How to play Whatzit Official Rules

By: Dennis B. B. Taylor

Whatzit? A Game Like No Other

If you’re anything like me, you’re always on the lookout for fun and exciting games to play with your friends. That’s why I’m thrilled to introduce you to Whatzit, a game that’s guaranteed to bring laughter and enjoyment to any gathering.

What makes Whatzit so special? Well, for starters, it’s super simple to learn and play. You don’t need any fancy equipment or complicated instructions. All you need is your imagination and a sense of humor.

Here’s how it works. First, gather your friends and sit in a circle. Then, one person starts by thinking of an object or a person. They keep their choice a secret and say, “I’m thinking of a Whatzit.” The rest of the group takes turns asking yes or no questions to try and guess what the Whatzit is.

But here’s the catch – the person answering the questions can only respond with “yes”, “no”, or “maybe”. They can’t give any additional information or clues. This adds an element of mystery and intrigue to the game, keeping everyone on their toes.

The game continues until someone correctly guesses the Whatzit or until everyone has had a turn. Then, it’s time to switch roles and let someone else think of a Whatzit.

Whatzit is not only loads of fun, but it also encourages critical thinking and creativity. As the guessers ask questions and gather information, they have to piece together the clues to come up with an answer. It’s like solving a puzzle in real-time!

So the next time you’re looking for a game that’s both entertaining and thought-provoking, give Whatzit a try. Whether you’re playing with friends or family, it’s sure to provide hours of laughter and enjoyment.

  • 1 Gameboard
  • 1 Gard Box
  • 576 Gards
  • 6 Pawns
  • 1 Timer
  • 1 White Die
  • 1 Black Die
  • Instructions

Game Objective

Ladies and gentlemen, boys and girls, here’s the deal. We are all going to solve some Whatzits and go full throttle to reach that Winner’s Circle on the gameboard. Once we’re there, it’s time to solve a Whatzit and claim the victory.

Setting Up

Alright, folks! It’s time to pick your pawn and park it on the Starting Square of the gameboard. Everyone gets to do the same. And hey, make sure the timer and dice are within arm’s reach for all of us.

The Cards

Now, let’s open that box of cards. Each card has two faces. One side of the card reveals a code, while the other side shows the solution. So, here’s the drill. We’re going to take a crack at guessing the solution by analyzing the code. Ready? Let’s do this. Can you guess the solution is “More harm than good”?

The Two Decks: Let me tell you about the two decks of cards in the game: one big deck of Regular Whatzit cards and a smaller deck of Wicked Whatzit cards. Now, these Wicked Whatzits are no walk in the park to figure out, I tell you. They’re quite a challenge compared to the Regular Whatzits.

The Card Box: When you open the card box, make sure all the cards are facing the same way, with the code side towards the front. This way, when you draw a card, you won’t be able to see the solution side. Inside the box, there is a divider that separates the Regular Whatzit deck from the Wicked Whatzit deck.

The Exciting World of Game Play

When playing this super cool game, you and your friends can dive into a thrilling adventure! It’s time for some rollin’ action, as we take turns to see who gets to go first. Yep, the high roller is the lucky one who goes first. And after each player’s turn, the fun keeps flowing to the left.

Now, it’s your time to shine, my friend! You’re the Solver, so get ready to roll those dice, move your cool pawn, and solve either a Regular Whatzit or a Wicked Whatzit card. It’s all about using your brainpower, strategy, and a touch of luck to come out on top.

But hold on tight, because things are about to get even more exciting! The player on your right is your amazing Moderator. This stellar person gets the important job of drawing the card you need to solve, checking out the solution, and keeping an eye on the clock as you dive into riddles, challenges, and mind-bending puzzles. They’re the one who will decide if your answers are right on the money.

When I play this game, other people might try to solve the card too. We use two dice – one white and one black – to determine what happens next. The black die tells us if I play alone, with one other person, or with everyone else.

Now, it’s my turn! I roll both dice and see what they show me. Let’s break it down:

The White Die Roll

I move my game piece forward the number of spaces shown on the white die. If there are other game pieces in front of me, I count them as I go. It’s okay if multiple game pieces end up on the same space – we can share!

When my game piece lands on a space, my Moderator draws a card from the box. The type of card depends on the color of the space:

  • If I land on a white “?” space, the Moderator gets a Regular Whatzit card from the box, but doesn’t look at it.
  • If I land on a yellow “?” space, the Moderator gets a Wicked Whatzit card from the box, but doesn’t look at it.

The Black Die Roll

Hey there! Let me explain what you need to do based on the symbol you rolled on the black die.

If You’re Playing Solo:

If you roll a “1” on the black die, then it’s up to you to guess the solution to the card.

Here’s What the Moderator Does:

The Moderator secretly looks at the solution on the Whatzit card and puts the card code-side-up on the table. After that, the Moderator flips the timer over, and the countdown begins.

Now, What Do You Do:

It’s your turn to make guesses out loud! You can make as many guesses as the time on the timer allows. The Moderator will judge your answers and let you know when time has run out.

