WOKER™ Draw
Basic Version:
9 cards are dealt face down; players can draw (exchange) up to 5 cards.
Players keep score by tallying the points of the words in their hand.
Unused letters get subtracted from total of each hand. At end of
10 rounds the player with the highest score wins.
Spell WOKER™ and its points are doubled!
Betting Version:
There is a round of betting after the deal. After the betting, players can exchange up to 5 cards. Another round of betting ensues followed by the final ‘showdown’ – the showing of each players hand. The player whose hand makes words with the most points wins the round and the chips. (There is no subtraction of unused cards.) Play ends after 10 rounds and the player with the most chips wins.
Spell WOKER™ and win the round!
WOKER™ Stud
Basic Version:
Players are dealt 4 cards down – 1 at a time; then 4 cards up – 1 at a time; then 1 final card face down. Players keep score by tallying the points of the words in their hand. Unused letters get subtracted from total of each hand. Play ends after 10 rounds and the game the player with the highest score wins.
Spell WOKER™ and its points are doubled!
Betting Version:
Betting takes place after each round of the single 4 cards being dealt face up and the final card being dealt face down. The player whose hand makes words with the most points wins the round and the chips. (There is no subtraction of unused cards.) Play ends after 10 hands and the player with the most chips wins.
Spell WOKER™ and win the round!
WOKER™ offers you many ways to Keep It Fun with 3 types of games and 2
playing styles. Mix It Up and keep the good times with family and friends flowing!
WOKER™ Hold ‘em
Basic Version:
Players are dealt 5 cards face down; then 4 community cards are dealt face up. Players can use community letters only once as they make their words. (I.e. If there is one E in the community letters, players can only use that E once.) If there is a word in the Community cards, players cannot count the points unless they have added to the word. (I.e. ‘Rule’ is in the community letters. A player can count that word if they add an ‘R’ and make it ‘Ruler’.) Players keep score by tallying the points of the words in their hand. Unused letters get subtracted from total. Play ends after 10 rounds and the player with the highest score wins.
Spell WOKER™ and its points are double!
Betting Version:
After first 5 cards are dealt betting occurs. After the 4 community cards are dealt, bets are again placed or players can fold. The player whose hand makes words with the most points wins the round and the chips. (There is no subtraction of unused cards.) Play ends after 10 rounds and the player with the most chips wins.
Spell WOKER™ and win the round!
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WOKER™ Jr. Draw - An Educational Tool for PLAYERS aged 5 – 11
Playing WOKER will younger children is an engaging way to help them to learn to spell and count. The original game has been slightly simplified in order to create an experience that is more appropriate and pleasurable for younger children. These include reducing the number of cards and eliminating the deduction of points for unused letters.
6 Card Version suggested for ages 5 - 7:
6 cards are dealt face down; players can draw (exchange) up to 3 cards. Players keep score by counting the points of the words in their hand and recording them on the score sheet. At end of 10 rounds the player with the highest score wins. Spell WOKER™ and its points are doubled!
9 Card Version suggested for ages 8 – 11:
9 cards are dealt face down; players can draw (exchange) up to 5 cards. Players keep score by counting the points of the words in their hand and recording them on the score sheet. At end of 10 rounds the player with the highest score wins. Spell WOKER™ and its points are doubled!