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Kaboom Universe

Kaboom Universe Rulebook

Table of Contents

Table of Contents

  • Competitive Mode
    • Material
    • Objective
    • Scoring example
    • Preparation of the game
    • Game flow
    • A. Rescue a dinosaur
    • B. Play an action card
    • C. Draw a card
      • Case 1: The player draws an asteroid card
      • Case 2: The player draws the Kaboom card
    • End of the round
    • End of the game
    • Advanced mode: Dinosaurs Skills
  • Co-Op Mode
    • Preparation of the game
    • Turn structure
    • 1. Draw a card from deck A
    • 2. Bite
    • 3. Undertake 2 actions
    • 4. Discard
    • End of the game
    • Advanced mode
  • Apocalypse Mode

Competitive Mode

Players: 2-8. Age: From 6 years. Length: 15-30 minutes.

Material

  • 20 dinosaur cards
  • 7 asteroid cards
  • 19 action cards
  • 7 reaction cards
  • 1 die
  • Kredits
  • 1 Kaboom card

Objective

The players, as aliens, must rescue dinosaurs and keep them safe on their platforms until the teleport is activated.

Kroom offers the following rewards:

  • 1 kredit for each teleported dinosaur.
  • 1 kredit for each teleported species.
  • 2 kredits for each teleported couple.
  • 3 kredits for saving the 5 different species.

The player who collects more kredits at the end of the game will be the winner.

Scoring example

A player rescues five dinosaurs: three Triceratops, one Diplodocus and one Pterodactyl. The player earns 5 kredits for rescuing 5 dinosaurs, 3 kredits for rescuing 3 different species, and 2 kredits for saving one couple. He will earn 5+3+2=10 kredits.

Preparation of the game

  1. Separate the Kaboom card.
  2. Shuffle the deck and deal 3 cards to each player. If any player receives an asteroid card, the player must ask for a new card and reshuffle the asteroid within the deck.
  3. Depending on the number of players, shuffle the Kaboom Card...
    • 2-3 players: ...with the second half of the deck.
    • 4-6 players: ...with the last 9 cards of the deck.
    • 7-8 players: ...with the last 3 cards of the deck.
  4. Put the deck in the middle of the playing area.

Game flow

The alien who had arrived first to Earth (the eldest player) will be the initial player on the first round. The game will continue in a clockwise direction.

On your turn, you have to undertake two actions, choosing between:

  • A. Rescue a dinosaur. Once per turn.
  • B. Play an action card.
  • C. Draw a card from the central deck.

You can choose to take the same action twice, except Rescue a dinosaur. At the end of your turn, you can have a maximum of 3 cards in your hand. If you have more, you will have to discard them.

(Layout: each player has a teleport platform in front of them on the playing area; there is a play pile and the central deck.)

A. Rescue a dinosaur

Place a dinosaur card on your teleport platform. Right in front of you, on the playing area.

Each dinosaur can be hit twice. After the first hit the dinosaur card is placed horizontally, indicating that it's injured. If, having been injured, it's hit again, the dinosaur will be discarded.

(Card states: A: Revealed dinosaur. B: Hidden dinosaur. C: Injured dinosaur.)

If a dinosaur receives a double hit (Kaboom burst symbol), it will be directly discarded.

Each player can have maximum 5 dinosaurs on their platforms. For putting down another dinosaur, you have to discard another one first.

If one player collects the five different dinosaur species on his teleport platform, the round ends.

Advanced mode: You can place dinosaurs hidden (face down) or revealed (face up), but there must always be, at least, as many revealed dinosaurs as hidden ones on a platform. Revealing/Hiding a dinosaur does not count as an action, but must be done in the player's turn.

B. Play an action card

  • Green laser beam: Hit any dinosaur.
  • Blue laser beam: Double hit any dinosaur.
  • Steal card: Pick a random card from a player's hand.
  • Switch hand: Switch all your cards with another player.
  • Steal dinosaur: Move a dinosaur from a teleport platform to another. If the dinosaur is injured, it will remain injured.
  • Last Aid: All the injured dinosaurs of a player get recovered.
    • Advanced mode: You can also play this card to heal one injured dinosaur at any time. It does not count as an action and has no priority over any other revealed card.

C. Draw a card

The player draws a card from the central deck and adds it to his hand, except in the following cases:

Case 1: The player draws an asteroid card

Asteroid rain. This card must be played automatically when drawn. The player must roll the die once for each dinosaur on his teleport platform, from left to right. Each dinosaur receives the number of hits indicated on the die. Then, both the player to his left and, after, the player to his right, play the asteroid rain.

(Die faces: Simple Hit symbol; Double hit - Kaboom! symbol.)

The player who draws the asteroid card will have an extra action on that turn.

Reaction card: Divert asteroid rain. You can use this card right before rolling the die if you are going to suffer an asteroid rain. You can divert the asteroids to another player. You can use it even if you don't have dinosaurs on your platform. It doesn't count as an action.

Case 2: The player draws the Kaboom card

The great asteroid is coming. The player shows the card and the round ends.

