Post by dad90 on Mar 9, 2018 13:23:08 GMT -5
Hello, everyone! This is the forgotten game that brought you Uno! This is Boom-o! This is the game where you want to be the last player with at least one of 3 of your “Ticking Time Bombs” that hasn’t gone Boom-O!
The instructions to the actual game are here, if you want to see them: (Click Here!).
This will also be mixed with the BigJon's PC Games dice favorite: Crap-Out, usually hosted by JetSM64.
There will be 6 players.
Object:
To be the last player with at least one of 3 of your “Ticking Time Bombs” that hasn’t gone Boom-O!
Rules:
Round 1: The "Heats"
In the first round, there are six contestants randomly matched up head to head. They have three "heats" per player of sixty seconds and ten questions, which are all "Fact or BOMB" questions. Your score is (Questions answered correctly * Time remaining). The reason there is so much time is because it actually makes less of an impact time wise. The one who scores the most will get to go first.
Each player will start with 3 "Ticking Time Bombs", as well as the score from the question portion. The goal of the game is not to push the total count over 60 seconds. Otherwise one of your 3 "Ticking Time Bombs" will go Boom-O, and you will lose a point for each second over 60.
The players will also have 4 "Skip" cards. Those will be explained below.
In the main game, players will each take turns answering "Fact or BOMB" questions. Every time a player gets the question right, the player will have the option to play or pass. If the player who answers the question correctly plays, they first will go to the BOOM-O board, and each letter has a number 1-5, no duplicates. That number will determine how many cards the player must draw from the deck. If the player who answers the question correctly choose pass, they can pass control to one of their opponents, which could be a good strategy later on.
However, if the player answers the question wrong, that player must draw 7 cards from the deck without using any Command cards.
The timer will always start at :00 at each new game and round. If the card played is a NUMBER card, the number value is added to the current running total on the timer, and the player is awarded with that many points. If it’s a COMMAND card, the total depends on the command. If the only card you can play takes the total over 60 seconds, you will lose a “Ticking Time Bomb”, and you will lose 50 points, plus a point for each second over 60. The other(s) will each earn 75 points, plus each point over 60. The timer then resets to 0 for a new round.
Also, for each "Ticking Time Bomb" lost, $500 is deposited into the "Mini-Bomb Bank", while $2500 is added to the "Minor-Bomb Bank".
One of your “Ticking Time Bombs” will explode if:
• If you draw a card that will take the running total over 60 seconds
• If you do not have a HOLD card when the BOMB card is played
• If Double Play is played, and the next 2 cards drawn is NOT a Number card
COMMAND CARDS:
Playing a COMMAND card is a good way to avoid going “BOOM-O!” On your turn, play a COMMAND card when you like, not just when the total reaches 60 seconds.
DRAW 1: In Round 1, you must draw the next card from the top of the deck. In Round 2, going in the direction of play, ALL other players draw 1 card from the deck. For each number card drawn, the player who picked the DRAW 1 card gets $50 times that number.
DRAW 2: In Round 2, you must draw the next 2 cards from the top of the deck. In Round 2, going in the direction of play, ALL other players draw 2 cards from the deck. For each number card drawn, the player who picked the DRAW 1 card gets $100 times that number.
REVERSE: In Round 2 only. Play reverses direction.
SKIP: That card from the top of the deck will be discarded if played in Round 1. If played in Round 2, then your turn will be skipped and play proceeds to the FOLLOWING player.
DOUBLE PLAY: In Round 2 only. If you play a DOUBLE PLAY card, the next player must play 2 cards from his hand. Follow the cards’ directions sequentially. The first card played must be a card that affects the running total: 5, 10, :0, :30 or :60. (If you push the total over 60, OR if the first card played is NOT a card that affects the timer, Boom-O! One of your “Ticking Time Bomb” cards will be lost, and you will 100 points, plus 2 points for each second over 60! The other 2 gets 150 points, plus 2 points for each second over 60.) The second card played will affect gameplay as it continues with the next player.
