Würfel-WG
Würfel-WG Rulebook
Table of Contents
Table of Contents
Goal of the Game
Whoever lies in the hammock for one full round wins.
Components
- 7 Kangaroo dice
- 79 cards:
- 16 start cards (4 sets of Couch / Fridge / Bathroom / ME)
- 25 flatmates (17 Normalos / 8 Spezialos)
- 20 to-dos (funny / doubly funny)
- 5 items
- 8 nuisances (Störenfriede)
- 1 hammock
- 4 overview cards
Setup
Lay the hammock out ready. (Hammock card: "Do you have 16 or more liquor chocolates and more than the others? Then take the hammock." "If you have the hammock at the start of your turn, you win.")
Put the 7 dice on the table. These are PIP DICE showing 1-5. Instead of the 6 there is a kangaroo side. Kangaroos initially contribute nothing productive to flat life.
Each of you starts with your own flat: take the 4 start cards of one colour and lay them out in front of you as follows:
- BATHROOM and COUCH are dirty, and your FRIDGE is empty, which restricts your options quite a bit at the moment...
- ...but at least your ME is awake (face up) and, with 4 dice, highly motivated.
With fewer than four players, the surplus start cards are removed from the game. Each player also receives an overview card. Now lay out the remaining cards in the middle of the table:
- Shuffle all the funny to-dos and lay them as an open pile in the middle.
- Also shuffle all the doubly funny to-dos and lay them as an open pile next to it.
- Completed TO-DOS and collected ITEMS bring liquor chocolates (points).
- Lay the 5 items beneath the to-do piles.
- Sort the flatmates into 3 piles according to their backs (recognisable by the different door handles and name plates). Shuffle each of the 3 piles separately and lay them side by side with the door facing up. Here are fresh FLATMATES that you can bring into your flats! Spezialos can be recognised by the poster on the back.
- In your first game, it is best to leave the nuisances (Störenfriede) out. If you have already played Würfel-WG, shuffle all the nuisances and lay them as their own face-down pile within reach.
Game Idea
During the game you roll for funny to-dos and sought-after items, which bring points. Whoever grabs the hammock with at least 16 points and keeps it for one round wins.
Course of Play
Whoever has had the most different flatmates in their life begins, or play rock-paper-scissors. You play in clockwise order. When it is your turn, you do the following.
A turn:
- You roll
- You pick out cards
- All the others sponge
- Liquor-chocolate check
1.) You Roll
Take as many dice as there are visible green bars in your flat. For reasons of social justice, the number of dice is capped at a maximum of seven per roll. Even if more dice are visible on your green bars, you have to make do with seven.
Roll all these dice at the same time. At the start of the game you have 4 dice available. This will change over the course of the game.
Whether you want to take a card from the middle of the table into your flat, "borrow" an item from another flat, or turn over a card in your own flat: you must achieve the dice combination or the stated sum shown on the card in question. See "You pick out cards" for more information.
Examples: a sum of 16 or more; three of a kind of any number; three consecutive numbers; two 1s.
Not happy with your roll? On each dice parking space visible in your flat you may "park" one die. Then, for each "reroll" symbol in your flat, you may reroll all non-parked dice once. At the start of the game you can park 2 dice (ME and COUCH) and reroll only once.
You decide completely anew after each roll which dice you park. All dice that you cannot or do not want to park must be rolled again each time.
What about the kangaroos? As long as your bathroom is dirty, all kangaroos are blanks. (The kangaroo is on strike until you have cleaned the bathroom. It is your turn, after all. It even says so on Wikipedia.) At the start of the game your bathroom is dirty.
With a clean flat and a full fridge you get various advantages.
Overview of the Advantages of the Start Cards
- On a CLEAN COUCH you may park up to 4 dice.
- With a FULL FRIDGE you may reroll twice.
- With a CLEAN BATHROOM, after your last roll you may turn one kangaroo (really only one!) to any pip number. It also has better things to do, after all. The world revolution, for example.
- Since your ME is awake at the start of the game, you have 4 dice and one dice parking space available. If your ME is asleep (face down), it contributes only 3 dice.
2.) You Pick Out Cards
Use your final dice result (including all parked dice) to place one or more cards from the middle into your flat:
New Flatmates
- For the Normalos you need 2 of a kind with the matching pip number. Spezialos need 3 of a kind of any number or 3 (or 4) consecutive numbers (without a gap).
- Examples: 2 ones (e.g. for Alex); 3 of a kind of any number; 3 consecutive numbers (e.g. 2, 3, 4).
- Place a new flatmate face up in front of you. It is awake when it moves in. (Obviously, it's hard to move in while sleeping.)
- As long as a flatmate is awake, it gives you one additional die (in the green bar).
- You may carry out the special advantages of the Spezialos (concerning couch, fridge and bathroom) immediately when you get them. But if, for example, the couch is already clean, nothing happens.
To-Do
To complete a to-do you need the stated dice combination or dice pip sum. Lay the card you have won in front of you with the points visible. Afterwards, do not forget the negative effects: after a to-do, for example, all flatmates always go to sleep.
Examples:
- Here the pips of your dice must total 16 or more.
- Here you need 3 of a kind of any number and 2 fours. (The 3 of a kind may also be fours. 3 kangaroos, however, are not 3 of a kind.)
