Post by dad90 on Mar 12, 2015 16:47:35 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: service.mattel.com/instruction_sheets/29247.pdf.
This will also be mixed with the BigJon's PC Games dice favorite: Crap-Out, usually hosted by JetSM64.
There will be 3-5 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:
Each player will start with 3 "Ticking Time Bombs", as well as 200 points. 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 2 "Double Play" cards, 2 "Reverse" cards, and 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 "Double Play", "Reverse", or "Skip" 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 others 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".
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: 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: 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: Play reverses direction.
SKIP: Your turn will be skipped and play proceeds to the FOLLOWING player.
DOUBLE PLAY: 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: 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: 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, 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, and $10,000 will be deposited into the Major-Bomb Bank.
HOLD: 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. The Main Game play goes on until there are two players remaining. Those 2 players will go to the "Final Showdown."
Final Showdown:
The last 2 players remaining will both get to play one Final "Fact or BOMB" question, but only this time, it's in Final Jeopardy! style. First, a category will be shown, and then the players will have to bet on how many points they have. The remaining "Ticking Time Bombs" will prove very important as they will be the multiplier on how many points you will win. A wrong answer will post a loss of your wager.
If you have 1 "Ticking Time Bomb" remaining, the multiplier is 1.
If you have 2 "Ticking Time Bombs" remaining, the multiplier is 3.
If you have all 3 "Ticking Time Bombs", the multiplier is between 5-10.
At the end of the Final Showdown, the player who has the most points will win the Major Bomb Bank and the right to play the Bonus Game of "Time is Money", where that player has a chance to win The Big Jackpot, which starts at $1,000,000,000,000! (That's $1 Trillion!) The runner-up will win the Mini-Bomb Bank.
Bonus Game: TIME IS MONEY
The player has won the Major Bomb Bank, which is theirs to keep, no matter what, and that will also be their starting point, according to the Money Table.
Amount Won in Major Bomb Bank
$25,000
$50,000
$100,000
$250,000
$500,000
$1,000,000
$1,000,000,000
The Big Jackpot (Starts at $1 Trillion, and increases by $1 Trillion)
The champion now has to keep King Bob-omb from exploding by keeping the timer running before it hits ZERO. The timer will now start at SIXTY seconds.
However, before the Bonus Game begins, there's a Mini-Board that says "Time Is Money".
On the board are the number of "Skip" cards. The "Skip" cards will skip the clock you pick, hoping it's a big number and not a :00 clock. A player will earn at least 1, but no more than 6 "Skip" cards.
There are 15 clocks for each level, each one labeled :00, :01, :02, :03, :04, :05, :07, :10, :12, :15. There's also the dreaded BOMB, which automatically explodes King Bob-omb.
On each level, you will pick a specific number of clocks, and as long as the timer doesn't hit ZERO after the picks, you will win money based on the money table, and it goes as follows.
Amount Won in Major Bomb Bank - Pick 1 Clock
$25,000 - Pick 2 Clocks
$50,000 - Pick 2 Clocks
$100,000 - Pick 3 Clocks
$250,000 - Pick 3 Clocks
$500,000 - Pick 3 Clocks
$1,000,000 - Pick 5 Clocks
$1,000,000,000 - Pick 7 Clocks
The Big Jackpot - Pick 10 Clocks
There will always be at least FOUR :00 clocks on the board, and no more than TWO BOMBs.
After each level complete, the player has the choice on whether to keep going, or take the money. And that is important, because once the clock hits ZERO, or if the BOMB is found, BOOM-O, you will LOSE EVERYTHING, and head off to The Torture Chamber!
However, if you are able to withstand the Pressure at the Final Level, you will win The Big Jackpot!
Now, if we're ready, I need at least 3 players.