Wing It: The Game of Extreme Storytelling

Designed by: Molly Zeff

Wing It! is a very accessible storytelling game. The game comes with two decks of cards – Situations and Resources.

In each round everyone apart from one player – the Judge – is dealt five Resource cards. The Judge flips a Situation card from the deck and reads it out loud; and what’s described will be some kind of absurd situation that the other players must all get out of. How they do this is using three of their Resource cards, and their imagination: one by one, players make up the logic/narrative/reasons for how they get away or resolve the situation in question. Generally, because of the situation (- you’re stuck in a space craft with an angry talking crocodile) and the similarly-silly resource cards, the stories are not so much far-fetched as bizarre and ridiculous. The Judge chooses a winner arbitrarily – they get a point – and then the next player clockwise is Judge for the next round. After every player has been Judge twice, the player with most points wins!

Sam says

'Extreme' storytelling feels like a misnomer, because the word suggests pushing the boundaries of what's acceptable - whereas this is much more about having imagination-led fun that - if you ignore one or two cards - can be played by kids even younger than 12. My kids loved it and the game even led to a meme in the house where the end of any activity was always someone or something exploding. It reminded me of the absurd job-interview idea of FUNemployed but whereas that game feels more tailored to adults, Wing It works on a more family-oriented level.

The guru's verdict

  • Take That!

    Take That!

    None, although you really have to go into the game accepting that it's not about winning.

  • Fidget Factor!

    Fidget Factor!

    Almost absent.

  • Brain Burn!

    Brain Burn!

    Barely any rules at all - make up a story using three resources - but the synapses firing here aren't the logic-puzzling, engine-building ones but the powers of imagination. But even just linking your cards in a completely unconvincing way can end up being the funniest answer.

  • Again Again!

    Again Again!

    Many plays will bring some familiarity with both situations and resources, but the answers can always be new.