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Boom: Runaway

Boom: Runaway Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Overview
  • Setup
  • Game Play
  • Game End
  • Variants
    • 2 Players Game
    • 5 Players Game
    • Variant for Longer Play
    • Advanced Game
    • Ruse Cards

Contents

  • 50 Bomb Cards
  • 5 Ruse Cards
  • 8 Guard Cards
  • 5 Paradise Cards

Game Overview

In this game, players will play their bomb cards trying to escape as many as they can without going over the limit. There is a basic game for 3-4 players and variants provided for 2 or 5 players as well as an advanced version of the game, for experienced players.

On your first play, you don't need to read all the rules before playing. Simply perform the setup and then start playing by reading aloud and following the instructions in the "gameplay" section step by step.

Setup

  1. Shuffle bomb cards (without ruse cards) and deal out 12 cards to each of the players. Discard remaining cards face-down; they will not be used in this round.
  2. Each player takes a paradise card and places it in front of them.
  3. Shuffle guard cards deck and place it in the center of the table.

Game Play

1. Turn over a guard card and place it near the deck.

The colored numbers on this card show each color's maximum value for all players' bombs added together. The players should consider this information when they try to help the bombs to escape now.

2. All players play one card face down from their hand. (First escape)

These are the first bombs to try to escape this round; soon each player will add two more.

3. All players simultaneously reveal their chosen card.

These cards will be counted together with the next cards, when checking whether the guards notice anything. The players should take note of what kind of bomb everyone else chose.

4. All players play two more cards face down next to the card already played. (Second escape)

It is a good strategy to try to become the one who sends the most cards of one color... but without going over the limit!

5. All players simultaneously reveal their two newly chosen cards.

Now we know which bombs will try to escape this round, so we can check the result!

6. From left to right on the guard card, the players check for each color whether the guards catch any bombs this round and how many points the players get for successfully saving their bombs.

A) If the total amount of bombs in a color is same or less than the number on the guard card:

  1. The player(s) who played the highest number of bombs in that color (card values added up) may place these cards face up on their paradise cards. These cards will give bonus points according to their face value.
  2. All other players place their played bomb cards of that color on their paradise cards face down.

B) If the total amount of bombs in a color is higher than the number on the guard card, some bombs get caught:

The player who played the highest number of bombs in that color has to take all his cards of that color back into his hand.

Then, if the total amount of bombs in a color is same or less than the number on the guard card, the players gain points as described in A).

If the total amount of bombs in a color is higher than the number on the guard card, the player with the highest number of bombs in that color has to take back his bombs of that color as well. This is repeated until the bombs are safe and the points can be divided as in A).

If there is more than one player who played most bombs, all players who played most bombs take back their bomb cards of that color (or place cards face up on their paradise cards in case of success).

Example: Brown bomb guard: 16. Amy (6), Betty (6), Cindy (7), David (8). Amount is 27: Fail. David takes his brown bombs back.

Amy (6), Betty (6), Cindy (7). Amount is 19: Fail. Cindy takes her brown bombs back.

Amy (6), Betty (6). Amount is 12: Escape. Amy and Betty are tied for highest. So they both place their bomb cards face up on their paradise card.

7. All players should check how many cards they have left on their hand.

If at least one player has 2 or less bomb cards left, the game ends! Otherwise this round ends and the next round begins, starting again at step 1.

Game End

Now the players count the points for the bombs they rescued:

  • Each card in the score pile is worth one point (face up or face down).
  • The face-up cards give bonus points according to their value (Example: face-up green 6 is worth a total of 7 points: 1 as a card in your score pile, 6 additional points because it is face up).

Example: Final Score: 7+1+2+4=14.

The player with the most points wins. In case of a tie, the players share the win.

Variants

2 Players Game

  • During setup, both players get dealt 16 bomb cards; the rest of the cards are discarded.
  • In Step 2 (first card-playing step) both players play two cards instead of one.

5 Players Game

  • During setup, players get dealt 10 bomb cards; the rest of the cards are discarded.
  • In Step 4 (second card-playing step) all the players only play one card instead of two.

Variant for Longer Play

If you would like to play longer, you can play a series of games. Write down the scores of each player after each play. Whoever reaches 200 points first wins.

Advanced Game

In the advanced game, players know exactly which cards are in the game. Thus a skillful player might calculate what cards are left to his opponents and adjust his play accordingly.

To play the advanced game, you will have to remove some cards from the deck and deal a different number of cards, depending on the number of players (please follow the table below).

Scoring in the advanced game works the same as in the normal game, but the player(s) who have the least amount of cards left at the end of a round gain an additional 5 points.

Players2345
Cards to removeOne 2, 3, 4, 5 of each colorOne 3 and 5 of each colorNone (play with the full deck)None (play with the full deck)
Number of cards per player15131210

In the advanced game, any left-over cards after dealing are discarded openly, for all players to see.

Ruse Cards

To add flexibility, you may add ruse cards to the game. To use them, deal 1 ruse card to each player in addition to their normal hand cards. The players may play ruse cards in the second card playing step, instead of the normal bomb card (to keep themselves from going over the limit or to avoid showing their cards early).

After having been used, ruse cards always return to the hand of the player who played them.