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Penguin Kaboom

Penguin Kaboom Rulebook

Table of Contents

Table of Contents

  • Idea of the Game
  • App
  • Components
  • Game Setup
  • App Set Up
  • General Concepts
    • Available Dice and Assigned Dice
    • The Colour of the Players
  • Player's Turn
    • Taking Dice
    • Play
      • Re-roll
    • Pass the Turn
  • Alert!
  • Mission Accomplished
  • Failed Mission
  • Assistance
  • Mission Example
  • Special Rules
    • EOD Equipment
    • Blockers
    • Custom Mission

Idea of the Game

Penguin Kaboom contains 15 different missions where all players cooperate to deactivate bombs against the clock and complete each mission. In Penguin Kaboom, either everyone wins or everyone loses.

For a game of Penguin Kaboom, you can play one mission or several. After finishing a mission, you decide whether to continue or let Orca Bomber get away with it.

We recommend you start with the first mission in normal mode and continue adapting the difficulty level to your level. If you manage to finish the game and defeat Orca Bomber, you can then play the different scenarios separately or create your own scenarios.

App

Penguin Kaboom is played with a mobile app. Download it from the QR code in the rulebook.

Components

  • 10 PK-4 Bombs
  • 5 PK-4X Bombs
  • 2 PK-6 Bombs
  • 2 PK-2 Bombs
  • 1 Charging zone
  • 1 TMOAB
  • 6 Penguin tokens
  • 2 AC-I couplings
  • 5 Basic alerts
  • 2 Special alerts
  • 10 Blockers
  • 10 EOD equipment
  • 1 Reserve dice tokens
  • 8 Deactivating dice

Game Setup

This is the setup for the first mission of Penguin Kaboom. Each of the subsequent missions contains changes to the setup.

  1. Start the mobile application and place the mobile in the centre of the table.
  2. Place the charging zone under the mobile in the centre of the table. In Mission I, place it on the side with the blue lights facing up.
  3. Give each player a penguin token of their favourite colour.
  4. Take the deactivating dice indicated in the mission and place them on the side of the table. Return the rest to the box. In Mission I, take 6 dice and return the remaining 2 dice to the box.
  5. Take the number of alerts indicated in the mission and place them on the table in a row. Return the rest to the box. The mission may indicate that certain Alerts start face down or face up. Reveal the indicated number of alerts at random. In Mission I, take 5 basic alerts and place them face down.
  6. Take the bombs indicated in the mission and place them around the mobile in a fan shape. In Mission I, take 5 PK-4 bombs. Each bomb has two positions; orient them to your choice.

App Set Up

Start the app and follow the steps below:

  1. Select the colour of the players participating in the mission indicated by their penguin token.
  2. Select the difficulty level (Easy, Medium or Advanced).
  3. Select the mission.
  4. When you are all ready, press the button in the centre of the screen, and the application will automatically assign the first player, and the timer will start counting down.

General Concepts

Available Dice and Assigned Dice

In Penguin Kaboom, you play by assigning dice to the corresponding spaces by matching the dice result with the icons in the different areas of the game.

If this icon appears in a deactivation space, it means that you can only assign dice with the same icon to this element, i.e., if you assign a screwdriver to the first deactivation space, the rest of the dice must also be screwdrivers.

An assigned die is one that is in the charging zone or on a deactivation space in a bomb or alert.

An available die is one that is on the table, unassigned. On the starting player's first turn, all dice are available.

The Colour of the Players

The penguin token indicates the colour of each player. To indicate the active player, the application will display the timer of the corresponding player's colour. (Example: yellow penguin token, yellow player timer.)

Player's Turn

Each player's turn is divided into three steps:

  1. Take dice
  2. Play
  3. Pass the turn

Taking Dice

At the start of his turn, the player takes all available dice and, in addition, any assigned dice of their choice.

If they are dice assigned to a bomb or alert:

  • You can withdraw any number of them.
  • If a bomb or alert has all of its spaces filled, flip it over after removing all of its assigned dice - congratulations, you've successfully deactivated it.
  • You can remove assigned dice even if the bomb or alert does not yet have all its spaces occupied. In this case, do not turn it over, as it has not yet been deactivated.

If they are dice in the charging zone:

  • You must remove all those found here.
  • Perform a recharge for every two dice you remove from this area. To do this, press the green button on the app, and 20-30 seconds will be added to the player with the least time on their timer, depending on the mission.

Faulty charging zone: In some missions, the back of the charging zone with the red lights is used. In these cases, 3 dice must be removed to perform a recharge.

Unless otherwise indicated, the basic recharge zone with the blue lights is always used.

Play

Roll all the dice of your choice and, first of all, assign each result with a hammer (green) to the charging zone. Each time you roll the dice and get hammers, these are assigned directly to the charging zone before any further steps are taken.

With the remaining dice, you will start to deactivate the bombs or alerts. Assign each die by matching the dice result with the icons shown.

Unless the scenario indicates otherwise, the dice are always assigned in each bomb from the inside out, without skipping any spaces. In the case of alerts, you can assign the dice in any order you like.

