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FUSE Game Rules
Hey there! I’m here to fill you in on the exciting world of the FUSE game and how it’s played. So, let’s dive right in!
In FUSE, you and your team have just 10 minutes to defuse a set of bombs. Seems intense, doesn’t it? But don’t worry, I’ve got your back. Each player will have their own set of dice, and on each turn, you’ll roll them to match the Bomb Cards in front of you. If you successfully match the required dice to the card, you can defuse that bomb. Phew!
Now, the catch is that all players have to work together under the ticking clock. Communication and teamwork are vital. You need to strategize and figure out who can help defuse which bomb. Work together, people!
However, if the dice roll doesn’t go your way, you’ll have to make a tough choice. You can spend a die to gain more time on the clock, sacrificing its use for defusing. It’s a risky move, but sometimes you gotta do what you gotta do to save the day.
Remember, the bombs won’t wait for you. They come in all shapes and sizes, and you need to be quick on your feet. Different bombs have different rules and may require different dice combinations. So keep your eyes peeled and adapt to the challenges that come your way.
It’s not all work and no fun, though. If you complete a bomb, you’ll earn a special reward. These rewards are powerful and can be used to your advantage. They might give you a chance to defuse more bombs or turn the tide in your favor. Who doesn’t love a little help, right?
So, gather your friends, clear your schedule for some adrenaline-filled fun, and get ready to defuse some bombs. With the FUSE game, you’ll have a blast!
Good luck, and remember, teamwork makes the dream work!
Attention! A security breach has occurred aboard your ship! Intruders have infiltrated and their objective is the complete annihilation of the vessel!
On top of that, we’ve detected more than 20 bombs onboard that are now ticking down. To deal with this imminent threat, we’ve called upon your team of Bomb Defusal Experts (BDE) to neutralize the danger.
Do you think you and your team have what it takes to navigate the complex puzzle of these explosives and defuse them in time? Time is of the essence, because this game is set to self-destruct in just 10 minutes.
The Components You’ll Need
- 54 Bomb Cards
- 11 Fuse Cards
- 25 Custom Dice (5 each in red, blue, green, yellow, and black)
- 1 Cloth Bag
- Downloadable Ship’s Computer App (free)
Note: If you are unable to download the App, don’t worry! You can simply use any 10-minute timer as a substitute.
Getting Set Up
Begin by separating the Bomb Cards from the Fuse Cards.
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Attention: In the deck, there are 5 special Bomb cards that make the game more challenging (2 double stacks and 3 large pyramids, all worth 6 points). If you want an easier game, remove these cards before playing.
Now, let’s get started! First, shuffle the Bomb Cards and give two to each player. If you’re playing alone, deal yourself four cards.
Next, everyone needs to place their cards face-up on the table.
That’s it! You’re ready to play!
If I get dealt a 3 or 4 point card as my first card in a game, then the second card I receive must be a 1 or 2 point card. In solitaire, it’s important to have at least 3 different value cards, like 1, 1, 2, 3 or 2, 3, 3, 4, and so on.
I keep dealing cards until this condition is met, and then I reshuffle the unused cards back into the deck.
Next, I place Bomb Cards facedown in a separate deck, based on the number of players and the difficulty level I want to play:
| 1 | 16 | 19 | 21 | 23 | 25 |
| 2 | 17 | 20 | 22 | 24 | 26 |
| 3 | 18 | 21 | 23 | 25 | 27 |
| 4 | 19 | 22 | 24 | 26 | 28 |
| 5 | 20 | 23 | 25 | 27 | 29 |
So here’s what you need to do: take the rest of the deck and put it back in the box. Now, from the deck you made, put 5 of the Bomb Cards face-up on the table, in a line.
Next, mix up 6 random Fuse Cards with the remaining Bomb Cards. Keep this deck of cards face-down next to the 5 face-up Bomb Cards.
Now, all you have to do is put all 25 dice in the bag.
Finally, one player grabs the bag of dice, and we’re ready to start playing!
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Welcome to Game Play!
Alright, let’s get started. We’ve got 10 minutes to defuse all of the bombs. Each Bomb Card needs a different combination of dice to be defused.
