Playing Instructions for the Boom-O Card Game

"Boom-O" bears some resemblance to its mother game, "Uno." The goal is to force other players to draw cards, swap hands, and detonate "bombs," while you keep your own bomb timer from going off. A bomb is lost every time the timer climbs above 60. The last player with a "Ticking Time Bomb" card in front of him wins the game. "Boom-O" is recommended for two to six players.

Instructions

  1. Game Play

    • 1

      Put three "Ticking Time Bomb" cards in front of each player. Set the remainder of the bombs out of play for the rest of the match.

    • 2

      Deal seven cards to each player. Place the remaining cards face down in the center of the playing area. The remainder of the deck now constitutes the draw pile. The discard pile will be next to the draw pile. If at any time during your round you run out of cards in the draw pile, shuffle the discard pile to create a new draw pile.

    • 3

      Play a "Number" card or a "Command" card on your turn. For number cards, you must try to keep the cumulative count below 60 seconds. For example, if you are the first player and you play a "5" the clock would be at five seconds. A player who pushes the clock above 60 must flip over a "Ticking Time Bomb" card.

    • 4

      Eliminate a player when he has no more time bombs remaining. Whenever a bomb is detonated, all remaining players with fewer than seven cards must bring their hand size back up to seven. Players with seven cards or more do nothing.

    • 5

      Reset the timer to zero whenever a bomb is detonated.

    • 6

      Perform the designated action when command cards are played. Continue playing until there is a single player with a bomb (or bombs) remaining. That player is the winner.

    Command Card Descriptions

    • 7

      Play a "Draw 1" or "Draw 2" card to force every other player to draw the specified number of cards. The draw cards are identified by a picture of a "Boom-O" card and a "+1" or "+2" symbol.

    • 8

      Reverse the direction of play when a reverse card is played. If play is flowing clockwise, it must go counterclockwise if a reverse card is played. The card is out of play if only two players remain.

    • 9

      Skip the next player when the "Skip" card is played. If there are only two players, the player using the "Skip" card would have another turn immediately.

    • 10

      Force the next player to play two cards when you play a "Double Play" card. A number card must be played first. If the clock exceeds 60, or the player cannot play a number card, that player must flip over one of his remaining time bombs.

    • 11

      Change the clock to 60 seconds, 30 seconds or zero with a corresponding card, or play a "Trade Hands" card to trade hands with any player,

    • 12

      Force all players to lose a time bomb with a "Bomb" card. A player can counteract this action with a "Hold" card, which is a picture of the fuse of a bomb being clipped by scissors. If a bomb is detonated, the timer is reset to zero.

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