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Rule seeds

Hidden Information Games: Two Seeds, Two Screens

By Bomb AppétitPublished October 20, 2026

Hidden information games give each player a different slice of what is true, and the play comes from sharing it. In Bomb Appétit, the Defuser's screen holds the bomb, built from a bomb seed. The Experts hold the manual, built from a rule seed. In an online room, the server sends each number only where it belongs.

What hidden information games hide, and from whom

A hidden information game keeps some facts away from some players on purpose. Card games hide hands. Bluffing games hide roles. A cooperative bomb game hides two things at once: the bomb from the Experts, and the rules from the Defuser. Neither side can win alone, so they must talk.

The split in Bomb Appétit is symmetrical in a way many hidden information games are not. Each side holds something the other needs, and neither holds anything the other could use to win alone. The Defuser can see wire colours, symbols and the edgework, but has no idea which wire to cut. The Experts know every rule for every module, but cannot say which rule applies until someone describes the bomb.

Nobody in this setup is hiding things from an opponent. Both sides are on the same team, so the hiding is a design constraint, not a trick. The point is to force a conversation. A player who sees something the others do not becomes the group's eyes, and the players with the rulebook become its memory.

Each half of the information has its own source. The bomb is a function of a number called the bomb seed: the same number always deals the same modules and edgework. The manual is a function of a different number, the rule seed: the same number always produces the same pages. The two-number design and what each one controls are explained in the comparison of rule seed and bomb seed.

In a same-room round, the hiding is physical. The how to play page tells the Defuser to turn the bomb screen away from the Experts. In an online room, the hiding is done by the server, which decides what each browser is allowed to receive.

Why Experts never receive the bomb seed

In an online room, the server sends the bomb seed to the Defuser only. An Expert's browser never gets it, and never gets the bomb's setup either. Because a bomb is fully determined by its seed, an Expert holding that number could rebuild the bomb on their own device, and the hidden half of the game would be gone.

This is a deliberate choice, written into how rooms work. The project describes the rule simply: Experts never receive the bomb. The room code builds a separate view for each player, and only the Defuser's view, while the bomb is armed, carries the bomb itself. Every other view leaves that part empty.

Why does it matter, if everyone is on the same team? Because the game's fun depends on the hiding being real. If the bomb's details sat somewhere in an Expert's browser, a curious player could open the developer tools and read them. Even an honest group would know the shortcut exists. Keeping the bomb seed off Expert machines means there is nothing to peek at.

The recipe that turns a bomb seed into a bomb never changes, which makes this more important, not less. The engine rebuilds the same bomb from the same number every time, so the seed is the only secret worth keeping. That is fine as long as it stays with the Defuser. A number nobody can use is harmless; a number the engine can turn into a bomb is the whole bomb.

The rule seed goes the other way. It is public to everyone in the room, because every Expert needs the same manual and the Defuser's bomb was dealt for it. Knowing the rule seed reveals nothing about which modules are on this particular bomb.

What the Defuser actually looks at is described in the tour of what the Defuser sees on the case, and the wider role is in the guide to the Defuser's seat.

What does the Expert's status line share, and what does it keep back?

The status line gives Experts the pressure without the puzzle. While the bomb is armed, they see the time left, the strike count against the limit, how many modules are solved out of the total, and a notice when a needy module wakes up. They do not see which modules those are or what is on them.

The Defuser's browser runs the bomb and reports its status to the room. The server passes that status on to everyone. An Expert's screen then shows a bar above the manual: a large timer, "Strikes" with a count such as 1/3, "Solved" with a count such as 2/5, and a "Needy module awake" badge when one needs attention. Experts also hear the same cues as the Defuser, such as ticks, strikes and solves, all derived from that bar.

Here is what each browser in a room receives while a bomb is armed:

Information Defuser's browser Expert's browser
Bomb seed Yes No
The bomb itself: modules, colours, symbols, edgework Yes No
Rule seed Yes Yes
The manual for that rule seed Only if they open it Yes, inside the room page
Time remaining Yes Yes
Strikes and the strike limit Yes Yes
Modules solved and total Yes Yes
Whether a needy module is awake Yes Yes
Which needy module, and what it is asking Yes No

The table follows from the room's code: one view per player, the bomb only in the Defuser's armed view, and a status message that carries numbers and a yes or no, nothing else.

The line is drawn with care. Knowing that a needy module is awake tells Experts to stop and listen. Knowing which one it is, or what it is asking, would tell them more than the Defuser has said, so that part stays hidden. Likewise, "Solved 2/5" says how far along the team is without naming the three modules left.

For the full picture of a remote Expert's screen, including where the manual sits, read what an Expert sees in a browser room.

Does a known rule seed spoil the hidden information?

No. The rule seed is meant to be shared, and knowing it only tells you which manual to read. It says nothing about this round's bomb. A Defuser who knows the seed still cannot see the rules mid-round, and an Expert who knows it still cannot see the bomb.

There is a fair worry underneath this question. If a group has played one seed many times, the Defuser may remember the rules. Then the Defuser holds both halves of the information, and the conversation shrinks. That is a memory problem, not a seed-leak problem, and the cure is to pick a new seed. Any whole number from 1 to 999,999 opens a different manual.

The opposite case is also safe. Experts may memorize a seed's rules so well that they rarely open the manual. That does not reveal the bomb, so the hidden half stays hidden. It just makes the Experts faster.

What would spoil it is the bomb seed reaching the wrong person, or a screen being seen. The design already keeps the first from happening in rooms. The second is up to the players.

Sharing the rule seed on purpose is the normal way to set up a game. The guide to sharing a seed link with friends shows how a freeplay address carries the seed, and the post on one rule seed for a whole room shows how a room keeps every Expert on it.

The hidden information mistake: a shared screen in a room

The usual way hidden information leaks is not the code; it is a screen. A Defuser shares their screen on a video call to "help", or an Expert in the same house can see the Defuser's laptop. The server kept the bomb off every Expert's device, and the camera put it right back.

Online rooms are often paired with a call, because the game has no voice chat of its own. Call apps make screen sharing one click away, and it is tempting when a description is not landing. "Let me just show you" undoes the whole design. Once Experts see the bomb, the round becomes a different, easier game.

The fix is a house rule stated before the first round: the bomb screen is never shared, and the call is for voices and faces only. If a description is not landing, try different words. Name the colours one at a time, count the rows out loud, or agree on a name for a strange symbol.

The same-room version is about seating. A Defuser with a laptop facing a sofa full of Experts is broadcasting the bomb. Turn the screen away, as the how to play page suggests, or have the Defuser sit across a table.

A subtler leak is a Defuser who keeps the manual open in another tab and glances at it. Nothing in the software stops this in a same-room or solo round, so the group has to agree on it. The Defuser's job is to see and act, not to read the rules.

Hidden information games work because each player's view is incomplete. Bomb Appétit protects that in the room's design. Keeping it protected at the table is the players' half of the bargain, and it is the half that makes the round worth playing.

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