BOOM BOOM
BOOM BOOM Rulebook
Table of Contents
Table of Contents
Components
- Action cards × 66
- Team aids × 6 (3 for each team)
- Locations cards × 8
- Hit tokens × 6 (3 for each team)
Game Objective
In this game, you will use your equipment to battle against opponents in a war-torn battlefield. You can choose to cooperate with teammates to annihilate the enemy team and lead your team to victory, engage in a free-for-all until you become the last one standing, or end up perishing together with your opponents, leaving no winner.
Preparation
- Selecting a play mode: "Dual Mode" is suggested if it is the first time play and player count is even; "Death Match" is recommended for players who have played several games already; "Free-for-All" is for odd player count. a. Duel mode: 1v1/2v2/3v3 when playing with 2/4/6 players; players from different teams need to sit alternately, and then each player takes their corresponding team aid. The team that gets 2/2/3 hit tokens first wins. b. Death Match: team up as "Duel Mode". The team that eliminates the other wins. c. Free-for-All: each player takes a team aid regardless of their team. The player who survives all others wins.
- Deal 8/7/6 cards to each player for 2~4/5/6 players game respectively. A player' s hand is their life points. A player is eliminated when their hand is depleted at the end of the turn.
- For a 2/3/4~6 player game, respectively, deal 4/6/8 cards face down in the middle of the table as a draw deck.
- The rest of the action cards are set aside as a remaining deck.
- Shuffle and set aside the location cards.
- Set aside hit tokens if played with "Duel Mode."
- Player who most recently eats chickens will start the game.
Gameplay
The first player takes the first turn, then the game goes clockwise until the end of game condition is triggered.
On your turn
Do one of the two following options:
- Action: play a card, trigger its effect, and then discard it to a discard pile. (You can do this even if you have only one card in your hand. Your survival is only determined at the end of the turn)
- Escape: discard one or two cards from your hand to the discard pile and then draw an equal amount of cards from the draw deck.
After finishing your turn, determine whether the end game condition / shrinking circle phase and player eliminations are triggered.
Note: when the draw deck is depleted, and there are unfinished card draw(s), draw the cards from the remaining deck. If the remaining deck is also depleted, remove cards with numbers that have been shrink-circled from the discard pile and then shuffle the rest as a new remaining deck.
The following will detail card effects, shrinking circle phase and player eliminations.
Card Details
- Actions cards are categorize into 6 groups by colors: beige for attack (44), green for equipments (6), red for rescue (6), gray for special attack(2), purple for interference (6), and blue for vehicles (2).
- The active player will execute card effects at the bottom and card symbols on the left, and draw cards according to the "card draw."
- Card anatomy: (diagram: Location NO., Name, Aiming Range, Art, Hit Points, Card Draw, Card Effect)
- Location NO.: 1~8; it represents where a player is at if the player has a card with a corresponding number in the hand. This number is used for other players to attack and for shrinking circles. Vehicle cards are numbered 0 which doesn' t corresponding to any locations, and a player cannot aim at 0.
- Aiming Range: a player may select up to this number of locations to attack. ex: if aiming range is 2, the player can select 1 and 8, or 2 and 6, or 4 and 7 to attack, as long as the selected location has not yet been shrink-circled.
- Damage Point: if the attacked player has any cards in his/her hand that match the selected location number(s), the attacked player is hit and needs to discard this number of cards face up. The discarded cards do not need to match the selected location number(s).
Note: This symbol is excluded for light machine gun only, damage points will be resolved separately, which is detailed in "Action Card Details".
- Card Draw: after playing an action card immediately draw a card from the draw deck; if there were a bull's-eye mark icon on the bottom-right corner, the card draw is allowed only when the hit is successful.
Shrinking Circle Phase
- When the draw deck is depleted for any reason, a shrinking circle phase will be conducted after the end of the turn. Note: if there were unfinished card draw(s), draw from the remaining deck.
- Flip a random location card and replace the previous flipped location card if any. The number on the card is a shrinking circle number. Location effect on the flipped location card will be active starting at the new round until a next location card is drawn, i.e. there is no location effect before the first shrink circle phase.
- All players immediately discard all cards with the same number as the shrinking circle number from their hand to the side of the flipped location card. a. If a player has a Vehicle card played in the front, the player can refill their hand from the remaining deck in turn order and is considered successfully evacuated from the shrinking circle location. If the player draws a card with a number that has been shrink-circled, discard it and then continue their refill. b. Equipment cards and Distraction cards that have been played won' t be removed.
