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Bambam Boom

Bambam Boom Rulebook

Table of Contents

Table of Contents

  • Components
  • Cards
  • Bombs
  • Character Sheets
    • Basic mode
    • Module A: Advance mode
    • Health system
  • Module B: Hideout pop up
  • Module C: Event sheet
  • Setup
  • How to Play
  • Normal Phase
  • Danger Phase
  • A player is eliminated!
  • Game end and win condition
  • Bomb Cards Effect
  • Action Cards Effect
  • Character Sheets Abilities
  • Event Sheets
  • Frequently Asked Questions

Components

  • 57 Cards: consist of 45 bomb cards and 12 action cards
  • 3 Bomb Dials
  • 6 Character Sheet
  • 12 Health Token
  • 1 Hideout pop up
  • 7 Event Sheets

Cards

There are 2 kind of cards:

  • Bomb Card: labelled on the card as Number, Color, and Effect if any.
  • Action Card: labelled on the card as Name and Effect.

Bombs

There are three bomb colors: Red, Green and Yellow. The 3 colors, Red, Green and Yellow corresponds to the three bombs. When played, the color indicates which bomb is affected. Some bomb cards may have special effect.

That bomb dial increases as many as the card's number and it moves clockwise to the next player that many steps.

As long as the bomb dials is under 10, everything is fine. Once the dials reaches 10, the bomb is active and the lucky player who has that bomb in front of him/her gets Kaboomed!

Character Sheets

Character Sheets has 2 sides, Basic and Advance. Basic side has the same stat and character no abilities.

Basic mode

Character sheet labels: Maximum hand size, Cheat sheet, Health Area.

Module A: Advance mode

  • Setup: Flip the character sheet to the advance mode.
  • Gameplay: Characters has special ability that always active.

Character sheet labels: Maximum hand size, Cheat sheet, Character ability, Health Area.

Health system

At the begining of the game put health tokens on your health area. When you receive a damage remove 1 health token from top to bottom. Get the bonus behind the token.

Module B: Hideout pop up

  • Setup: Put the hideout pop up in the middle of the table.
  • Gameplay: Instead of the mandatory bomb card, you may discard 2 bomb cards of the same number to "go into the hiding". Take the hideout pop up and put it in front of you.

Later other player may also discard 2 bomb cards of the same number to take the hideout from you and put it in front of them. If you have an active bomb in front of you while you have the hideout you may use it. Return the hideout to the center of the table and move a bomb to left or right 1 step.

In Danger Phase. You can still do this instead of playing bomb card that shares color with active bomb to get the hideout Pop up, then immidiately use it to save yourself.

Module C: Event sheet

  • Setup: Reveal one event sheet at the start of the game.
  • Gameplay: The event sheet have a set of rule that active as long as it is revealed.

When a player is eliminated reveal a new event sheet replacing the old one. Only one event sheet may active at a time.

WARNING! This module is very mean and borderline unfair. Use it at your own risk. Do not use this module for your first game.

Setup

  1. The last person who eat spicy food will be the first player.
  2. Each player chooses 1 character sheet. Flip to the basic mode for base game. Flip to the advance mode for using character abilities and stats. Then put the health tokens to their character sheet.
  3. Shuffle the deck, put the deck in the middle of the table. Give each player cards according to their default maximum hand size minus one.
  4. Set all bomb dial to 0. From first player clockwise, give one bomb in front of them randomly until all three bombs distributed.
  5. Put the Hideout Popup in the middle of the table.
  6. Shuffle the event sheets deck. Put them in the middle of the table.

Bambam Boom is ready to be played!

How to Play

When a player plays a bomb cards, it affects the bomb that shares color with that card. That bomb dial is increased as many as that card's number and move clockwise that many steps.

Normal Phase

Normal phase is when No Bombs are Active. Since we start the game with all bomb dials at "0", we start in this phase.

Turn system: players taking turns clockwise.

On your turn, do the following:

  1. Refill hand: Draw cards until your max hand size. Your starting max hand size is dictated in your character sheet, you get additional max hand size every time you suffer bomb Damage.

  2. Play card(s):

    • Play as many as Action cards. (Optional)
    • Play one bomb card. (Mandatory)

    Note: If you have no bomb card in your hand to do this step you may show your hand to everyone, discard everything, than draw new cards to maximum hand size.

    Increase the dial of the bomb that shares color with the played bomb card and move that bomb to the next player clockwise as many as the played bomb card(s) number.

  3. End your turn, it is now the player on your left turn.

Do this as long as no bomb is Active. Once a bomb dial reaches 10, it is Active.