Grab the bag of dice and start the timer. How many players are there? For each player, draw one die from the bag and roll them. Remember, in a game with just two players, we need to draw four dice and each player takes two.
We all need to work together to figure out how to distribute the dice in the most strategic way. Communication is key! If you accidentally take too many dice, don’t worry. Just put them back in the bag and try again. You don’t have to draw all the dice you need at once, especially if there are multiple players. For example, in a game with four players, you could draw two dice at a time.
Oh, and one more thing. If you’re playing solo, you’ll need to draw three dice. Good luck!
So, here’s what you do: you grab a die and plop it down on one of your Bomb Cards where there’s a matching icon. If there’s a dice that nobody’s claimed yet, well, you roll that bad boy (check out the Unused Dice section for more info).
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When it comes to bomb cards, there are a few things to understand.
Firstly, dice can be placed in any order, except for on Stack and Pyramid cards. So, you have the freedom to strategize and decide which spaces to fill first.
Let me give you an example. On this card, you could choose to start by placing a 1 in the second space. This means that you would need a 3 to defuse the bomb completely. The order in which you fill the spaces on the card is completely up to you.
Breaking Down a Bomb Card
The icons on the Bomb Card tell you which dice you need to use to defuse the bombs. Look at the Icons section at the end of the rules to learn about the different types of dice combinations you’ll need.
The number in the top right corner of the card shows how many points you’ll get if you successfully defuse the bomb. The more points, the harder it is to defuse the bomb.
Note: Except for Stacks and Pyramids, dice go on spaces with matching icons. The symbols between those spaces tell you about the dice next to them.
Example: This card tells you to match either the number or the color of the die.
If I roll a Yellow 5 on the first die and I place it on the leftmost space, then the next space could either be a Yellow die or a 5.
Now that I’ve placed a Red 5 in the second space, the third space can hold either a Red die or a 5.
Stacks
There are some Bomb Cards that need the dice to be stacked on top of each other. Stack Cards are the ones that have a blank white space with an arrow moving from left to right. These cards work just like any other Bomb Card, but there are a few differences:
- You need to place the dice in order, following the arrow on the card (from left to right).
- Instead of placing the dice on the icons, stack them on the blank white space.
- If a stack or pyramid falls over, all dice from the card go back into the bag. Handling bombs is delicate!
In the example above, start with a Yellow die, then stack a Red die on top of it, followed by a Blue die and a Green die.
Pyramids
Pyramids are similar to Stacks, but with a bit more flexibility. You can place a die as long as there is something supporting it.
Have you ever wondered how to play a card game called Dice Forge? Well, let me tell you about it. It’s a game that involves cards and dice, and it’s a lot of fun!
In Dice Forge, you have to modify your dice in order to gain resources and earn victory points. One way to do this is by purchasing cards. The cards can either be the card itself, which is one of the lowest level dice, or they can be dice that have two smaller dice underneath them.
Let me give you an example. Suppose you have a Green card with the number 3 on it and a Black card. You can choose to place the Green card first, followed by the Black card. The Black card must always be placed last.
Now, here’s an interesting thing. When you place your dice on the board, you don’t put them on the icons themselves. Instead, you place them on the blank white spaces around the icons. This adds an extra layer of strategy to the game.
So, if you’re looking for a fun and strategic card game, Dice Forge is definitely worth checking out. By following these rules and strategies, you can become a master of the game!
Remember: If you’re playing the game, it’s important to know that dice on Bomb Cards cannot be moved or removed, except by a Fuse Card or Unused Dice.
What happens with Unused Dice?
If there are dice that no one has taken, they need to be rolled again. Once rolled, each player must select one die (if possible) that matches the color or number on their Bomb Cards and put it back in the bag.
A dice that is at the bottom of a stack or pyramid is considered safe.
Here’s a scenario: This game has 3 players. Two players have already taken a die, but the third die cannot be used. The die that was not taken is rolled and lands on a 5. Since it’s a red die, each player must return either one red die or one 5 die from one of their Bomb Cards, if they have any.
Carter decides to return his Blue 5 to the bag. Kallen chooses to return his red 2 to the bag. Carrie doesn’t have any 5s, and her only red die is safe because it’s not the top die in her stack.