And Here’s the Result:
  • If you guess correctly, you get to move your pawn ahead on the path. You move your pawn the number of spaces still showing on your white die. After that, your turn is over.
  • If you don’t guess correctly, well, don’t worry! Just keep playing and wait for your next turn.
  • If I don’t guess correctly, each player to my left, in turn, can make one quick guess. (The Moderator does not guess). The first player to guess correctly moves their pawn ahead on the path the number of spaces still showing on the white die. My turn is then over.
  • If no player guesses correctly, all pawns remain where they are. The Moderator reads the solution out loud and my turn is then over.
Guessed Whatzit Cards:

I return guessed Whatzits to the box. I place each card with its proper deck, behind the last card in the deck.

All Play

If I roll the “ALL” result, we all get to participate! The goal is to guess the solution at the same time as everyone else, except for the Moderator.

What The Moderator Does:

The Moderator gets a special job. They get to look at the solution on the Whatzit card and place the card facing up on the table. Then, the Moderator starts the timer, and the countdown begins!

What Do You And All Other Players Do:

Here’s what we do: we all start guessing out loud! We can make as many guesses as we want before the time runs out. The Moderator will listen to all our answers and let us know when the time is up.

Result:
  • The first person who guesses correctly gets to move forward on the game path the same number of spaces that are left on the white die. After that, it’s your turn.
  • If no one guesses correctly, all the pieces stay where they are. The person who is moderating reads the solution out loud and then it’s your turn.
  • Challenge

    If you roll a “1:1”, challenge any of the other players to guess what the Whatzit is (even the person who is moderating).

    Note: If you challenge the person on your right (the one who is moderating), someone else takes on the moderating duties.

    What The Moderator Does:

    The Moderator secretly looks at the answer on the Whatzit card and puts the card with the answer facing up on the table. The Moderator starts the timer and then the countdown begins.

    What You and the Challenged Player Do:

    When it’s time to play, you and the challenged player will both make guesses out loud. You can make as many guesses as the timer allows. A Moderator will listen to your answers and let you know when time is up.

    Result
    • If you guess correctly, you will move ahead on the path by the number of spaces shown on the white die.
    • If your guess is wrong, you can still trade places with the other player in the challenge. Just switch the positions of your pawn and your opponent’s pawn on the path.

    Once you’ve made your move or traded places, it’s the end of your turn.

    If neither you nor the challenged player guesses correctly, all pawns will stay where they are. The Moderator will then reveal the solution, and your turn will be over.

    The Wicked Whatzit Bonus

    WHENEVER I solve a tricky puzzle while my game piece is ON a yellow ? space, I can follow the arrows that go up the shortcut ladder to the white ? space on the next higher row on the game board. It’s a cool way to skip ahead!

    But there’s a rule – I can’t take the shortcut bonus if my game piece lands on a yellow ? space AFTER I solve the puzzle. It only works if I’m already on a yellow ? space when I solve it.

    The person in charge of the game

    The person in charge, who we call the Moderator, listens to our guesses and decides if someone has figured out the puzzle.

    • Sometimes, one player starts to solve the puzzle, but another player finishes it. The Moderator has to decide who solved it correctly.
    • If two or more players solve the puzzle correctly at the EXACT same time, the Moderator has to pick a new puzzle to break the tie.

    Sometimes, a guess might not be exactly right, but it’s really close. If that happens, the Moderator can decide that the guess is good enough. You can see some examples on the left. For example, if the answer is “Good looking!”, the Moderator might accept “Looking good”. Or if the answer is “Rub the wrong way!”, the Moderator might accept “Back rub”.

    By the way, the Moderator always knows the answer, so they never make a guess.

    Now, let’s talk about the Winner’s Circle. When you get to the last space on the gameboard (you don’t have to land exactly on it), you’re in the Winner’s Circle and can try to win the game. Here’s what you do:

      When it’s my turn, and I roll a white die to land on the Winner’s Circle, I have a chance to win the game by solving a Wicked Whatzit card. The Moderator selects a Wicked Whatzit card, and I follow the same steps we’ve explained before.

      If I move to the Winner’s Circle after solving a regular Whatzit, I’ll have to wait until my next turn to try to solve a Wicked Whatzit and win the game.

      If I switch pawns with another player and end up on the Winner’s Circle, I also have to wait until my next turn to try to solve a Wicked Whatzit and win the game.

      But here’s the exciting part: even on another player’s turn, if I’m already on the Winner’s Circle, I can still solve a Regular or Wicked Whatzit to win the game. This might happen during a 1:1 CHALLENGE, an ALL PLAY, or a quick guess after an opponent’s SOLO PLAY.

      So, as you can see, winning the game is all about making it to the Winner’s Circle and solving those tricky Wicked Whatzit cards. It’s an exhilarating challenge that can happen at any moment during the game. The anticipation and suspense make every move worth it.

      A Chance at Victory while on the Winners’ Circle

      When you find yourself on the Winner’s Circle, the thrill of uncertainty still awaits – you must roll both dice.

      While your pawn stays rooted to the Winner’s Circle (unless a challenger’s pawn knocks it off), the dice become your tool for interacting with other players, just as before. And now, as your pawn rests on a mysterious yellow ? space, your Moderator unveils a Wicked Whatzit card. Successfully solve the puzzle, and victory will be yours.

      The Climax

      It is the first to conquer the enigma while standing firm in the Winner’s Circle who will taste sweet triumph.

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