Hooked & Unhinged™

Quick Start Instructions

Make something brilliant (or beautifully chaotic). These rules get you from sealed box to stitches in minutes.

Complete dares at your own risk.

Stitches belong in your project, not on you, and we’re not responsible for any injuries.

Before You Start

Separate the cards into four piles: Project, Dare, Goblin, and Bluff Buster. If you’re playing solo, pull out any Dare Cards marked with a “G” — those are for group play. Shuffle each pile well.

  • Project = what you’re making this round
  • Dare = how you’re forced to make it
  • Goblin = secret chaos modifiers
  • Bluff Buster = punishments for bluffing or bad calls
1

Project

Draw one Project Card for the round. That’s the thing everyone will make together. Invent your own pattern and style, or grab inspiration from free patterns online — your call.

2

Dare

Each player draws a Dare Card. If anyone pulls a Group Dare (look for the “G” in the corner), return all other Dares and use that one dare for everyone. If you choose the bottom dare on your card, draw a Goblin Card too.

3

Goblin

Goblin Cards stay secret unless the card tells you to share. You can skip them, but if someone calls you out and they’re right, you draw a Bluff Buster. If they’re wrong, they draw it instead.

4

Bluff Buster

These are your punishment cards for bluffing or wrongly accusing someone. Effects begin next round. Playing solo? Flip a coin — heads draw a Bluff Buster, tails skip it.

End of the Round

Set a timer for 15–30 minutes (or longer if needed). When the timer goes off, put your hooks down, show off your creations, and judge the results.