How to Play the Game Boom-O

Boom-O is a card game developed by Mattel Inc. that uses a special deck of 108 cards. Similar to Uno, the object of Boom-O is to be the last player with at least one unexploded "Ticking Time Bomb" cards. The deck includes numbered cards representing seconds on a clock as well as Command Cards such as Skip a Turn, Reverse and Draw cards. Played with two to six players, Boom-O is typically suitable for children aged seven and up.

Things You'll Need

  • Deck of Boom-O cards
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Instructions

  1. Setting Up

    • 1

      Separate the Ticking Time Bomb cards from the rest of the deck and place three in front of each player. Remove the remaining Bomb cards from the playing area.

    • 2

      Shuffle the remaining cards in the deck thoroughly to ensure that the cards are sufficiently random.

    • 3

      Deal seven cards face down to each player. These represent the players' hands.

    • 4

      Place the remaining cards in the deck in the center of the playing area. Leave room beside the deck (stock pile) for a discard pile.

    Game Play

    • 5

      Begin play with the player to the left of the dealer. Move clockwise around the table.

    • 6

      Place a card from your hand into the discard pile. If it is a numbered card, add the value of your card (five or 10) to the total of the discard pile (clock). When the total equals 60 seconds on your turn, one of your three bombs will explode.

    • 7

      Win the round by discarding all seven cards from your hand. The game is not over; you must restock your hands from the stock pile so that each player has seven cards. The game "clock" resets to zero.

    • 8

      Play a Command card if you are in danger of going over 60 seconds. Follow the command indicated on the card. The commands are as follows: a bomb blows up one Ticking Time Bomb card for each player; draw one or two cards from the deck; reverse the direction of play; skip a turn; trade hands with another player; set the timer to zero, 30 or 60 seconds; play two cards instead of one; and a hold card which prevents bombs from blowing up.

    • 9

      Turn over one of your Ticking Time Bomb cards if you go above 60 seconds on your turn; you do not have a Hold card when someone plays a Bomb card; you have cards left when one player discards his entire hand; and if you do not have any numbered cards when someone has played a Double Play card.

    • 10

      Win the game by being the last player with an unexploded Ticking Time Bomb card.

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