- Here you need two pairs, but with different numbers.
Item
To take an item from the middle for yourself, you need 2 of a kind with the matching pip number. Example: to take the item with this combination from the middle, you need 2 fours.
You may "borrow" an item from another flat and place it with yours. For that, however, you need 3 of a kind of the matching pip number. Example: to take the same item from another flat, you need 3 fours. The hand symbol is a reminder that "borrowing" requires one die more. So pay attention to where which items lie!
Turning Over Cards of Your Own Flat
Cards in your flat bring various advantages on their front side. You may also use your result to turn over cards in your flat. For that you need the red-backed combination on the back of the card.
Negative Effects
When you take a to-do card or an item, you must IMMEDIATELY turn over one or more cards in your flat:
- Sleep symbol: Turn your ME and all your flatmates face down. They are asleep. With the dice combination on their door you can "wake" the cards up again. (Exception, Bukowski: the potted plant never goes to sleep.)
- Couch / Fridge / Bathroom symbols: Turn the respective card to "crumbly", "empty" or "dirty" respectively. Remember: a crumbly couch does not get more crumbly than crumbly.
What if the card to be turned over is already turned over (or asleep)? How convenient! Take the to-do card or the item anyway. Nothing further happens.
Taking and Turning Multiple Cards
- If you have enough suitable dice available, you may take or turn over several cards in your turn.
- You may use each die only once!
Your fellow players should always be able to see which items and how many points you currently have!
Points
The large number on the liquor chocolate on to-dos and items states how many points a card is worth.
3.) All the Others Sponge
After you have used your dice result and carried out all effects, all the OTHERS may turn over exactly ONE card of their flat if the dice result matches the combination on the back. But in your turn they may not take any cards from the middle of the table or items.
All players can use your result for a maximum of 1 card of their flat.
Example: You rolled (3 3 4 5). Player A turns something over (with 3 3), Player B the fridge (with 3 4 5), Player C can do nothing with it.
"And the most repugnant animal of a fellow player that I found, that I tolerated: a sponger; it did not want to roll and yet live off rolling." - loosely after Nietzsche
4.) Liquor-Chocolate Check
- If you now have at least 10 points, a nuisance (Störenfried) moves in with you:
- Place the top nuisance from the pile into your flat and carry out whatever disturbance it brings.
- If you ever slip below 10 points again during the game, the nuisance stays with you anyway. But you draw a maximum of one nuisance per game.
- Example nuisance: "The Penguin: Your fridge is always empty."
- (Nuisances do not show up in the first game.)
- If you now have at least 16 points AND are also in the lead on points, place the hammock in front of you.
- Great! You win if it is still in front of you at the start of your NEXT turn.
You can also lose the hammock again, namely when...
- ...another flat overtakes you on points. (A tie is not enough!) In this case you hand the hammock directly to the leading flat.
- ...you slip below 16 points, e.g. because someone "borrows" an item from you or because of a nuisance; then you put the hammock back in the middle.
If someone snatches the hammock from another player, the game is not yet over: this person, too, must keep the hammock for one round.
After the liquor-chocolate check your turn is over and the next player is up.
End of the Game
Whoever has the hammock at the start of their turn wins the game immediately. (The turn is no longer carried out.)
If a to-do pile is used up before that happens, the game ends early. In this case, whoever currently has the most points wins. In case of a tie there are several winners.
FAQ
I have 4 kangaroos. Does that count as XXXX? No. (There can be only one.)
What advantage does a clean bathroom have again? When you have finished rolling, you may turn ONE of your dice from the kangaroo side to any pip number. Of course, this only works if you have rolled a kangaroo. Further kangaroos remain blanks anyway.
What can a dirty bathroom do again? Nothing. It is just as useless as a sleeping Normalo. ("Leave the bathroom as you found it." - the categorical imperative)
Do I have to turn the clean bathroom over after I have used its advantage? No. Bathroom, couch and fridge only become dirty / empty by completing to-dos or through new items.
Does everyone really wake up with "Practise trombone"? Yes, of course, because it is damn loud. When you complete this to-do you turn your ME and all your sleeping flatmates face up. That is practical, but brings only 2 points.
What happens if in my turn I can neither take a card from the middle nor turn over a card in my flat? For you: nothing. The others may sponge as usual.
When do the "On waking" advantages of Friedrich-Wilhelm, Otto-Von and Herta happen?
- When the person in question wakes up, you may immediately turn the fridge to "full" or the couch or bathroom to "clean" respectively.
- This also applies immediately when the person moves into the flat.
- If the stated card is already on the corresponding side, nothing happens.
What is the meaning of life? 555
May I first complete a to-do, carry out the negative effects and afterwards wake my ME or flatmates with leftover dice? Yes, you may.
What does Bukowski, the thirsty potted plant, actually do? Once Bukowski has moved in, he always stays awake. So he permanently gives you one die.
Can someone take a to-do card away from me again? No. Completed to-dos cannot be lost any more. But your items can be taken away - er - "borrowed".
What can I turn from the back to the front in my flat? With a suitable dice combination (when sponging or in your own roll) you can turn sleeping flatmates (including ME), the dirty couch, the empty fridge or the dirty bathroom.