End of the round

The round ends if a player draws the Kaboom card or if a player collects the five different dinosaur species on his teleport platform.

The dinosaurs on the platforms are teleported to the mothership and you get the rewards defined at the beginning of this guide.

The player who ends the round prepares the deck as described in Preparation of the game and the player to his left initiates the next round.

End of the game

The game ends after three rounds of play - the third and last one having the Kaboom card shuffled within the deck.

The player who has the most glorbons is the winner. In case of a draw, you may play a tie-break round.

Advanced mode: Dinosaurs Skills

  • Raptor: Speed. If your first action is rescuing a Raptor, you are granted an extra action and you could rescue a second dinosaur in the same turn.
  • Pterodactyl: Agility. Immune to asteroid's simple hits.
  • Triceratops: Cuteness. Kroom's favourite dinosaur. At the end of the round you earn one extra kredit for each rescued triceratops. In the Scoring Example of the previous page, the player would get 13 kredits.
  • Diplodocus: Endurance. Immune to Laser beams and Steal Dinosaur action cards.
  • T-Rex: Strength. When injured, the T-Rex heal itself by hitting any dinosaur. This skill counts as an action during the player's turn.

Hidden dinosaurs lose their skills.

Co-Op Mode

Players: 1-3. Age: From 6 years. Length: 10 minutes.

Kroom, the alien leader, needs you to save dinosaurs from extinction. He will provide you three rescue platforms with 5 dinosaur capacity each of them.

Your mission will be to collect one couple of each species. A couple will be valid only if both members are in the same platform. Good luck!

Preparation of the game

  1. Shuffle the asteroid cards within the dinosaur ones. This will be the deck A. Place it over the Kaboom card.
  2. Shuffle the remaining cards. This will be the deck B. Place it next to the deck A.
  3. Delimitate the three different platforms by placing kredits between them.

(Layout: Deck A and Deck B, then Platform 1, Platform 2 and Platform 3 in a row, separated by kredits. In the example, a platform holding two Pterodactyls is marked as incorrect for a couple of other species, while a platform with two Diplodocus is marked as a valid couple.)

Turn structure

  1. Draw a card from deck A.
  2. Bite.
  3. Undertake 2 actions.
  4. Discard.

1. Draw a card from deck A

  • If it is a dinosaur card, place it in platform 1.
  • If it is an asteroid card, roll the dice once for each dinosaur.

You can protect a platform from asteroids by using the Divert Asteroid card.

2. Bite

Each predator bites a prey in its same platform. You choose the prey.

  • Predators: T-Rex, Velociraptor.
  • Preys: Diplodocus, Triceratops.

Use the green laser beam to isolate any dinosaur. Use the blue laser beam to isolate and heal any dinosaur.

An isolated dinosaur can't bite or be bitten on that turn.

3. Undertake 2 actions

To choose between:

  • Draw an additional card from deck A.
  • Move a dinosaur to an adjacent platform.* (*If there is at least another dinosaur in the original platform.)
  • Play an action card.
    • Move a dinosaur to any platform.
    • Heal every dinosaur in a platform.
  • Draw a card from deck B.
    • If drawn, the player has to discard one of his cards. (Steal card)
    • If drawn, the player has to discard all his cards. (Switch hand)

4. Discard

Maximum hand for player at the end of his turn: 1 player: 5 cards. 2 players: 3 cards. 3 players: 2 cards.

End of the game

It will be a failed mission if:

  • A platform's capacity is exceeded,
  • or 3 dinosaurs of the same species are eliminated,
  • or if you draw the Kaboom card.

Advanced mode

Dinosaur skills will be the same as in the competitive mode, except:

  • Triceratops: Cuteness. Kroom loves triceratops, so you have to save one extra Triceratops for him.
  • Velociraptor: Speed. If it is drawn in the turn's phase 1, you have to place it in platform 2.

Apocalypse Mode

Players: 2-8. Age: From 6 years. Length: 10 minutes.

Kroom needs the most prepared aliens to face a desolate scenario. Meteorites are falling everywhere, but some dinosaurs can still be saved. Scrape the asteroids and rescue as many as you can!

The Apocalypse mode is played in a single round, with the same rules as the Competitive mode but with the following changes:

  1. When rolling the dice when you receive an asteroid, each affected player must roll as many dice per dinosaur as dinosaurs are currently on your platform and on the platforms of the two players next to you, with a maximum of 6 dice.

    Example: Player 2 must roll 6 dice for the pterodactyl. If he survives, he will roll 6 dice for the velociraptor. If he cannot survive, he will roll 5 dice for the velociraptor.

  2. Each dinosaur has 5 hits, which are marked using the scoring tokens.

  3. Green Laser Beam: Causes two hits.

  4. Blue laser beam: Causes five hits.

  5. Advanced mode: The T-Rex is considered wounded when it has received at least 3 hits and it would recover itself completely, with the action of its skill, causing two wounds on the bitten dinosaur.

Save the dinosaurs before the great Kaboom ends it all!