
- BGG rank
- BGG #2,673
- BGG rating
- 6.5
Sleeping Queens
- 2–5 players
- 20 min
- Complexity 1.1/5
- 2005

Rules assistance for Ember: Purple Worm Expansion
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Ember: Purple Worm Expansion is an expansion for Ember: The Magical Card Game released in 2017 for 2–5 players, 10–30 minutes per game, and ages 12 and up. It was designed by Stuart Garside and its main mechanics are Take That and Memory.
Initially a stretch goal for the Ember: From the Ashes Kickstarter, it did not get unlocked. It was then offered later to backers. From the email offer: "This 10 card expansion allows you to capture the Purple Worm, a fearsome creature that can reap havoc across the Ember playing field. Gain control of the Worm to capture creatures and swallow them whole, then use your body segments to protect the head from destruction. One thing is certain: when you bring the Purple Worm into play, battle us inevitable. For advanced Ember play only!" NOTE: There was an error in the Purple Worm offer saying it consisted of 1 Head, 1 Tail, and 8 body segments. It was always intended to work with two heads and tails. Backers were given the choice of receiving the Purple Worm expansion in one of two ways: Option A: 1 x Head, 1 x Tail, 8 x Body Segments Option B: 2 x Heads, 2 x Tails, 6 x Body Segments So both versions will be out there.
Ember: Purple Worm Expansion supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Ember: Purple Worm Expansion is 10–30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Ember: Purple Worm Expansion for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Ember: Purple Worm Expansion belongs to these categories: Card Game, Fantasy, and Expansion for Base-game. Its main mechanics are Take That and Memory. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Ember: Purple Worm Expansion are: Stuart Garside. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Ember: Purple Worm Expansion as an expansion for Ember: The Magical Card Game. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Ember: The Magical Card Game to use it. Check that your edition of Ember: The Magical Card Game is compatible, as some expansions were revised between editions.