How to play
Learn it in five minutes
One of you sees the bomb. The rest of you have the manual. Nobody sees both. Talk each other through it before the timer runs out.
Roles
Two jobs, one bomb
The Defuser
Sees the bomb and is the only one who can touch it. Describes every module out loud and does what the Experts say. Can't look at the manual.
The Experts
Have the manual with every rule in it. Ask questions, look up the answer and tell the Defuser what to do. Can't look at the bomb.
Before you start
What you need
Two screens, or one and a printer
The bomb goes on one device. The manual goes on another, or on paper.
A way to talk
Sit in the same room, or start a phone or video call. The game has no voice chat of its own.
Two to five people
One Defuser and one to four Experts. More Experts means more opinions.
Setup
Same room or far apart
Both ways play the same. Pick the one that fits your evening.
In the same room
- 1The Defuser opens Play and picks a mission or a freeplay bomb.
- 2The Experts open the manual on their own devices, or print it.
- 3Check that the rule seed on the manual matches the bomb.
- 4Turn the bomb screen away from the Experts. No peeking.
- 5Start the bomb and start talking.
In an online room
- 1The host opens Play and creates a room.
- 2The host shares the five-letter room code.
- 3Everyone else joins with the code.
- 4Each player picks Defuser or Expert. There is one Defuser per bomb.
- 5Get on a call together, then the host starts the bomb.
Online, Experts see the timer, the strike count and how many modules are solved. They never see the bomb.
The pressure
The timer and strikes
Solve every module before the timer hits zero. Every mistake is a strike, and strikes make the clock run faster.
First strike
x1.25
The timer speeds up a little.
Second strike
x1.5
Now it is properly rude.
Third strike
Boom
The bomb goes off. So does the group chat.
Three strikes is the default. The bomb also goes off if the timer reaches zero, no matter how few strikes you have.
Edgework
Look at the sides of the bomb
The casing has details on its sides. The manual's rules refer to them all the time, so the Defuser should read them out early.
Serial number
A short code of letters and digits. Rules often ask about its last digit or whether it has a vowel.
Batteries
Count them all. Check every side of the bomb before you answer.
Indicators
Small labels with three letters and a light. The light is either lit or unlit, and that matters.
Ports
Sockets for cables that will never be plugged in. Rules care about which types are there.
A typical rule sounds like this: "If there is more than one battery and the serial number ends in an odd digit, cut the last wire." Your manual will have its own version.
Modules
Regular modules and needy ones
Each module is a small puzzle with its own page in the manual. Solve one and its light turns green. Solve them all and the bomb is defused.
- Wires
- Big Button
- Glyph Keypad
- Labyrinth
- Passcode
Needy modules
Needy modules can't be solved. They wake up now and then and want attention right away. Leave one alone for too long and you get a strike. Keep them happy while you work on everything else.
Pressure Vent
Asks a yes or no question. Answer before its timer ends.
Discharge Lever
A meter fills up. Hold the lever to drain it.
Dial Alignment
Lights change. Turn the dial to the matching position.
Rule seeds
A new manual every time
Every rule in the manual is generated from a number called the rule seed. Change the seed and every rule changes with it, so nobody can memorize the answers.
- Rule seed 1 is the standard manual. Start there.
- The bomb and the manual must use the same seed.
- Printed a manual? Check the seed on the page before you start.
Talking
Communication tips
Describe first, then ask
Defuser, say what you see before anyone guesses. "Four wires. Red, blue, blue, white."
Read edgework early
Give the Experts the serial number, batteries, indicators and ports at the start. They will need them later.
Repeat it back
Experts, give one clear instruction. Defuser, say it back before you act.
Agree on words
Pick names for odd symbols and stick with them. "The squiggly one" only works once.
Split the manual
With several Experts, give each one a few modules to own. Nobody has to flip pages in a panic.
Stay calm, mostly
A strike is not the end. Take a breath, then go faster.
That's the whole briefing
Grab a friend, pick who holds the bomb and try the first mission.