Boom Goes the Dynamite
Boom Goes the Dynamite Rulebook
Table of Contents
Table of Contents
Setup
- Shuffle the MATCH DECK and the IGNITE DECK separately.
- Place nine MATCH cards face down to create the MATCHBOX. You may not look at these cards.
- Distribute three IGNITE cards to each player. You may look at your IGNITE cards.
- Place the remaining cards face down to create the MATCH PILE and the IGNITE PILE.
Taking Your Turn
Turn over any two cards in the MATCHBOX. If the cards are the same number, you've found a traditional match!
But, if the cards are not the same number, you can still create a match by using one or more of your IGNITE cards.
Example 1: If you turn over a "5" and a "7", you can use an "Add 2" IGNITE card from your hand to create a match of sevens (since 5+2=7).
Example 2: If you turn over a "3" and a "4", you can use a "Subtract 1" IGNITE card and a "Divide by 2" IGNITE card to create a match of twos (since 3-1=2 and 4÷2=2).
After you find or ignite a match, place all of the cards used to create the match - including the IGNITE card(s) - into your own, separate pile.
Note: You will count these cards at the end of the game to determine the winner.
Using cards from the MATCH PILE, you then replenish the MATCHBOX so that it again has nine cards. Your turn continues until you are unable to find or ignite a match.
You finish your turn by drawing from the IGNITE PILE so that you again have three IGNITE cards.
Note: You may only draw additional IGNITE cards at the end of your turn.
Play continues in a clockwise direction as the next player attempts to find or ignite a match.
Match Cards
Numbered Cards
There are 60 NUMBERED cards, numbered 1 through 10. These cards are used to make traditional and ignited matches.
Dynamite Cards
There are 2 DYNAMITE cards. When you turn over a DYNAMITE card, it explodes! You keep the DYNAMITE card and every card that it is touching.
The rulebook illustrates this with a diagram of a DYNAMITE card and the cards it touches, shown as "KEEP".
Ignite Cards
Timer Cards
There are 3 TIMER cards. When you play a TIMER card, you have 10 seconds to turn over cards in the MATCHBOX and attempt to find or ignite as many matches as you can.
Note 1: At the end of your 10 seconds, your turn ends (even if you made a match). This is the only instance in which your turn does not continue after you find or ignite a match.
Note 2: You may choose to turn over as many cards in the MATCHBOX as you want.
Warning: The other players will see the cards that you turned over but did not match.
Note 3: The TIMER card must be played at the start of your turn or after you have made a match (i.e., it may not be played after you have failed to find or ignite a match).
Note 4: TIMER cards may be combined on one turn.
Example: If you play two TIMER cards, you have 20 seconds to find or ignite matches.
Wild Cards
There are 3 WILD cards. This card may be used to either ignite a match between any two numbered cards or to add five seconds to a TIMER card.
Formula Cards
There are 16 FORMULA cards. These cards are used to create/ignite matches using math.
Example: If you turn over a "3" and a "2", you can use a "Subtract 1" IGNITE card to create a match of twos (since 3-1=2).
For additional examples, refer to the "Taking Your Turn" section.
Other Info
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You may ignite a match that is greater than 10 or less than or equal to zero (even though MATCH cards are only numbered 1-10).
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If you are playing with more than three players, consider distributing only two IGNITE cards (instead of three) to each player.
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If you get to a point in the game where no player can find or ignite a match with the cards in the MATCHBOX, you may add additional row(s) to the MATCHBOX using cards from the MATCH PILE; however, if there are no longer cards in the MATCH PILE, all players must then place their unused IGNITE cards (if applicable) face up on the table. All players may then use any of the IGNITE cards to attempt to ignite a match.
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Unused and unmatched cards are not counted towards any player's total.