=60: No matter what it was, the total is now 60 seconds. If the total was already 60, it has no effect, but avoids a penalty.
=30: The running total is now 30 seconds.
=0: The running total is now 0.
BONUS PRIZE: In Round 1 only. Self-explanatory, that player wins a Bonus Prize, and it's theirs to keep, no matter what happens throughout the rest of the game.
BOMB: In Round 2 only. Boom-O! When this card is played, all other players, following the direction of play, must immediately discard a HOLD card to stay alive. If they don’t have a HOLD, they will lose a “Ticking Time Bomb”, and $1,000 will be deposited into the Mini-Bomb Bank, while $3,000 will be deposited into the Minor-Bomb Bank and $5,000 will be deposited into the Major-Bomb Bank, which starts at $10,000. Running total resets to 0. However, if you draw a BOMB card and all other players play HOLD cards, you will lose one of your own “Ticking Time Bombs” and $2,000 will be deposited into the Mini-Bomb Bank, while $6,000 is deposited into the Minor-Bomb Bank and $10,000 will be deposited into the Major-Bomb Bank.
HOLD: In Round 2 only. If you play a HOLD card, the running total holds after 3 turns or questions. Remember: your HOLD cards are very valuable when the BOMB card is drawn; the HOLD card will keep your “Ticking Time Bombs” ticking!
If all 3 of your “Ticking Time Bombs” explode, you are eliminated, but you will earn $500 in the first round.
In the event that time has run out, or if the draw deck is empty, the Round ends, and the player with the most points moves on to Round 2 while the other is eliminated. If there's a tie, a "Sudden Death" Fact or BOMB statement will be read. Whoever buzzes in and gets it right will move on. If they're wrong, their opponent moves on.
Round 2: The Big Bomb Showdown
The winner of each of the head-to-heads advances to the second round. The three remaining contestants are given 3 "Ticking Time Bombs" as well as 7 cards and again given sixty seconds but this time with an unlimited amount of questions. However, the contestant can't see the time. They must stop before the sixty seconds are up or they will lose one "Ticking Time Bomb" in the process.
Classic Rules of BOOM-O! are now applied.
One of these occasions will occur the Time's Up signal:
- If both opponents have all 3 of their "Ticking Time Bombs" explode.
- If the Draw deck is empty, and the player with the most "Ticking Time Bombs" wins. If tied, than the player with the least amount of cards.
- If time has expired, and the player with the most "Ticking Time Bombs" wins. If tied, than the player with the least amount of cards.
If tied overall, then the "Sudden Death" situation will be played.
The 3rd-place player will win the Mini-Bomb Bank.
The 2nd-place player will win the Minor-Bomb Bank.
The winner of the round is the champion, wins the Major-Bomb Bank and will advance on to the Bonus Round.
BONUS ROUND: TIME IS MONEY / THE $25 MILLION BLOWOUT
King Bob-omb will appear and you must defeat him in order to win the money based on this board.
This resembles :25 seconds.
Now, there is a board that has 25 clocks. The champion will pick 5 clocks. The clocks are as follows:
5 x :00
4 x :01
3 x :02, :05, :10, :20
2 x BOMB (aka BLOWOUT)
1 x :25, REVERSE
REVERSE is when the timer is added. If $25,000,000 is still there, then a "Shield" will be added with extra seconds.
After picking the clocks, the "timer" will start at $25,000,000 and will decrease with each passing "second" until it stops or if King Bob-Omb explodes.
When the timer stops, the clock will be revealed, and will be given the option to stop and take a prize and leave, or stay around and keep playing.
After all 5 clocks have been picked, if there's any money left on the timer, King Bob-omb is defeated, and the champion wins the money.
If the timer is at :00, or if a BOMB is picked, King Bob-Omb will explode and the champion wins nothing.
If the champion bails, they'll take home the prize(s) offered by the host, and will find out if they made the right decision.
The champion retires if their winnings is over $20,000,000 or is defeated in the main game.