THE UNSTABLE ADULT PARTY GAME

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1 AGES OR MORE PLAYERS WONKY THE UNSTABLE ADULT PARTY GAME ADULTS ONLY NOT SUITABLE FOR CHILDREN

2 PERIODIC TABLE OF GAME CONTENTS 9 WONKY ELEMENT CUBES SMALL MEDIUM LARGE GREEN YELLOW BLUE Sb Mb Lb Sy My Ly Sg Mg Lg 54 PROTOCOL CARDS 15 SIDE EFFECT CARDS WONKY WONKY WOSIDE WOSIDE SIDE EFFECTS EFFECTS SIDE EFFECT PROTO PROTOCOL

3 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.

4 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.

5 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 REVERSE DIRECTION OF PLAY WITHOUT STACKING A CUBE Action Card: Pass 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

6 2. ADD 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

7 SIDE EFFECT CARD: Each SIDE EFFECT card will have a rule. That rule 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 SIDE EFFECT 0986: PHONE EFFECT NO TOUCHING PHONES OH BOY, LOOKS LIKE YOU GOT SOME OF THOSE RADIATION JUICES ON YOUR PHONE. STARTING NOW, IF ANYONE TOUCHES THEIR PHONE, THEY DRINK. FINGER ON THE BUTTON THUMB MASTER THE PERSON WHO DREW THIS IS NOW THE THUMB MASTER. AS SOON AS THEY PLACE THEIR THUMB ON THE EDGE OF THE TABLE, EVERYONE ELSE SHOULD TOO. LAST ONE TO DO SO DRINKS. SIDE EFFECT 8008: 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. 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 USAopoly, Inc. All Rights Reserved. Licensed by Forrest-Pruzan. Conforms to ASTM F963 & CPSIA. Designed, manufactured & distributed by USAopoly, Inc Palmer Way, Carlsbad, CA 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 Tel: (toll free) customersupport@usaopoly.com

8 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.

9 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.

10 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. WILD SIDE EFFECT 0001 (WILDCARD) 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.

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