Bomb Busters: 3 New Missions
Bomb Busters: 3 New Missions Rulebook
Table of Contents
Table of Contents
Mission 1/3: Balancing on the Wire
The reality is stranger than fiction! A board game publisher, jealous of Bomb Busters, has hidden 3 real bombs inside Bomb Busters game boxes. But they reckoned without the best bomb squad in the business: you! Discover its novel mechanism and adapt your strategy to find the right balance.
Setup
- 1 red Info token, 4 yellow Info tokens, and a pencil.
Rules
- When a bomb defuser cuts a pair of wires, they then check off that wire's number in the grid below.
- Each number appears twice (there is one of each in a pair), and the defuser may choose which of the two to check off.
- If a defuser cuts all 4 wires of one value (because they have all of them in their hand), they check off both numbers.
- Once a defuser completes a line, they MUST carry out the corresponding action indicated.
- J = pair of yellow wires.
Grid (pair, then detonator action):
| Pair | Detonator action |
|---|---|
| 1 J | +1 notch |
| 2 12 | -1 notch |
| 3 11 | +1 notch |
| 4 10 | -1 notch |
| 5 9 | +1 notch |
| 6 8 | -1 notch |
| 7 7 | (no action shown) |
| 8 1 | +1 notch |
| 9 2 | -1 notch |
| 10 3 | +1 notch |
| 11 4 | -1 notch |
| 12 5 | +1 notch |
-
+1 notch = advance the detonator 1 notch.
-
-1 notch = move the detonator back 1 notch.
-
If the detonator reaches the skull, or moves back beyond the starting zone (depending on the number of players), then: boom!
-
If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).
-
COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.
Mission 2/3: Parallel Wires
A second bomb, a second mechanism! Clearly your opponent is creative. But they are just as disturbed as these wires are tidy!
Setup
- 1 red Info token, 2 yellow Info tokens, and a pencil.
Rules
- You may only check off wires whose number is "accessible". A number is accessible when it is the leftmost unchecked number of a row.
- When you cut a pair of wires, check off its number on any row, as long as it is the leftmost unchecked number on that row.
- Exception to the rule: if a defuser has all 4 wires of one value and makes a SOLO cut on the 4 wires, then in that case they must check off the 2 corresponding numbers, even if one of them is not accessible (but at least one must be accessible of the two).
- There is no order for the rows: they may be started in any order.
- When a row is completed, you have an accessible coffee.
- If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).
- COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.
- Note printed beside the grid's coffee: "This coffee is free. For the others, they'll have to finish the rows."
Grid (five rows, each read left to right):
| Row | Numbers | Ends in |
|---|---|---|
| 1 | 1, 12, 8, 2, J | coffee |
| 2 | 6, 2, 11, 7, 3 | coffee |
| 3 | 10, 7, 3, 10, 6 | coffee |
| 4 | 5, 11, 8, 4, 9 | coffee |
| 5 | 12, 4, 1, 9, 5 | coffee |
- J = pair of yellow wires.
Mission 3/3: Dangerous Liaisons
Another new mechanism! Make the right connections to cut all the wires of this last bomb and foil the plans of the vengeful publisher!
Setup
- 1 red Info token, 4 yellow Info tokens, and a pencil.
- After placing your Info tokens, the first player draws a line between the START space and a "cartouche" (a group of 2 spaces). Then the next two players, clockwise, do the same. There are thus always 3 lines drawn.
Rules
- A "cartouche" (group of 2 spaces) becomes accessible if a line connects it to the START space.
- You may ONLY cut wires whose number is in a cartouche accessible from the START space.
- When you cut a pair of wires, check off its number on any space, but only if it is in an accessible cartouche.
- If you check off the last number of a cartouche, you gain the right to draw a new line between the START space and a cartouche (without consulting the other defusers).
- There is no order between the 2 numbers within a cartouche.
- Warning: if a defuser has all 4 wires of one value and wants to make a SOLO cut (on all 4 wires), they must make sure the 2 corresponding numbers are accessible.
- When a coffee or a Bonus is connected to a checked-off cartouche, it becomes accessible.
- If a defuser cannot cut any wire (because none of their own wires is accessible), they must advance the detonator 1 notch or use a coffee (see below).
- COFFEE: At the start of their turn, a defuser may check off an accessible coffee: in this way they pass their turn and designate the next player.
Board layout (as printed):
- Top row: coffee, (5 | 6); (1 | 11); (5 | 12); (2 | 10), with BONUS: draw 1 extra link at the right end.
- Left column: (3 | 9) above; BONUS: draw 1 extra link, (4 | 8) in the middle; (1 | 12) below.
- Right column: (6 | 7) above; (2 | 8) with a coffee at its right end; (4 | 11) below.
- Bottom row: coffee, (3 | 10); (yellow J | yellow J); coffee; (7 | 9), with BONUS: draw 1 extra link at the right end.
- The START space (DÉPART) sits in the centre of the board.