29247
AGES: 7 to 107
PLAYERS: 2 to 6
Contents:
112 Total Cards:
2 Instruction Symbol Summary Cards (double-sided)
2 Cross-Sell Cards
108 Game Cards:
24 “Ticking Time Bomb” Cards
(with explosions on back)
4 Go to 30 Seconds (:30)
3 Reset to Zero (:0)
10 HOLD
20 Five
20 Ten
2 Everybody Draw 1 (+1)
2 Everybody Draw 2 (+2)
2 Trade Hands
6 Reverse
6 Skip
2 Double Play
3 BOMB
4 Up to 60 Seconds (:60)
Please remove all contents from package, and compare them to the list above.
If any items are missing, please call 1-800-524-TOYS.
Object:
To be the last player with at least one of 3 of your “Ticking Time
Bombs” that hasn’t gone Boom-O!
Set-Up:
• Place three “Ticking Time Bomb” cards in front of
each player (see illustration below, set up for 4
players). Set aside unused “Ticking Time Bomb”
cards and keep them separate for the whole game.
• Shuffle the deck.
• Deal out 7 cards to each player.
• Place the remainder of the deck
face down as a Draw pile. Next
to it will be the Discard pile.
• Play goes clockwise, starting
left of the dealer.
Gameplay:
Overview:
• Players take turns placing a card onto the Discard pile.
The goal: Do not push the total card count over 60 seconds.
Otherwise you’ll have to turn over one of your 3 "Ticking Time
Bomb" cards which go Boom-O!
• You may play a NUMBER card (e.g., 5, 10) and add it to the
running total, trying to keep it below 60 seconds.
• You may also play a COMMAND card (e.g., Skip, Double Play)
and follow its instructions.
• Once a player plays his last card, that player wins that round,
which then ends. All the other players flip over a “Ticking Time
Bomb” card. A new round begins only when a player plays all his
cards.
• After each round, each player who still has “Ticking Time Bomb”
cards face up draws to re-stock his hand to 7 cards. The total
resets to 0 for each new round.
• If you run out of cards in the Draw pile, re-shuffle them.
Let's Play:
• The game begins at 0. First player places a card to start the
Discard pile next to the Draw pile. Play continues clockwise.
• If the card placed is a NUMBER card, the number value is added to
the current running total. 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
must flip over a “Ticking Time Bomb” card. Whoever still has
“Ticking Time Bomb” cards remaining and has less than 7 cards,
should re-stock to 7 cards. The total resets to 0 for a new round.
• Once a player plays his last card, that round is over. All the other
players flip over a “Ticking Time Bomb” card. Total resets to 0 for
the new round, regardless of the last card played in the Discard
pile.
• If all 3 of your “Ticking Time Bomb” cards are turned over, you are
eliminated, and you must immediately discard any cards you might
still have in your hand to the bottom of the Draw pile.
• If you run out of cards in the Draw pile, re-shuffle them.
One of your “Ticking Time Bomb” card is turned over in the
following circumstances:
• If you cannot play a card without taking the running total over
60 seconds
• If you do not have a HOLD card when the BOMB card is played
• If you have at least 1 card in your hand when a player gets rid of
his last card
• If, during a Double Play, you don’t have any Number card to play
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