the partial meld, they may pass, immediately ending the turn.
When a player passes, the partial meld is returned to that team's hands one card at a time, beginning with the player who played the partial meld.
Partners cannot discuss which cards they'd like to draft.
If only 1 card was played in the lead partial meld and their partner passed, this card is instead discarded for the round.
Respond
Play a partial meld. The partial meld must consist of 1-3 cards that could make a valid meld of the same type and size as the previously played meld with higher values. When a player responds, their teammate must either complete or pass.
Example: Player A plays 8, 8, 7. Player C adds a 7 to create Stairs. To respond to this meld Player D must play a single 7, creating a 2-card set with the same type, size, AND higher values than the previously played meld.
Concede
When the opposing team plays a meld that a player cannot or does not want to beat, they may concede. All previously played melds are discarded.
If a player passes or concedes, the player to their left becomes the new lead player, and begins a new partial meld of any type.
Love Bombs
Love Bombs are melds with 4 cards of the same value. These are more powerful than all other melds and can respond to valid melds of any type. A Love Bomb of a higher value can be played on another Love Bomb.
Example: Player A played a 6, 7, & 8. Player C did not have a 5 or a 9, so they had to pass. Player A chooses to add the 6 to their hand, Player C takes the 8, and Player A takes the 7.
Round / Game End
Play continues in this way until 1 player sheds all their cards. That player's team gets 1 point.
If neither team has 2 points, play another round. The player left of the player who shed all their cards leads the next partial meld.
The first team to 2 points wins!
2-Player Variant
The rules are the same as 4-player with the following changes:
- Players are no longer on teams.
- Deal 13 cards to each player, place the remaining cards in a draw pile, and deal 4 cards faceup between the players. These 4 cards are known as the Board.
- The lead player begins with a partial meld, and completes their own meld with at least 1 card from the Board. Replenish the Board after each valid meld is played.
- If the Board runs out of cards, it does not replenish.
- When a player concedes, they may choose to take 1 card from the Board and add it to their hand.
- If the lead player cannot make any valid meld without the Board, they must play a single card from their hand. If a player plays a single card, their opponent may only follow with a higher value single card or a Love Bomb.