rules

AGES 21+
2 OR MORE PLAYERS
WONKY
THE UNSTABLE ADULT PARTY GAME
ADULTS ONLY
NOT SUITABLE
FOR CHILDREN
PERIODIC TABLE OF GAME CONTENTS
9 WONKY ELEMENT CUBES
MEDIUM
LARGE
BLUE
SMALL
Mb
Lb
Sy
My
Ly
Sg
Mg
Lg
GREEN
YELLOW
Sb
54 PROTOCOL CARDS
WWOONNKKYY
15 SIDE EFFECT CARDS
WONNKYY
W
SIDEOEFFECT
SIDEEFFECTS
EFFECTS
SIDE
EFFECTS
SIDE
EFFECTS
SIDE
EFFECTS
SIDE
PROTOCOL
COL
PROTO
COL
PROTOCOL
PROTO
OBJECTIVE
To win be the first player to execute (play) all of your
PROTOCOL cards or stack the 9th element cube.
PREPARATION
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.
WONKWY ONKYW WONKYWONKY
WONKYONKY
WONKY
OL
PROTOCOL
PRO TOC
PROTOCOL
PROTOCOL
PRO TOC
OL
PROT OCOL
PRO TOC
OL
4 Place remaining (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.)
PROTOCOL cards face down to form
a draw deck.
PP RR OT
OT
PPP RR OT
OT OOO CC O L
P RR OT
OT
OT OOO CCCC OOOOO LLLL
LL
WO
NN KYY
W
O
WO
ON
N KKY
Y
SI
DE
SI
DE EF
SI
EFFE
SI
FE
DE
SIDE
CT
FECT
DE EF
EF
EFFE
CT
CT
5 Shuffle the 15-card SIDE EFFECT deck.
6 Place SIDE EFFECT cards face down to form a draw deck.
HOW TO PLAY
Each turn consists of two steps:
1) PLAY A PROTOCOL CARD, and, if required, 2) ADD A CUBE TO
THE TOWER.
1.PLAY A PROTOCOL CARD
On 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.
Examples of Cube Stacking Cards:
STACK THE LARGE BLUE CUBE
STACK THE SMALL YELLOW CUBE
STACK THE MEDIUM GREEN CUBE
STACK ANY SIZE BLUE CUBE
Large
Blue Cube
Small
Yellow Cube
Medium
Green Cube
Any Size
Blue Cube
•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.
•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.)
PASS TURN TO THE NEXT PLAYER
WITHOUT STACKING A CUBE
Action Card: Pass
REVERSE DIRECTION OF PLAY
WITHOUT STACKING A CUBE
Action Card: Reverse
•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).
1 STACK ANY COLOR ANY SIZE CUBE
2 THEN NEXT PLAYER DRAWS A PROTOCOL CARD
Combo Card:
Any Color, Any Size then
Next Player Draws a
Protocol card
1 STACK ANY COLOR ANY SIZE CUBE
2 THEN REVERSE DIRECTION OF PLAY
Combo Card:
Any Color, Any Size then
Reverse
Play Direction
2.A DD TO THE TOWER
If 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 FALLS
If, 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
• SIDE EFFECT CARD: Each SIDE
PHONE EFFECT
FING
ER O
N
THUM THE BUT
EFFECT card will have a rule. That rule
TO
B MA
STER N
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.
SIDE EFFECT 0986:
SIDE
NO TOUCHING PHONES
EFFE
CT 80
08:
THE
MAST PERSON
OH BOY, LOOKS LIKE YOU GOT SOME
OFERTHOSE
. AS WHO DR
THE ED
EW
SOON
RADIATION JUICES ON YOUR PHONE. STARTING
GE OFNOW,
AS TH THIS IS
NO
THE
EY
IF ANYONE TOUCHES THEIR PHONE, THEYTODRINK.
O. LA TABLE, PLACE TH W THE TH
UMB
ST ON EVER
YO EIR TH
E TO
DO SO NE ELSE UMB ON
DRIN SHOULD
KS.
WINNING THE GAME
To 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!
INVENTED BY
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 Service
5607 Palmer Way, Carlsbad, CA 92010
Tel: 1-888-876-7659 (toll free)
Email: [email protected]
WARNING
Playing WONKY may cause:
SIDE EFFECT 7734 (CURSING CONTAMINATION)
NO SWEARING: IF THIS CARD IS OUT, ANYTIME SOMEONE
SWEARS, THEY DRINK.
SIDE EFFECT 0986 (PHONE EFFECT)
NO TOUCHING PHONES: IF THIS CARD IS OUT, ANYTIME
SOMEONE TOUCHES THEIR PHONE, THEY DRINK.
SIDE EFFECT 5970 (THE “THE” REACTION)
DO NOT SAY “THE”: IF THIS CARD IS OUT, ANY TIME SOMEONE
SAYS THE WORD “THE,” THEY DRINK.
SIDE EFFECT 1059 (CODENAME PROTOCOL)
NO REAL NAMES: IF THIS CARD IS OUT, PLAYERS MAY NOT SAY
ANYONE’S REAL NAME. IF THEY DO, THEY DRINK.
SIDE EFFECT 2460 (COUNTDOWN MELTDOWN)
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 8008 (FINGER ON THE BUTTON)
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 0054 (DOMINANT DILEMMA)
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 5486 (POINTER PROTOCOL)
NO POINTING: IF THIS CARD IS OUT, ANYTIME SOMEONE
POINTS, THEY DRINK.
SIDE EFFECT 8435 (ACCENT ACCIDENT)
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 3628 (ATOMIC EYES)
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 6428 (ABSURD ALLITERATION)
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 3404 (QUESTION MASTER)
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 2319 (SPILLAGE CLEANUP)
EVERYONE DRINKS: IF THIS CARD IS DRAWN, EVERYONE
IMMEDIATELY TAKES A DRINK. THEN THE CARD IS PUT INTO
THE DISCARD PILE.
SIDE EFFECT 0001 (WILDCARD)
WILD
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.