Note: If there is more than one die to be rolled, you must roll and resolve them one at a time, in any order.
Defusing A Bomb
Once all the required dice have been placed on a Bomb Card, the bomb is defused. Follow these steps:
- Remove the dice from the card and put them back in the bag.
- Put the completed Bomb Card aside, face-down.
When you’re playing the game, here’s what you need to do:
- Pick one of the face-up Bomb cards on the table to replace the Bomb card you’ve already defused.
- Swap the Bomb card you chose with a fresh card from the deck.
- If you happen to draw a Fuse Card, activate it (see below) and then draw another card.
Here’s a helpful tip: If you already have a Level 3 or 4 Bomb Card, try not to choose another Level 3 or 4 card when picking your new card. This will prevent it from becoming harder for you to collect dice.
The Marvel of Fuse Cards
When it comes to the thrilling game of defusing bombs in Fuse, one of the key components that can both perplex and excite players are the Fuse Cards. These cards, encompassing the enigma and exhilaration of the game, possess a special ability that can alter the course of play.
Imagine this: you’ve just defused a Bomb Card, successfully averting disaster. With a sense of accomplishment, you choose a new Bomb Card from the enticing collection of face-up cards. But wait! Fate has a surprise for you. Instead of acquiring another Bomb Card, you draw a Fuse Card.
Now, these Fuse Cards are unique. Some proudly showcase a specific die number, while others boast the vibrant hues of a die color. Regardless of their distinct characteristics, they all have one thing in common: they carry immense power to change the game.
Let me clarify with an example. Our daring heroine, Jenny, finds herself in a similar situation. After defusing a Bomb Card, she encounters a Fuse Card. The card prominently displays a brilliant blue die. This revelation sends shockwaves through the room as Jenny triumphantly announces it.
Now, here’s the twist: all players, including you, must take immediate action. Each one of you is required to relinquish one of your precious Blue dice from your Bomb Cards and return it to the bag. Such is the consequence of the Fuse Card’s influence. It demands a sacrifice, a fleeting moment of tension and sacrifice that hangs in the balance.
With the Fuse Card’s effect seamlessly integrated into the game, Jenny continues her mission undeterred. After successfully resolving the impact of the Fuse Card, she proceeds to draw another card to replace it. The thrill never ceases in Fuse!
Note: When you complete a Bomb Card, the dice you used are not lost, even if they match a Fuse Card or an unused die that was rolled. The completed Bomb Card remains intact.
Once all the dice have been assigned and the Fuse Cards activated, pass the bag to the next player in a clockwise manner. They will draw dice as explained above, and this process continues until the end of the game.
Note: If at any point you realize that a die is incorrectly placed on a Bomb Card, you must clear the entire Bomb Card and return those dice to the bag.
End of the Game
The game I’m talking about revolves around defusing bombs to secure victory. Your team’s goal is to successfully defuse a set number of bombs before the timer runs out. The number of bombs you need to defuse depends on the difficulty level you chose.
When the last Bomb Card is taken from the middle of the table, victory is within reach. But here’s the catch: you don’t need to clear the two cards in front of you. You only need to clear all the cards from the middle. Lucky for you, the cards in front of you turn out to be harmless duds.
Now, there’s one more thing you should know. The Insane level of the game takes things to a whole new level. In addition to clearing all the cards from the middle, you also have to defuse all the cards face-up in front of you. It’s quite a challenge, and winning on the Insane level is probably impossible. Keep that in mind!
So, get ready to defuse bombs, beat the timer, and claim victory in this thrilling game. Can you handle the pressure and emerge as the ultimate bomb defuser? Give it a shot!
If the timer runs out before your team defuses all of the bombs, or if you ever need to draw dice from the bag and it is empty, you lose the game.
Scoring
When the game ends, you need to calculate your score. Here’s how you do it:
- If you successfully defused the required number of bombs, you get 10 points.
- If you won the game, you earn 1 point for every full 10 seconds left on the clock.
- Add up the total points shown on the successfully defused Bomb Cards.
- For each Fuse Card activated, you gain 2 points.