CONTENTS


1 Start Hex

2 Sleep Hexes

4 Space Hexes

6 Four-Sided Die (colors may vary)

6 Six-Sided Die (colors may vary)

27 Gems (colors may vary)

OBJECTIVE

Be the first person to navigate to the Sleep Space.

💜Good night💜

BOARD SETUP

Refer to the diagram for the recommended board set up for new players.

 The hex tiles can be arranged in new patterns for dynamic and player specific gameplay.

GAME START

Arrange players around the game board. Select a player to go first. To help ease disputes, we suggest the player with the next upcoming birthday goes first, but this is merely a suggestion.

Select a four-sided die (D4) as your avatar. In turn order, place your avatar on one of the six Start Spaces indicated by these symbols.

Collect a number of gems equal to the symbols on your chosen Start Space. You will start the game with either 1, 2, or 3 gems.

Turns then go clockwise.

GEMS

Gems are the economic units of WURRM World. This game came with gems, but you can use whatever you want. Socks, water, credit, frogs - anything.

Designate a player to be Gem Lord. Praise the Gem Lord. The Gem Lord keeps order over the use of gems.

You can run out of gems. This game only came with 27 gems.

Gems are used to enhance your odds. You will use gems to reroll dice and pay for border crossings.

Each time you spend a gem to reroll, you may reroll any number of dice. You do not need to pay a gem for each die you are rerolling.

Each time you pay a gem to cross a border, you must have the gems to spend at the time of crossing. If you have no gems, you can not cross the border even if you will eventually collect additional gems on the other side of the border.

TURN ORDER

PICK A LUCKY NUMBER

present it on the top of you avatar (D4). You will reroll any dice that land on your lucky number. You may only change your lucky number at the start of your turn.

ROLL & REROLL

  • Roll the 6 six-sided dice.

  • Reroll any lucky numbers.

  • Pick a wish. A wish can be 1, 2, 3, 4, 5, or 6. To achieve your wish, you will need to roll the same number of dice as your wished number. So either 1 one, 2 twos, 3 threes, 4 fours, 5 fives, or 6 sixes.

After you have declared your wish, you may reroll any number of dice.

  • Reroll any lucky numbers.

  • You may spend a gem to reroll any number of dice. Spend as many gems as you’d like for subsequent attempts. Each gem spent can reroll any amount of dice.

  • If your wish came true, that is the amount of value you achieved. Great work! If your wish fails, better luck next time. Your value is zero.

  • Move the amount of spaces of value you achieved rolling. If your value is zero, end your turn.

EXPERIENCE SPACE EFFECTS

While navigating the board, you will either touch a space or land on a space.

Touching a space is when you pass through a space while moving.

Landing on a space is the space you end your turn on.

Some spaces will need to be landed on to trigger, while others will trigger even when you touch them.

NAVIGATE BORDERS

Movement is only between adjacent spaces. Your movement will be through the sides of spaces, not through the corners. Between spaces on a hex exists borders. You will have to choose your pathway to sleep based on the opportunity cost a border presents.

END YOUR TURN

END YOUR TURN

〰️

END YOUR TURN 〰️

ATTACKS

When you land on an Attack Space, choose a player.

This is the player you will try to rob gems from.

Go to Roll and Reroll.

ROLL & REROLL

  • Roll the 6 six-sided dice

  • Reroll any lucky numbers

  • Pick a wish. A wish can be 1, 2, 3, 4, 5, or 6. To achieve your wish, you will need to roll the same number of dice as your wished number. So either 1 one, 2 twos, 3 threes, 4 fours, 5 fives, or 6 sixes.

  • After you have declared your wish, you may reroll any number of dice.

  • Reroll any lucky numbers.

  • You may spend a gem to reroll any number of dice. Spend as many gems as you’d like for subsequent attempts. Each gem spent can reroll any amount of dice.

  • If your wish came true, the value of your wish is the number of gems you have robbed from the chosen player. Naughty! If your wish fails, give all your remaining gems to the chosen player. Karma!

BUMPING

While navigating the hex spaces, you may land on another player. These spaces are not big enough for the both of you, so the player who’s turn it is bumps the occupying player to any adjacent space.

The bumped player will experience any space effects they land on in their new space.

A player may be bumped through borders only if they have enough gems to legally cross that border. If a bumped player does not have enough gems to pay the border toll, then they can not be bumped to that adjacent space.

A bumped player may be bumped into another player. Should a player be bumped into another player, the player who’s turn it is directs all movement.

A player may only be bumped once per turn.

VARIANTS


The above rules are the base game of WURRM World. It is recommended to use the above rules as a good place to start when initially experiencing this simulation.

Should you so desire, you can add variants to the rules of WURRM World to customize your play experience.

Add any or all of the following variants to season WURRM World to your liking.

!BUMPERS!

Add 1 to all value achieved. This means that you will always move at least one space on your turn and rob at least one gem when attacking other players.

!BRIBERY!

Collect an additional gem at Gem Spaces.

Additionally, you may bribe a player with any amount of gems you own to not attack you.

The attacker can deny your bribe.

Finally, you may pay 6 gems to cross a Hostile Border.

!REVERSE!

Touching an Attack Space reverses Player Order. As in clockwise to counter clockwise when the Attack Space is first touched.

!PETITION!

Landing on an Attack Space now initiates a petition rather than an attack. The petitioner selects a player and petitions to the table a number of gems the petitioner would like to take from the selected player. All players vote to authorize the petition. If the vote passes, the petitioner takes that many gems from the selected player. If the vote fails, the petitioner’s turn ends.

Tied votes fail.

!LUCKY!

If a player owns 13 gems, they win the game. Good job!

WANT TO PLAY?

The first batch of WURRM World is sold out, but sign up below and you’ll be first to know when the second printing is available.