It doesn't immediately explodes, players are still given the chance to defend themselves. We call this "Danger Phase".

A bomb dial cannot exceed 10, if a bomb card makes the dial goes beyond 10 it is simply stays at 10, but the bomb still moves full number.

Danger Phase

Danger Phase runs just like in "Normal Phase" but with three key differences:

  1. Instead of Players taking turn clockwise, THE TURN BELONGS TO THE PLAYER WITH AN ARMED BOMB IN FRONT OF THEM.
  2. You do not refill your hand at the start of your turn.
  3. You can only play bomb card that shares color with the Active bomb. When a player plays that bomb card, move the active bomb according to the played bomb card. We call this **"deflect"**ing the bomb.

Do this as long as players can deflect the bomb.

Once the active player cannot deflect an Active bomb in front of them, then:

BOOM!! The bomb explodes!

  1. That player suffers one damage. They remove one topmost health token.
  2. That player now gain the revealed ability of the health slot.
  3. Reset the exploding bomb dial to 0, put it in front of that player.
  4. It is now back to Normal Phase.
  5. It is now that player turn.

A player is eliminated!

A player is eliminated when they runs out of health.

  1. They Discard all cards in their hand.
  2. They move all bomb(s) in front of them to the player to their left.
  3. Reveal a new event from the event sheets deck. Replacing the current active event.
  4. It is now the player to their left turn.

Game end and win condition

The game ends when there is only one survivor of this brawl!

Bomb Cards Effect

  • Critical: Bombs thrown with bomb card number 1 can't be deflected. You can still defend your self using action card or go in to hiding.
  • Anchor: Bombs affected by bomb card number 2 add their dial by 2 but move 0 steps.
  • Crosshair: Bomb affected by bomb card number 3 add their dial by 3 but the thrower move it to whoever they like, an be themselves.
  • Dual Colored: These bomb cards has 2 colors.
  • Vanilla: Bomb affected by bomb card number 5 add their dial by 5 and move 5 steps clockwise.

Action Cards Effect

  • Steal: Take a card from othe player at random.
  • Hacking: Switch the dial value of two target bombs. You can target an active bomb.
  • Hide: Move a bomb to left or right 1 step. End your turn.
  • Sabotage: In use when other player plays a card: Cancel that played card.
  • Restock: Discard all cards in your hand, then draw to your maximum hand size.

Character Sheets Abilities

  • Bambam - Powerthrow: When moving the bomb MAY move it one more step.
  • Pikpok - Sharpshooter: Bomb cards number 4 have "move it to whoever Pikpok like".
  • Turtul - Slow but steady wins the war: The great Turtul doesn't need any gimmick to win the game.
  • Sig. Coro - Resilience: Bomb cards number 3 are all color.
  • Rangga - Color blind: May use Green bomb cards as Yellow bomb cards and vice versa. Starting Lives is 1, starting max hand size is 6.
  • Cindy - Sticky Little Paws: Once per turn, Discard 2 cards to steal: Take a card from other player at random.

Event Sheets

  • Tipping Point: Turn all bombs to 9 (nine).
  • Popeye Power: Bomb cards no. 4 & 5 doesn't move the bomb.
  • Nitrous: Bombs get +6 on reset.
  • Nuclear Bomb: Bombs inflict 2 damage.
  • Power Up: Bomb cards get +2.
  • Disarmed: Discard all cards but 1. Max hand is 2.
  • Collateral damage: Explosions also hit the next player. This doesn't hit thrower.

Frequently Asked Questions

  1. Q: Can bambam moves +1 bomb card number 2? A: yes.
  2. Q: Can bambam moves +1 bomb card number 4 and 5 when event "popeye power" is active? A: yes.
  3. Q: I have an active bomb in front of me. i steal from someone and get a sabotage card. can i use it to cancel the card that make the bomb arrived in front of me? A: No. the last played card is your steal card.
  4. Q: Is the event card nitrous affect the exploding bomb that reveal it? A: Yes.
  5. Q: In "collateral damage" event. can the next player that's also been hit do something about the damage? A: Mostly NO. the only card that can be used by the next player to prevent getting damage is "sabotage".
  6. Q: In "disarmed" event. How do you resolve the two effect? A: "Discard all cards but 1" resolves only once when the event is revealed. "Max hand size is 2" applies to all player and resolves as long as "disarmed" is active.
  7. Q: In "Power UP" event. What does +2 is affecting? A: it affect the base number of bomb cards. For example: it makes bomb cards no.5 to add 7 to bombs' dial and move it 7 times clockwise.