

To be clear, you’re allowed to have multiple figures in front of you at one time, but you can only claim one figure per turn. If two or more of these Power Cards have the same color, you can choose which figure you want to take when you play a card of the matching color. That means you can have up to six of these piles on your table at once, each with an active Power Card on top. However, all of the Power Cards are kept in separate piles. Yep! When you combine two or more games, all of the Character Cards are shuffled together to create one larger draw deck.

And you can mix multiple Something Wild games together? This means the figure may move on each and every turn, which introduces lots of different “tweaks” into the gameplay as players choose to use powers (or not).įinally, each version of the Something Wild Card Game has different Power Cards available, which adds extra variety to the game even after you’ve mastered the basics. The figure will move from person to person anytime someone plays a card that has the same color as the Power Card on the top of the deck. So long as you have the figure in front of you, you can choose to activate one Power Card on each turn - either a Power Card you have in front of you, or the one on top of the deck. Then, you’ll flip over the next card in the Power Card deck to replace the one you took. Once you create a set or run, you’ll score a power (a point), and will be able to take the Power Card from the top of the deck and place it in front of you.

For instance, one may tell you to “Treat yellow cards as any color,” while another may tell everyone to “pass a card in hand to the next player.” Power Cards have various effects on the game. The player currently controlling the figure has the option (but not the requirement) to use the active Power Card on their turn. On your turn, if the card you play has the same color as the Power Card on the top of the Power Card deck, you’ll take the figure and place it in front of you. If you haven’t created a set or run by the time you’ve played five cards, you’ll need to discard cards that you’ve already played until you’re back down to five. You can only have five cards in the area in front of you at the end of your turn. That is, you can keep an eye on the cards your opponents are playing and use that information (or not) to tweak your own actions. There’s a bit of light strategy at play here. (The Character Cards featuring each game’s mascot character - Woody in the Toy Story game, Genie in the Aladdin game, and so on - have a small rule that can be activated whenever the card is played.) On your turn, you’ll draw a card from the Character Card deck into your hand, and you’ll then need to play a card from your hand to the space in front of you where you’ll build your sets and/or runs. The figure goes next to the Power Cards in the center of the table, and the top Power Card is flipped face up so everyone can read it (more about these Power Cards in a second). You’ll need to separate the Power Cards from the Character Cards, and then deal three Character Cards to each player. A set is a group of three cards with the same number, while a run is a group of three cards of the same color that have consecutive numbers (for instance, Red 1, 2, and 3.) The goal is to be the first player to score “three Powers” (three points) by creating “runs” or “sets” of cards (think games like Rummy or Phase 10).

Something Wild can be played by 1-4 players, with a recommended age rating of 6+. You’ll also receive 10 Power Cards that have the same five colors, as well as a small instruction sheet.
