This article proposes a widened view of fictional games by considering the game guidebook Vermis I –Lost Dungeons and Forbidden Woods (2023) by Plastiboo. Through a kaleidoscope of theoretical concepts hailing from playfulness, aesthetics, design, narratology, and literary reception, the authors engage with the issues of literary play and imaginary games. This con-clusion is drawn: Vermis exemplifies a fictional game existing both parallel to a secondary world and within its own secondary world created by afactual book. Its format invites a lit-erary play activity showcasing the playful power inherent in fictional games.