Wor(L)d Association™

players 1 – ∞

ages 15 – up

Wor(L)d Association™ is the game where it’s you against The World.

OFFICIAL RULES

OBJECT

The object of the game is to overcome the daily reminders The World creates for the players.

EQUIPMENT

The Equipment consists of 1 player, an average everyday life, and The World.

PREPARATION

Place the player on an environment that reminds him of whatever situation he’s trying to let go.

THE PLAYER

The player needs to start on the “life” square. Many players can enter the game at the same time and help each other. They do not necessarily have to know each other beforehand.

THE WORLD

The World can only be one player and it is automatically chosen. The player cannot interact directly with The World, only indirectly through the life environment surrounding the player.

THE PLAY

The player needs to start by having a situation he doesn’t want to remember involving a bad experience, usually related to love, although it is up to the player himself. After the player encounters the situation he needs to continue his everyday life while trying to avoid or overcome his “bad experience” and anything that reminds him of it. The World then, creates situations that reminds the player about his recent experience, the more creative the better. Every time the player overcomes each reminder, he gains points. Every time the player sees a reminder and is not able to overcome it, loses points depending on how much it hurts the player during gameplay.

i.e.

  1. The player goes to his favorite restaurant, that’s where he took her for lunch. -10 pts.
  2. The player sees an empty picture frame, he gets reminded what the picture in it was. -15 pts.
  3. The player goes to his exercise class to release endorphins and distract himself, he introduced her to the class at one point in time. -5 pts.
  4. The player wants to hang out with his friends, they’re her friends as well. -10 pts.
  5. The player hangs out with his other friends, they ask him how things are going with her. -40 pts.
  6. The player turns the radio on, he hears a song that describes his current situation related to his experience. -5 pts.
  7. The player turns to his iPod®, the iPod® (that’s in shuffle mode) in turn plays her favorite band 3 times in a row when there is a .695% (36 to 5179) chance of it happening. -20 pts.
  8. The player decides not to change the song on the iPod®. GO BACK TO START.

At no point during the game can the player use any means of communication to have direct contact with the experience. If done so, the player goes back 3 spaces. If the player is inebriated while doing it, he goes back 10 spaces.

The player wins 5 assertive points every time he feels comfortable again with any place/thing/situation that reminds him of the experience.

If the player approaches the experience by means of trickery from The World before passing the safety zone, he loses one assertive point for every verbal or physical mistake done, even if done out of good intentions.

* WARNING: This game is not suitable for players who don’t want to move on with their life or have a tendency to use the same situation every time they play. Failing to follow the warning may cause the player to be stuck on an infinite loop and may provoke emotional stress and a serious loss of friends who would get tired of their whining.