- Deal a new draw deck in the middle of the table. The number of cards dealt is twice the number of surviving players (maximum 8.) A new round begins.
- Any attack from now on cannot target any number that has been shrink-circled. Note: From now on, if a player draws a card with the shrinking circle number for any reason, the player should discard it and then draw another from the remaining deck.
- The game continues with the play on the left of the player who triggers the shrink circle phase.
Player Elimination
- Duel mode: if a player has no card in their hand after an end of a turn, he/she is eliminated. The opponent team gains one hit token. The eliminated player draws 4/4/3 cards as their hand from the draw deck according to the player count 2/4/6.
- Death Match / Free-For-All: if a player has no card in their hand after an end of a turn, he/she is eliminated from the game.
If multiple players are eliminated, refill their hand in turn order.
Note: if "Hospital" location card is active, the eliminated player may have a chance to rejoin the game.
End of Game
When any one of the following victory conditions is met, the game ends immediately:
- Duel Mode: according to player count 2/4/6, the team gains 2/2/3 hit tokens first wins.
- Deathmatch: the team survives the other wins.
- Free-for-All: the player survives all others wins.
- If a "Pan" card leads to i) both teams meeting victory conditions or ii) all players are eliminated, the attacking side wins.
- During the shrinking circle phase, if all players die, no one wins.
- After the sixth shrinking circle phase, and no victory condition has been met: a. Dual mode: the team with the most kills wins. Ties are first broken by the player with the most cards in their hand and then whoever is last in turn order. b. Death Match: the team with the most survivors wins. Ties are first broken by the player with the most cards in their hand and then whoever is last in turn order. c. Free-for-All: the player with the most cards in their hand wins. Tie is first broken by whoever is last in turn order.
Action Card Details
Rifle (6) / Shotgun (5) / Sniper Rifle (6)
Type: Attack Card (Beige), Firearms Function: Attacking an opponent according to symbols on the left-side. Drawing a card only upon a successful hit.
Submachine Gun (6)
Type: Attack Card (Beige), Firearms Function: Attacking an opponent, ignoring helmets & smoke grenades. A successful attack allows for an additional action.
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Helmets and smoke grenades are ineffective when attacked by a submachine gun.
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After the successful attack, draw a card before executing the additional turn action.
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If multiple submachine guns are available, they can be repeatedly used for additional actions.
Handgun (3)
Type: Attack Card (Beige), Firearms Function: Attacking an opponent or counterattacking when being unsuccessfully attacked.
- Draw a card immediately after playing (without a hit marker).
- When attacked unsuccessfully (completely missed), this card can be played immediately against the attacker (counterattack).
- No further counterattacks are allowed if the counterattack fails.
Light Machine Gun (6)
Type: Attack Card (Beige), Firearms Function: Attacking all opponents, causing one damage per number hit.
- Conduct a full attack against all opponents except oneself (including teammates).
- One damage is inflicted per number hit. Two hits result in two damages.
Hand Grenade (5)
Type: Attack Card (Beige) Function: Attacking all players, forcing to discard all cards with the target numbers, ignoring bulletproof vests & helmets.
- Conduct a full attack against all players (including teammates and oneself).
- Discard all cards with the target numbers, with bulletproof vests and helmets being ineffective.
Pan (5)
Type: Attack Card (Beige) Function: Attacking an opponent, ignoring bulletproof vests and can be blocked by another pan.
- No aiming required; directly force one opponent to discard two cards, with bulletproof vests being ineffective.
- A player attacked by a pan can immediately play another pan to neutralize the attacking effect (pan can block pan).
Helmet (3) / Bulletproof Vest (3)
Type: Equipment Card (Green) Function: Placed in front of a player; removed after being hit, then drawing one card.
- When hit, still endure damage and discard cards. Afterward, remove this card and draw one card from the draw deck.
- Only one equipment card of the same name can be placed in front of a player; activate one when taking damage.
- The DBS attacks twice in one tune [sic; "tune" as printed], so can be launched separately in different attacks.
- Helmet is ineffective against: Submachine Gun, Hand Grenade.
- Bulletproof Vest is ineffective against: Pan, Hand Grenade.
Flashbang (4)
Type: Distraction Card (Purple) Function: Placed in front of a player, preventing the player from using an attack card until the end of their next turn.
- Persistive card effect for the target player until the end of their turn, then removed.
