Kapitan Bomba
Kapitan Bomba Rulebook
Table of Contents
Table of Contents
Overview
Kapitan Bomba is a two-player card game. One player plays Captain Bomba, the other plays the Alien Sultan.
- The Captain's goal is to defeat 11 aliens of any kind, or 8 aliens of different species (each of a different race).
- The Sultan's goal is to take control of 5 planets and dominate the Kurvix galaxy.
Attention! Before starting the game, read the whole rulebook and explain the rules to your opponent!
The game box contains two decks of 55 cards each:
- The first deck contains the card of Captain Bomba itself and the Space Patrol cards (54), which show the Captain's likeness on the back.
- The second deck contains the card of the Alien Sultan itself, the alien cards (44), which show the Sultan's likeness on the back, and the planet cards (10).
Card types:
- Space Patrol cards
- Alien cards
- Planet cards
Setting Up the Game
Decide before the game which of you will be Captain Bomba and which will be the Alien Sultan.
Captain Bomba
- Place the Captain Bomba card in front of you, together with the Eagle 7 card (2).
- Shuffle all the Space Patrol cards and place them face down next to the Captain card (3).
- Draw 5 cards from the top of the deck into your hand, so that your opponent cannot see them.
Alien Sultan
- First, separate the planet deck from the alien deck.
- Shuffle the planet deck and place 3 planet cards face up in front of you (4). Place the rest face down next to them (5).
- Now place the Alien Sultan card in front of you (6). Shuffle all the alien cards and place them face down next to the Sultan card (7).
- Then draw 5 cards from the top of the deck into your hand, so that your opponent cannot see them.
Setup diagram: Cards placed before the game (numbers 1 to 7 as in the rulebook).
Start
Let's play! You may now begin the game.
You take turns, one action at a time, by playing the appropriate cards.
Attention! Neither of you may ever give up performing an action!
The Alien Sultan always starts the game.
Rules for the Alien Sultan
Sultan, your most important task is to place aliens on planets so as to take them (see below).
As your action you may play up to 3 aliens, that is take their cards from your hand and place them on one chosen planet (not on different ones!).
Then draw up to 2 cards, so that you have no more than 5 in hand, and your opponent may play.
As the Sultan you may, during the game:
- as an action, place aliens on a planet;
- as an action, take control of a planet, provided the aliens are strong enough (see "How to take control of a planet?");
- as an action, play an alien card;
- play an alien card marked with a star without using an action;
- as an action, exchange cards from your hand for new ones (provided you have no aliens in your hand).
Placing Aliens on a Planet
Each alien has its own Strength, which is needed to take a planet (see below).
When you have aliens in your hand, you may place up to 3 aliens on a planet in a single action.
Example: two Kurvinox aliens and a Cyborg on the planet Galwax.
Attention! You cannot place aliens on different planets in a single action.
Taking Control of a Planet
If the total Strength of all the aliens on a planet is at least equal to the Strength of the planet, you may declare, as an action, that you take control of it. Then:
- place the planet card next to your Sultan card;
- discard the alien cards that were on it onto a separate pile (next to the alien deck) — they may still be useful later in the game;
- if the Eagle was on the planet, it flies out of the planet into outer space — that is, your opponent must place the Eagle card next to their Captain card;
- draw a new planet and place it next to the others.
Example: The planet W D.U.P./ie has four aliens on it: two Pterokosmites (each Strength 3), DoDupyzaur (Strength 2) and Terminator (Strength 2). Together they have Strength 10. The planet's Strength is 10: 9 is the planet's own Strength plus +1 because the Eagle 7 is on it. The aliens' Strength equals the planet's strength, so the Alien Sultan may take it.
Example: The planet Kurvinox has Strength = 1.
Attention! The moment you take your fifth planet, you win!
Playing a Card
Apart from aliens, your deck contains other cards. You play aliens only onto planets (see above).
Play the other cards according to what they say. Cards marked with a star do not take an action: you may play any number of them and, in addition, perform an action.
Exchanging Cards
If you have no aliens in your hand, then as an action discard all the cards from your hand onto a separate pile and draw from the alien deck as many cards as you discarded.
Remember: after performing your action, draw up to 2 new cards from the alien deck, so that you have no more than 5 in hand, and then your opponent may play.
Rules for Captain Bomba
Captain, your most important task is to destroy aliens.
As your action, fly the Eagle 7 onto a planet with aliens. During the flight you may discard cards from your hand that do not suit you (see below).
Then draw up to 3 cards, so that you have no more than 5 in hand, and your opponent may play.
As Captain Bomba you may, during the game:
- as an action, eliminate aliens;
- as an action, fly to another planet;
- as an action, play a Space Patrol card;
- play a Space Patrol card marked with a star without using an action.
Eliminating Aliens
If your Eagle is on a planet where there is at least one alien, you may fight it.
You must lay down, at once, as many Rifles, Grenades or Dynamite as needed for their total Strength to be equal to or greater than the Strength of the alien.
Example: Skurwol has Strength 2. A single Rifle (Strength 0) is not enough to defeat him.
If you want to eliminate Skurwol, you must use, for example, two Rifles (Strength 1 each) and two Grenades (Strength 1 each), which together give Strength 2.
You may also use 3 Rifles (Strength 3) to defeat this alien.
Flying to Another Planet
Move the Eagle card to another planet. During the flight you may, but do not have to, discard up to 3 cards from your hand (if they do not suit you).
Playing Other Cards
Apart from Rifles, Grenades and Dynamite, your deck contains other cards. The three types of weapons may be played only to eliminate aliens (see above).
Play the other cards according to what they say; cards marked with a star do not take an action: you may play any number of them and, in addition, perform an action.
Remember: after performing your action, draw up to 3 new cards from the Space Patrol deck, so that you have no more than 5 in hand, and then your opponent may play.
Golden rule: If a rule printed on a card contradicts the instructions, the rule on the card applies.
End of the Game
When one of you fulfils the victory conditions (marked additionally on the Captain Bomba and Alien Sultan cards), the game is immediately interrupted.
Captain Bomba wins when: he eliminates 11 aliens of any kind, or 8 aliens of different species.
The Alien Sultan wins when: he takes 5 planets.
FAQ
What do I do when my deck runs out? Shuffle the cards used during the game aside and form a new deck from them. Of course, Space Patrol cards must form a separate deck from the alien deck — these cards must never be mixed.
Does the card "Kapitan Dupa" work on Rifles, Dynamite and Grenades during combat? Yes. After playing Kapitan Dupa, Captain Bomba may add from his hand a Rifle, Grenade or Dynamite, if he has one.
When do new planets appear in the game? Each time the Alien Sultan takes control of a planet, he takes that card and draws a new planet in its place, so that there are always 3 on the table.
What happens to the monsters from captured planets? The Alien Sultan places them on the pile of used cards, which may become a new alien deck once the previous one is used up.
How does the card Mkbewe work? Playing the Mkbewe card allows Captain Bomba to fight a larger number of aliens at once. Choose the aliens you want to fight, add up their Strengths, and then lay down, at once, as many Rifles, Grenades or Dynamite as needed for their Strength to be equal to or greater than the sum of the Strengths of the chosen aliens.