Bomb Appétit
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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

  1. 1The Defuser opens Play and picks a mission or a freeplay bomb.
  2. 2The Experts open the manual on their own devices, or print it.
  3. 3Check that the rule seed on the manual matches the bomb.
  4. 4Turn the bomb screen away from the Experts. No peeking.
  5. 5Start the bomb and start talking.

In an online room

  1. 1The host opens Play and creates a room.
  2. 2The host shares the five-letter room code.
  3. 3Everyone else joins with the code.
  4. 4Each player picks Defuser or Expert. There is one Defuser per bomb.
  5. 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.

  1. First strike

    x1.25

    The timer speeds up a little.

  2. Second strike

    x1.5

    Now it is properly rude.

  3. 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.
Open the standard manual

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.