- During the effect period, the target player cannot use attack cards but can use non-attack cards or choose to Escape.
Smoke Grenade (4)
Type: Distraction Card (Purple) Function: Placed in front of a player, the player cannot be hit by firearms until the start of their next turn.
- Persistive card effect for the target player until the start of their next turn, then removed.
- During the effect period, if firearms are used against the player, it counts as an unsuccessful hit.
- Ineffective against: Submachine Gun, Hand Grenade, Pan.
Bandage (3) / First Aid Kit (1)
Type: Rescue Card (Cyan) Function: Used on a player, that player draws 1 or 2 cards.
- If used on oneself, draw a total of 2 or 3 cards based on the effect and icon of the card; if used on a teammate, the teammate draws 1 or 2 cards based on the effect, while the user draws 1 card based on the icon.
- After use, if the number of cards exceeds the starting hand size, immediately discard down to the starting hand size.
- Not allowed to use on eliminated players in Deathmatch/Free-for-All mode.
Motorcycle (1)
Type: Vehicle Card (Brown) Function: Placed in front of a player, removed when discarding cards due to the shrinking circle phase, drawing the same amount of cards as the player discards.
Vehicle Card Notes
- Only one vehicle card can be placed in front of each player. Must be played during one's own turn and activates its effect during the shrinking circle phase.
- When a player discards cards due to the shrinking circle phase, this card is removed, and the player draws cards equal to the number discarded. If the shrinking circle number is drawn, discard and redraw.
- Vehicle cards are all numbered 0, not belonging to any area, and cannot be targeted by players.
Off-road Vehicle (1)
Type: Vehicle Card (Brown) Function: Placed in front of a player, removed when discarding cards due to the shrinking circle phase, drawing the same amount of cards as the player discards, can carry one additional player.
- Basic rules are the same as a motorcycle.
- Can be activated when any player discards cards during the shrinking circle phase, allowing the effect to apply along with that player.
Desert Eagle (1)
Type: Special Attack Card (blue), firearm Function: Attacking an opponent, or counterattack after being attacked.
- Immediately draw after play (no bull's eye mark).
- Can be used for counterattack as long as being attacked.
- Counterattack can only be used once and when attacked by active player.
DBS (1)
Type: Special Attack Card (blue), firearm Function: Attacking an opponent twice.
- Attack an opponent twice.
- If the first attack eliminates the attacked player, the second attack can target another player.
Note: Cards that can be used during other players' turns are:
- When being attacked unsuccessfully, the Handgun can be immediately played for a counterattack.
- When being attacked, Desert Eagle can be immediately played for a counterattack.
- When attacked by a pan, another pan can be played immediately to neutralize the attacking effect.
Location Card Details
Village: Abundance
Draw deck becomes triple the number of surviving players (maximum 12). Changed to draw two and discard one.
- When discarding one, only choose one from the two drawn cards to discard.
Desert: Sandstorm
When a firearm attacks and misses, it targets the player on the left of the originally targeted player instead.
- When attacking the player on the right of oneself and misses, targets the player on the right of the originally targeted player instead.
- There are only two players left and a miss occurs, target oneself.
- Once the target is changed and the attack still misses, the attack ends.
- This Effect is not apply to Light Machine Gun.
Forest: Disorientation
When being hit, cards are randomly selected to be discarded by the attacker.
- When hit by a light machine gun or hand grenade, inform the attacker how many cards to draw and discard.
Grassland: Vast Domain
Aiming range of firearms +1. Unable to draw cards when Escaping.
- When using a firearm for attack, an additional number can be selected.
- If a player only has attack cards in hand and is affected by a flashbang, the player can only Escape and draw no cards.
Hospital: Emergency Rescue
Draw one card from the draw deck before each turn starts. Rescue cards can be used on players who have been eliminated (only in Duel Mode).
Mountain: Higher Ground
When attacking, can only target the player with the most cards.
- If multiple players have the most cards, either one can be targeted.
- This Effect is not apply to Light Machine Gun.
Base: Full Firepower
All attack damage +1. No Rescue cards are allowed.
- When hit, an additional card must be discarded.
- Each hit from DBS needs to discard an additional card.
Tunnel: Assault Operation
When a firearm attacks a player, an additional card of the same name can be played to ensure a hit.
- Can ignore smoke grenade effects.
- The extra card played does not activate its card symbol and card effect.
- This effect can be used in counterattacks.