Wilmot's Warehouse: A Beginner's Guide to Sorting Play
By Asmodee – Asmodee USA | Published: 2026-11-01
Category: How-to Guides
Learn how to play Wilmot's Warehouse with a simple sorting routine: agree on categories, build memory stories, and keep the warehouse navigable for every teammate.
Quick answer
Treat Wilmot's Warehouse as a cooperative sorting game: agree on a few broad zones before you place tiles, then use silly stories to remember where odd items live. Your goal is a warehouse your whole team can navigate, not a perfect layout.
Why shared categories beat solo sorting
Wilmot's Warehouse asks your team to organize Product tiles and remember their locations. That means the hardest part is rarely moving a tile; it is agreeing on where it belongs. If one player quietly invents private categories, teammates will waste time searching later.
Keep your first categories broad and obvious, such as shape, color, or use. You can refine them after a few rounds, but only if everyone can explain the rule without looking at your notes.
When stories help and when they slow you down
The game encourages telling silly stories to remember tile locations. A short, vivid story works better than a long plot: link the tile to a landmark shelf and one strange image. If a story takes longer to tell than to find the tile, simplify it.
Expect some memory gaps. Because the game is cooperative, saying “I think the blue one is near the corner” is useful information, not a failure.
Your first warehouse setup, step by step
- Agree on three to five zones before placing anything: Look at the tiles together and name broad zones out loud, such as “round things,” “tools,” and “food.” Write the zone names where everyone can see them. Common mistake: one player starts sorting immediately while others are still reading tiles. Check that every player can repeat the zone names before the first tile moves.
- Place obvious tiles first and leave oddities for later: Put tiles that clearly fit a zone into place, then set ambiguous tiles in a small “decide later” pile. This keeps early momentum without forcing bad categories. Checkpoint: if a tile sparks debate for more than a few seconds, move on and return to it.
- Give each odd tile a short landmark story: For tiles that do not fit neatly, link them to a nearby shelf or corner with one silly image, then say the story aloud once. Common mistake: inventing a long story that only the storyteller remembers. Ask a teammate to repeat the story back; if they cannot, shorten it.
- Walk the warehouse as a team before you finish: Take a quick tour and point to each zone, naming one tile that lives there. This exposes private categories before they cause search problems. Checkpoint: if two players point to different zones for the same tile type, merge or rename those zones now.
- Review after the first round, not during it: Wait until the round ends to move whole categories. Mid-round reorganizing destroys the memory links you just built. Common mistake: fixing one tile by moving an entire shelf. Change at most one zone rule between rounds so the warehouse stays learnable.
Product facts
- Wilmot's Warehouse: Wilmot's Warehouse is a cooperative memory game where players place Product tiles and invent silly stories to remember their locations. That combination means your sorting plan should support both physical organization and shared memory, not just tidiness.

Wilmot's Warehouse