Example: After rolling the dice, Alis assigns the hammer to the charging zone. After this, she starts to assign dice, from the inside out, to the bomb by matching the icons.

Remember that whenever you roll one or more hammer results, they should automatically be assigned to the charging zone. During your turn, you will be able to re-roll the dice of your choice several times.

Example: Alis starts her turn and takes the two available dice. In addition to these, she takes the dice already assigned to the alert, and takes all the dice in the charging zone, which, as there are two, she presses the green button on the mobile app once. She can now roll all five dice. With the result obtained, she, first of all, assigns the hammer in the charging zone and, as she cannot assign any other dice, but at least she has already assigned one, she re-rolls all available dice.

Re-roll

Each time you assign at least one die, you may, at your option, re-roll all your unassigned dice and continue playing. You may not reserve any results, you must re-roll all the dice you have not assigned.

Pass the Turn

Whenever you want, or when all your dice have been assigned, or when you cannot re-roll, you must pass the turn. Tap your timer button in the centre of the screen, and the app will automatically assign the turn to the next player by displaying their coloured timer.

The app always automatically assigns the player with the most time (in case two players have the same time, this will be done randomly).

Alert!

Approximately every 30 seconds, depending on the difficulty and mission, the application displays a warning alert. Whenever this happens, flip face up one of the alerts of your choice. If at any point the last alert flips, the mission will have failed, and you will have lost the game.

Mission Accomplished

When all the bombs in the mission have been deactivated, you have completed the mission.

To complete the mission, the current player presses the blue button on the application to remove their plastic protection, then presses the blue button again to indicate that the mission has been completed. This leads to the next screen where each player must place their finger on their colour to successfully complete the mission.

After clearing the current mission, move on to the next mission. If you think you have cleared it without difficulty, you are probably ready to upgrade the difficulty level.

Failed Mission

If at any time either player's timer runs out or if all alerts are visible, the mission will have failed, and you will have lost the game.

Courage penguins, next time.

Assistance

In the game, you have to coordinate a lot of moves, and during your turn, you can get assistance from other players. They can:

  • Reveal and turn over alerts or bombs where appropriate.
  • Tell you where to assign the dice.
  • Give information about the remaining time and ask for a turn.

However, the dice and the application must always be managed by the active player.

Mission Example

The example reflects several turns in the middle of a mission. At the beginning of this example, you can see three bombs already deactivated.

  • An alert sounds on the mobile phone, so Alis reveals a new alert. With the new roll, first place the hammer in the charging zone. After this, she assigns in order two of the dice to the bomb by matching the icons with those shown. Since she has assigned dice, she can re-roll the remaining die.
  • She has been lucky! On her last roll, she has obtained the result required by the bomb and assigns it directly. She cannot assign any more dice, so she presses her timer button on the screen, and the application assigns Miji's turn.
  • Miji starts his turn by removing all the dice from the bomb and flipping it over to deactivate it. He also picks up the two dice in the charging zone, so he presses the green button on the app once. Another alert sounds on the mobile! Miji reveals a new alert. Now, he rolls all the dice again and gets a new result.
  • No hammer is rolled, and with the new roll, he can directly assign the three light blue dice to the corresponding alert. He could reroll the rest of his dice, but he prefers to pass the turn quickly, so he presses his timer button on the screen. The application reassigns Alis' turn.
  • Again, it is Alis' turn. She takes all the dice assigned to the alert and flips it over to deactivate it.
  • She now rolls all available dice. She has no hammers and directly assigns, in order, four of her dice to the last bomb. Alis could re-roll her remaining dice, but decides to pass the turn quickly by pressing her timer button on the screen. Again, it is Miji's turn.
  • It's Miji's turn to remove the four dice from the last bomb and flip it over to mark that it is deactivated. All the bombs are deactivated, Hurry up! The mission needs to be closed!
  • To complete the mission, she presses the blue button on the application to remove its plastic protection, then presses the blue button again to indicate that the mission has been completed. Finally, Alis and Miji put their fingers on their colour and complete the mission.

Congratulations penguins!

Special Rules

You can now play Penguin Kaboom. From here on, we will explain some special rules in the missions.

EOD Equipment

In some missions, disarmament gear tokens are used. These are placed between two bombs, but cannot be used until the bombs on both sides of the token (or tokens) have been deactivated. Flip a disarmament gear token to use it and indicate that it has already been used.

These are the different EOD tokens:

  • Take an additional die for the rest of the mission.
  • Performs two recharges.
  • Deactivate an alert.
  • Take one of the blockers and place it on a deactivating space as if it were a die with any result.
  • This disabling equipment has no effect. You can design effects for these tokens in your custom missions.

Blockers

In some missions, you will be instructed to use blockers. Place these tokens in the outer spaces of the bombs indicated in the mission to generate bombs of different sizes.

Custom Mission

In the app, at the end of the list of missions, you will find the Custom Mission. Here you can build your own missions by configuring the following parameters:

  1. Time per player (in seconds).
  2. Frequency between alerts (in seconds).
  3. Time added per recharge (in seconds).
  4. Allowing players' initial time to be exceeded through recharges.