Diary of a Wimpy Kid: Zoo-Wee Mama Card Game
Diary of a Wimpy Kid: Zoo-Wee Mama Card Game Rulebook
Table of Contents
Table of Contents
Game Idea and Objective
"6 toilet rolls …", "No, it's 8 toilet rolls …" – the bids keep getting higher: "9 Ruperts …". Until a player calls "Heissa Mama!" and challenges the last bid. Then everyone reveals their cards. Are there really 9 Ruperts on all the cards together? Then the bidder wins all the cards. If there are fewer, the challenger gets them. You may outbid as much as you like – but don't let yourself get caught! The player with the most cards at the end wins.
Components
60 playing cards, of which 54 are motif cards and 6 are Psychic cards.
Game Flow
- The player who most recently read a Greg book shuffles all the cards.
- Each player receives 1 card, which they look at but do not show to the other players. 1 more card is placed face down in the middle of the table as the "Secret Card". IMPORTANT: If a player receives a "Psychic" card, special rules apply (see "The Psychic Cards").
- TIP: The first time you play, you may leave out the Psychic cards. In that case, the 6 Psychic cards are set aside at the start and returned to the box.
The Bidding Round
- The player to the left of the dealer makes the first bid: they name 1 symbol of their choice from their card, together with a number stating how many times they believe that symbol appears on all the cards together, e.g. 5 x Rupert.
- The next player must raise the bid. To do so, they name a higher number and either the same symbol (e.g. 7 x Rupert) or any other symbol. They may also name a symbol that is not on their own card (e.g. 6 x Stinky Cheese).
- Then the next player takes their turn and must likewise name a higher number, and so on.
NOTE: There are 10 different symbols (see the overview on page 2). The number of symbols on a card varies: there are cards with only 3 pictures and cards with 15. However, not all symbols are ever found on a single card.
Challenging
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When a player's turn comes and they do not believe the last bid, but do not want to raise it themselves, they may challenge that last bid. To do so, they call out loudly: "HEISSA MAMA!". IMPORTANT: Only the player whose turn it is may challenge.
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Then all cards are revealed – including the "Secret Card" in the middle of the table.
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In turn order, each player now states how many times the challenged symbol appears on their card. All the stated symbols are added together, including those on the "Secret Card".
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If there are fewer symbols in total than the last bid, the challenger has won. They receive all the revealed cards (including the "Secret Card"). In a game of four, for example, they would receive 5 cards.
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If the last-named symbol appears at least as many times as the last bid, the last bidder has won and receives all the cards.
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The player places their won cards face down in front of them.
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The next round is started by the player who won the challenge. They again deal 1 card to each player, place 1 card as the "Secret Card" in the middle of the table, and make the first bid.
EXAMPLE: The game is played with four players. The last bid was 14 x "Greg". After the challenge the cards are revealed. "Greg" appears only 12 times. The challenger has therefore won and receives all the cards.
End of the Game
- The game continues in this way until all the cards have been played through. That is, there are no longer enough cards in the draw pile for another round.
- The player who has collected the most cards wins.
- In case of a tie, there are several winners.
The Psychic Cards
- If a player receives a "Psychic" card, it is first placed face up to the side. The next round is then a Psychic round.
- The player receives a replacement card. If that is again a Psychic card, they set it aside as well and draw another card, and so on.
- NOTE: If several players receive Psychic cards at the start of a round, all of these cards are placed face up to the side. There is, however, only one Psychic round afterwards.
- In the Psychic round the game is played somewhat differently: As always, 1 card is placed face down in the middle as the "Secret Card", and each player receives 1 card from the draw pile. However, these cards are dealt so that the player receiving a card does NOT see which symbols and how many of them are shown on it. Each player holds their card so that they see its back, and only the other players can see its face.
- The first bidder may now name any symbol.
- All the rules for outbidding and challenging remain in force. In addition to the players' cards and the "Secret Card", the winner of the round also receives the Psychic card(s) that were placed face up to the side.
- NOTES: If a player receives a Psychic card during a Psychic round, the other players tell them so. The player then places the card face up to the side, draws a new card, and so on. The following round is again a Psychic round. If the "Secret Card" is a Psychic card, the next round is a Psychic round.
The Card Symbols
The 10 card symbols, as shown in the overview on page 2 of the sheet:
- Greg
- Tricycle (Dreirad)
- Chips
- Toilet roll (Klorolle)
- Rupert
- Little hand (Händchen)
- House (Haus)
- Skull (Totenkopf)
- Jet fighter (Düsenjäger)
- Stinky cheese (Stinkekäse)