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Enter the Wacky World of Wuzzits and watch to see what monster they morph into next! Wuzzlts come from different families, each with a distinct habitat and set of features. But the mischievous Wuzzlts like to 7' divide and combine to mix up the population.

The right moves will help you match up the monsters. Which Wuzzlt half should you give up? Where does your next match hide? Playing is easy, but victory is tricky. Round up the most Wuzzlts to win!


  • 30 Top and 30 Bottom Cards
  • 2 SWAP Cards
  • 4 Wuzzit Walls
  • Rules

The 5 Wuzzit Families


Robotic monsters (blue cards).


Water monsters (pink cards).


Flying monsters (yellow cards).


Furry monsters (green cards).


Underground monsters (brown cards)

Object of the Game

Match and combine three Wuzzlts!


  1. Sort the cards and create two piles, one for the top cards and one for the bottom cards. Shuffle each pile.

  2. Select a dealer to deal four top cards and four bottom cards to each player, face-down. Place the remaining cards face-down in the middle of the table to make two draw piles, one for tops (gray background) and one for bottoms (orange background).

    If you are dealt a swap card in your starting hand, shuffle it back into the appropriate draw pile and take another card.

  3. Take one top card and one bottom card and place them face-up next to each other to start the discard piles (one for tops and one for bottoms).

    If the cards you reveal create a Wuzzlt, shuffle them back into the appropriate decks and reveal two new cards. There should now be four piles of cards.

  4. All players put up their walls to hide their cards from their opponents. Turn over your cards and arrange them in two rows of top cards and bottom cards, lining up any complete Wuzzlts.

    Example of set up with 1 complete Wuzzlt (on the left)

Game Play

  1. The youngest player goes first.

  2. On your turn, you must draw one new card from one o the following:

    • draw pile
    • discard pile
    • traded from an opponent

    Note: You can only take the first card on top of a pile. If the card is covered up by another, you cannot take it.

  3. Then you must discard the same type of card you chose to draw. For example, if you draw a bottom card, you must discard a new bottom card.

  4. If you decide to trade with your opponent, choose a player and announce what type of card you want to trade with them (bottom or top). Without peeking, exchange your chosen card for the card they choose.

  5. If you draw a SWAP card, all players must swap ALL of their top or bottom cards (depending on which deck the SWAP card was drawn from). Pass all of the appropriate type of card (top or bottom) clockwise and discard the SWAP card in a separate pile (each SWAP card is only used once per round).

    •. Play moves clockwise. Players continue exchanging cards with the goal of creating three complete Wuzzlts.

  6. If one of the draw piles runs out of cards, shuffle the cards in that discard piles and turn them face-down to make a new draw pile. Take the first card from the new draw pile and set it face-up to start the new discard pile.

  7. The first player to build three Wuzzlts and call out "Wuzzlt!" wins the game.

Tips for identifying Wuzzlts:

Additional Rules

Winker & Stinker Cards

A Winker is a top half of a Wuzzlt that is winking one of its eyes and a Stinker is the bottom half that smells stinky! These cards are wild, there are only two, and they are marked with special symbols in the corner.

A Winker can be paired with any bottom card to make a complete Wuzzlt (even if they are from different families). A Stinker can be paired with any top card.


Pay close attention to the top and bottom discard piles. If you are the first to notice that the cards on top of each discard pile make a match, shout "WuzzUp!" then take that Wuzzlt and place it in front of your wall (separate from your other Wuzzlts).

Wuzzlts scored in this way are not affected by SWAP cards.

Advanced Play

played In Rounds.

Decide how many rounds you will play (1,2 or 3). Play the game as normal, except once the round ends (because one player has completed 3 Wuzzits) calculate your points as follows:

Wuzzlt - The top and bottom cards match to make a complete Wuzzlt. This scores the total points on the top card and the bottom card.

WuzzNot - The top and bottom cards do not match, but they are from the same family. Normally, WuzzNots score the points on the card with the lower value, but if you are the first person to match three Wuzzits (ending the round) and if your fourth monster is a WuzzNot, score the points on the card with the higher value.

NotNot - The top and bottom cards do not match and neither do the families. This scores no points.

To score a Wuzzlt with a Winker or Stinker card, double the points on the card with the higher value.

Scoring Examples:

In this example, player 1 ended the round with 3 Wuzzlts. He scores points for the 3 Wuzzlts (4 points for the WuzzFuzz, 2 points for the WuzzBuzz, 10 points for the WuzzBot) and 5 points for the WuzzNot (highest card score). His total is 21 points.

In this example, player 2 didn't end the round. He scores points for 2 Wuzzlts (8 points for the WuzzBot, 10 points for the Winker Wuzzlt) and 5 points for the WuzzNot (lowest card score) and no points for the NotNot. His total is 23 points.

For Younger Players

Many Monsters Variant:

Play the game as normal, except for one change: Instead of stacking the discard piles so that only the top cards are available, keep all the discarded cards in a line.

This way, players may draw any of the previously discarded monsters. But watch out - you will need to pay close attention to the WuzzUp rule because even if they don't line up exactly, as long as the matching top and bottom cards are anywhere in the discard piles, they can be scored by the first person to yell "WuzzUp!"

Monster Match Variant:

Choose two or three complete Wuzzlt families (remove the swap cards) and shuffle them together. Lay all of the cards face-down on the table in a grid.

Players take turns flipping over a top and bottom half. If there is a match, the player goes again. If there is not a match, the next player goes.

Players keep score by setting aside their matching cards in a pile in front of them. After all the cards are collected, the player with the most matches wins.

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