Whoopies
Whoopies Rulebook
Table of Contents
Table of Contents
Content
CONTENT : 5 cuddly toys, 5 cords with a wooden ball, 20 gems, 1 die, 6 stickers
Transcriber note: the component list is taken from the English "CONTENT" line in the sheet's component panel. The die-face diagram (numbered 1 to 6 with its icons) is an illustration on the sheet and is not transcribed.
AIM OF THE GAME
Be the first player who steals the gems from the WHOOPIES. To win a gem, throw the WHOOPIES and catch a WHOPPIE by the end of its tail as quickly as possible.
HOW TO PLAY
Before starting the game, fit the cords with the wooden balls into the cuddly toys and stick the stickers on the 6 sides of the die.
You should know them very well. Here is a presentation of these five tiny creatures:
- Name – Phanteus, orange, purple powder puff: he's the strongest WHOOPIE. Thanks to his trunk, he can push the heaviest items down.
- Name – Octopus, blue, pink powder puff: she's very quick and can fly thanks to her wings. She steals small item with her tentacles.
- Name – Torteus, pink, green powder puff: she's slow but when she's hidden in her shell, she can roll very fast and eject everything that passes by.
- Name – Marsupus, purple, orange powder puff: nimble but slow, he can climb everywhere and is hard to catch.
- Name – Ursinus, green, blue powder puff. He's young and once isolated, he's easy to catch but he's always protected by his friends who hold him by the tail.
The players roll the die in turn. The die enables them to play six different actions:
- SIDE 1: Choose a colour among the WHOOPIES
- SIDE 2: Choose a colour amoung the WHOOPIES' powder puffs
- SIDE 3: Choose a WHOOPIES' name
- SIDE 4: Catch all the WHOOPIES but one
- SIDE 5: A WHOOPIE for everyone
- SIDE 6: Joker, twice as many points can be won and the player chooses one of the five actions above.
Once the die's side has been disclosed, the player who rolled it makes their choice. For example, if the die's side indicates :
- Side 1, the colour: the player chooses one of the 5 WHOOPIES' colours.
- Side 2, the powder puff: the player chooses one of the 5 WHOOPIES powder puff's colours.
- Side 3, the name: the player chooses one of the 5 WHOOPIES' names.
The player who has just chosen the action hangs the WHOOPIES by their tails above the table, as shown on the figure and he let them fall. All the players play at the same time and the first one who has caught the right WHOOPIE only by the end of its tail, i.e. by the wooden ball, wins a gem. Example on Fig. XX, the die indicates a colour and the player who has thrown the cuddly toys has chosen the orange WHOOPIE. The winner is the player who has caught the red underlined ball.
If a player catches a wrong WHOOPIE, he loses two gems if he has some.
If a player catches the right WHOOPIE but not by the end of the tail, he loses two gems if he has some.
When the die indicates the side 4, the aim is to catch at least one WHOOPIE. The players who haven't caught any WHOOPIE lose one gem; the player who has caught the wrong WHOOPIE loses two gems.
When the die shows the side 5, each player chooses a WHOOPIE before the throw. It doesn't matter if a WHOOPIE is chosen by several players. After the throw, the aim is to catch one's WHOOPIE as quickly as possible.
During the action, the cord may get loose from the WHOOPIE. The game goes on and the players shall catch the right WHOOPIE by the binding of its tail.
The winner of the game is the player who has won a certain number of gems:
With two players, 8 gems are required to win. With three players, 5 gems are required to win. With four or five players, 4 gems are required to win. Between six and eight players, 3 gems are required to win. The "joker" side doesn't enable to win two gems.
"Petty theft" variation
This variation can be played from 3 to 6 players. With 3 players, each player has 6 gems, with 4 players 5 gems, with 5 players 4 gems and with 6 players 3 gems.
When a player wins an action, he chooses another player and steals a gem from them. As soon as a player has no gem any more, the player who has the most gems wins the game. If scores are even, the concerned players play a "WHOPPIES' throw".
Variation "for the youngest players"
According to the age, you may reduce the number of WHOOPIES. At the beginning of the game, each player chooses their own WHOOPIE. After each die roll, the aim for each player is to catch their WHOOPIE.
Ready, set, throw!
Transcriber note: "Ready, set, throw!" is printed as a closing line at the foot of the English column; it is reproduced where it appears on the sheet.