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TimeBomb II

TimeBomb II Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Game Preparation
    • 1. Role and Troop Cards' Preparation
    • 2. Randomizing Roles
    • 3. Preparing the Buildings
    • 4. Determining the Start Player
  • Game Flow
    • Busting In or Not
    • Discovering Hideouts
    • Terrorists Move Hideouts
    • Returning to Work
  • End Conditions of the Game
  • Note

Contents

  • 6 Role Cards (4 SWAT & 2 Terrorist)
  • 7 Building Cards (3 Dummy, 3 Hideout & 1 Boom)
  • 24 Troop Cards (16 SWAT, 4 Expert SWAT, 2 Terrorist (Bomb x 1) & 2 Terrorist (Bomb x 2))
  • 1 Transceiver Card

Goal of the Game

  • SWAT: Discover all of the Terrorists' Hideouts.
  • Terrorists: Keep the SWAT from finding all the Hideouts.

Game Preparation

1. Role and Troop Cards' Preparation

Make sets of cards (1 Role Card & 4 Troop Cards) using the following chart, based on the number of players.

For a 4-Player Game

SetRole CardTroop Cards
1SWAT3 SWAT & 1 Expert SWAT
2SWAT3 SWAT & 1 Expert SWAT
3SWAT3 SWAT & 1 Expert SWAT
4Terrorist2 SWAT, 1 Terrorist (Bomb x 1) & 1 Terrorist (Bomb x 2)

For a 5-Player Game

SetRole CardTroop Cards
1SWAT3 SWAT & 1 Expert SWAT
2SWAT3 SWAT & 1 Expert SWAT
3SWAT3 SWAT & 1 Expert SWAT
4Terrorist2 SWAT, 2 Terrorist (Bomb x 1)
5Terrorist3 SWAT, 1 Terrorist (Bomb x 2)

For a 6-Player Game

SetRole CardTroop Cards
1SWAT3 SWAT & 1 Expert SWAT
2SWAT3 SWAT & 1 Expert SWAT
3SWAT3 SWAT & 1 Expert SWAT
4SWAT3 SWAT & 1 Expert SWAT
5Terrorist2 SWAT, 1 Terrorist (Bomb x 1) & 1 Terrorist (Bomb x 2)
6Terrorist2 SWAT, 1 Terrorist (Bomb x 1) & 1 Terrorist (Bomb x 2)

2. Randomizing Roles

Put all the sets that were just made face down and shuffle them around (making sure that the contents of each individual set don't change), so that no one knows which set is which, and then give each player 1 set of cards. Each player checks the Role Card that they received in their set without letting any other players see their secret role. Then the 4 Troop Cards in their set become their starting hand.

3. Preparing the Buildings

Prepare the appropriate Building Cards based on the number of players.

PlayersDummyHideoutBoom
4221
5231
6331

Take the prepared Building Cards and shuffle them face down, and deal 1 to each player and 1 to the center of the table. All players should check the Building Card placed in front of them without revealing it to any other players.

4. Determining the Start Player

The player who most recently busted in is the start player. Place the Transceiver Card in front of the start player.

Game Flow

The game is played in turn, going in clockwise order. On your turn choose one of the Troop Cards from your hand and place it next to any face-down building. If there is already a Troop Card at that building stack it on top, slightly offset, so that the number of Troop Cards there can be seen.

The troops placed next to buildings are awaiting orders to storm the building. 4 Troop Cards are needed in order to storm the building. When the 4th Troop Card at a building is placed then we check to see if they storm the building, otherwise play continues to the next player.

Busting In or Not

A check is made to see if the troops storm the building or not. The 4 Troop Cards are shuffled face down and then all 4 Troop Cards are turned face up. Each of the 4 Troop Cards gets their Bomb Count from the table below, and the Bomb Counts are totaled to get a Total Bomb Value.

Troop CardBomb Count
SWAT0
Expert SWAT-1
Terrorist (Bomb x 1)1
Terrorist (Bomb x 2)2

※ The Expert SWAT can reduce up to 1 point from the Total Bomb Value.

The Total Bomb Value is checked against the following chart to see if the building is stormed.

Total Bomb ValueResultConsequences
0Storm InTurn the Building Card face up.
1-2Failed attemptThe 4 Troop Cards are removed from the game, and play continues to the next player.
3+Huge ExplosionThe 4 Troop Cards are removed from the game, and the Building Card is turned face up.

Discovering Hideouts

If a Building Card is turned face up from Storming In or from a Huge Explosion then the following chart is used to see if a hideout is discovered.

Building CardResultConsequences
DummyFailedThe terrorists move hideouts.
HideoutSuccessThe terrorists move hideouts. If all of the hideouts have been found the game ends.
BoomFailedThe game ends.

Terrorists Move Hideouts

When a Building Card is turned face up and the game hasn't finished then the terrorists move hideouts. Collect all of the face-down Building Cards, and, keeping them face down, shuffle them and deal them to the locations that had face-down Building Cards. If a location has a face-up Building Card then no Building Card is dealt there. Any face-down Troop Cards in a location stay in that location. Only the face-down Building Cards' locations are shuffled. The players should check the shuffled Building Card placed in front of them without revealing it to any other players. After the terrorists move hideouts then we check if the troops return to work.

Returning to Work

If all 4 of the Troop Cards that stormed in are SWAT (not including Expert SWAT) then these troops return to work. These guys are all hard workers and sign back up for immediate duty. The player with the Transceiver Card takes one of these 4 cards (a SWAT Card) and passes the Transceiver Card to the player to his left. This is repeated until all of the Troop Cards returning to work (4) have been dealt. After the SWAT have returned to work play continues with the next player.

If the troops don't return to work then the 4 Troop Cards are removed from the game and play continues with the next player.

End Conditions of the Game

End ConditionWinners
All of the Hideouts are discoveredSWAT
The Boom Building has been stormedTerrorist
The Boom Building has a huge explosionTerrorist
There are no remaining Troop Cards to place. (At the beginning of a player's turn they have no Troop Cards in hand.)Terrorist

Note

It is perfectly fine to make bombshell announcements during the game. Keep in mind they may be lies, so people with short fuses should keep cool.