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Bomb Busters: 3 New Missions

Expansion for Bomb Busters

Bomb Busters: 3 New Missions Rulebook

Table of Contents

Table of Contents

  • Mission 1/3: Balancing on the Wire
    • Setup
    • Rules
  • Mission 2/3: Parallel Wires
    • Setup
    • Rules
  • Mission 3/3: Dangerous Liaisons
    • Setup
    • Rules

Mission 1/3: Balancing on the Wire

The reality is stranger than fiction! A board game publisher, jealous of Bomb Busters, has hidden 3 real bombs inside Bomb Busters game boxes. But they reckoned without the best bomb squad in the business: you! Discover its novel mechanism and adapt your strategy to find the right balance.

Setup

  • 1 red Info token, 4 yellow Info tokens, and a pencil.

Rules

  • When a bomb defuser cuts a pair of wires, they then check off that wire's number in the grid below.
  • Each number appears twice (there is one of each in a pair), and the defuser may choose which of the two to check off.
  • If a defuser cuts all 4 wires of one value (because they have all of them in their hand), they check off both numbers.
  • Once a defuser completes a line, they MUST carry out the corresponding action indicated.
  • J = pair of yellow wires.

Grid (pair, then detonator action):

PairDetonator action
1 J+1 notch
2 12-1 notch
3 11+1 notch
4 10-1 notch
5 9+1 notch
6 8-1 notch
7 7(no action shown)
8 1+1 notch
9 2-1 notch
10 3+1 notch
11 4-1 notch
12 5+1 notch
  • +1 notch = advance the detonator 1 notch.

  • -1 notch = move the detonator back 1 notch.

  • If the detonator reaches the skull, or moves back beyond the starting zone (depending on the number of players), then: boom!

  • If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).

  • COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.

Mission 2/3: Parallel Wires

A second bomb, a second mechanism! Clearly your opponent is creative. But they are just as disturbed as these wires are tidy!

Setup

  • 1 red Info token, 2 yellow Info tokens, and a pencil.

Rules

  • You may only check off wires whose number is "accessible". A number is accessible when it is the leftmost unchecked number of a row.
  • When you cut a pair of wires, check off its number on any row, as long as it is the leftmost unchecked number on that row.
  • Exception to the rule: if a defuser has all 4 wires of one value and makes a SOLO cut on the 4 wires, then in that case they must check off the 2 corresponding numbers, even if one of them is not accessible (but at least one must be accessible of the two).
  • There is no order for the rows: they may be started in any order.
  • When a row is completed, you have an accessible coffee.
  • If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).
  • COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.
  • Note printed beside the grid's coffee: "This coffee is free. For the others, they'll have to finish the rows."

Grid (five rows, each read left to right):

RowNumbersEnds in
11, 12, 8, 2, Jcoffee
26, 2, 11, 7, 3coffee
310, 7, 3, 10, 6coffee
45, 11, 8, 4, 9coffee
512, 4, 1, 9, 5coffee
  • J = pair of yellow wires.

Mission 3/3: Dangerous Liaisons

Another new mechanism! Make the right connections to cut all the wires of this last bomb and foil the plans of the vengeful publisher!

Setup

  • 1 red Info token, 4 yellow Info tokens, and a pencil.
  • After placing your Info tokens, the first player draws a line between the START space and a "cartouche" (a group of 2 spaces). Then the next two players, clockwise, do the same. There are thus always 3 lines drawn.

Rules

  • A "cartouche" (group of 2 spaces) becomes accessible if a line connects it to the START space.
  • You may ONLY cut wires whose number is in a cartouche accessible from the START space.
  • When you cut a pair of wires, check off its number on any space, but only if it is in an accessible cartouche.
  • If you check off the last number of a cartouche, you gain the right to draw a new line between the START space and a cartouche (without consulting the other defusers).
  • There is no order between the 2 numbers within a cartouche.
  • Warning: if a defuser has all 4 wires of one value and wants to make a SOLO cut (on all 4 wires), they must make sure the 2 corresponding numbers are accessible.
  • When a coffee or a Bonus is connected to a checked-off cartouche, it becomes accessible.
  • If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).
  • COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.

Board layout (as printed):

  • Top row: coffee, (5 | 6); (1 | 11); (5 | 12); (2 | 10), with BONUS: draw 1 extra link at the right end.
  • Left column: (3 | 9) above; BONUS: draw 1 extra link, (4 | 8) in the middle; (1 | 12) below.
  • Right column: (6 | 7) above; (2 | 8) with a coffee at its right end; (4 | 11) below.
  • Bottom row: coffee, (3 | 10); (yellow J | yellow J); coffee; (7 | 9), with BONUS: draw 1 extra link at the right end.
  • The START space (DÉPART) sits in the centre of the board.
J 6-1 notch