Contents
Welcome to the UNO Boom-o Game!
Are you ready for a blast? Let’s dive in and discover the exciting rules of the UNO Boom-o! Get ready for an explosion of fun and unpredictability as we embark on this explosive adventure together.
Objective of the Game
The main goal of UNO Boom-o is to be the first player to get rid of all your cards. The player who does this successfully will be crowned the winner! But be careful, the road to victory is not as smooth as it seems. The Boom-o device will add an extra level of suspense and surprises to keep you on your toes.
Setting Up the Game
Before we jump into the action, let’s prepare the game. Shuffle the deck of cards and distribute seven cards to each player. The remaining cards should be placed face-down to form a draw pile. Make sure everyone can reach the Boom-o device; it will undoubtedly become the center of attention throughout the game!
Starting the Game
I start as the dealer. Once the Boom-o device has been set up and given its first batteries, I press the button on the top to start the ticking timer. This ticking timer sets the pace of the game and is crucial for thrilling moments.
The player to my left goes first, and the game proceeds in a clockwise direction. The first player must match either the number or the color of the card on top of the discard pile. If they don’t have a matching card, they can play a Wild card or a Boom card. Let’s not forget the importance of these special cards in creating game-changing situations!
Gameplay
During your turn, you have two options. You can either play a card that matches the color or the number of the card on top of the discard pile, or you can play a special card:
- Wild Card: This card allows you to change the color of play. Use it strategically to your advantage or to throw off your opponents.
- Boom Card: Brace yourself for a surprise! When you play a Boom card, you must quickly pass the Boom-o device to the next player. If the ticking timer goes off while you still have the device, your turn will instantly end, and you will draw three additional cards. Ouch!
The gameplay continues, with players trying to match the color or number of the card on top of the discard pile. Remember, strategy is key here. You want to get rid of your cards as quickly as possible without getting caught with the device when it goes “Boom!”
Winning the Game
The game keeps progressing until one player gets rid of all their cards. As soon as a player plays their last card, they must quickly press the button on top of the Boom-o device to stop the ticking timer. If the Boom-o device doesn’t explode, that player is declared the winner! Congratulations!
Are you ready to experience the thrill and excitement of UNO Boom-o? Gather your friends and get ready to be blown away by this explosive game. Fast-paced, unpredictable, and full of laughter, UNO Boom-o promises to be a bombastic adventure you won’t forget!
Alright, listen up! I’ve got something important to tell you. Here’s everything you’ll find inside the package:
– 2 Instruction Symbol Summary Cards (double-sided)
– 2 Cross-Sell Cards
– 24 “Ticking Time Bomb” Cards (with explosions on the back)
– 10 Hold Cards
– 20 Five Cards
– 20 Ten Cards
– 6 Reverse Cards
– 6 Skip Cards
– 4 Up to 60 Seconds (:60) Cards
– 4 Go to 30 Seconds (:30) Cards
– 3 Reset to Zero (:0) Cards
– 2 Everybody Draw 1 (+1) Cards
– 2 Everybody Draw 2 (+2) Cards
– 2 Trade Hands Cards
– 2 Double Play Cards
– 3 Bomb Cards
Make sure each item on this list matches what you find inside. If anything is missing, don’t panic! Just give us a call at 1-800-524-TOYS and we’ll sort it out for you.
Now let’s talk about the game itself. The goal is to be the last player standing with at least three of your “Ticking Time Bombs” that haven’t exploded yet!
To set things up, follow these steps:
- First, let’s get set up. Each player should have three “Ticking Time Bomb” cards placed in front of them. Put any unused “Ticking Time Bomb” cards aside for now.
- Next, shuffle the deck of cards.
- Deal out 7 cards to each player.
- Take the remaining cards and place them face down to create the Draw pile. Next to it, create the Discard pile.
- Now we’re ready to start! The game begins with the player to the left of the dealer and continues clockwise.
Overview
When it’s your turn, you’ll place one card from your hand onto the Discard pile. The goal is to avoid going over 60 seconds in total card count. Going over the limit means you’ll have to turn over one of your three “Ticking Time Bomb” cards, which will go Boom-O!
You have two types of cards you can play. The first type is a NUMBER card, like a 5 or a 10, which you add to the running total. Your aim is to keep the total below 60 seconds. The second type is a COMMAND card, such as Skip or Double Play, which has special instructions that you need to follow.
So here’s how the game goes: once I play my last card, I win the round and it’s over. You and everyone else flip over a “Ticking Time Bomb” card. We only start a new round when you or another player plays all their cards. After each round, if you still have any “Ticking Time Bomb” cards face up, you draw enough cards from the deck to have 7 in your hand again. The total score resets to 0 at the start of each new round.
If we run out of cards in the deck, we just shuffle them and keep playing.
Let’s Play!
- We start the game at 0. The first player puts down a card on the Discard pile, right next to the Draw pile. Every player takes turns going clockwise.
- If someone places a number card, we add that card’s value to the current total score. But if it’s a special command card, the total score depends on the command.
If you only have one card left and it takes more than 60 seconds to play, you have to flip over a “Ticking Time Bomb” card. If you have less than 7 cards left and you still have “Ticking Time Bomb” cards, you need to get back to 7 cards. The total time resets to 0 for a new round.
When a player plays their last card, the round ends. All other players have to flip over a “Ticking Time Bomb” card. The total time resets to 0 for the new round, regardless of the last card played in the Discard pile.
If all three of your “Ticking Time Bomb” cards are flipped over, you’re out. You have to immediately get rid of any cards you still have in your hand by putting them at the bottom of the Draw pile.
If you run out of cards in the Draw pile, you have to shuffle them again.
A “Ticking Time Bomb” card is flipped over when:
If I want to play BOOM-O, I need to follow the rules. Here they are:
1. If I have a card that would make the total over 60 seconds, I can’t play it.
2. If someone plays a BOMB card and I don’t have a HOLD card, I’m in trouble.
3. If I have cards in my hand when someone gets rid of their last card, I’m out.
4. During a Double Play, if I don’t have any Number cards, I can’t play.
To avoid these situations, I can play COMMAND cards. They’re special cards that let me stay in the game even if the total reaches 60 seconds. I can play a COMMAND card whenever I want, not just at the 60-second mark.
Remember, BOOM-O can be intense, but following the rules and using COMMAND cards can help me stay in the game. Good luck!
Draw 1
When it’s my turn to play, you have to pick up an extra card from the Draw pile.
The total number of cards in your hand doesn’t change. Then, it’s the next player’s turn.
Draw 2
When it’s my turn to play, all of you have to pick 2 cards from the pile of cards to be drawn.
The total number of cards remains unchanged. Then, it’s the next player’s turn.
Reversing the Game
When you play the Reverse card, the direction of play changes. If there are only two players remaining, the Reverse card doesn’t have any effect.
The total score will remain the same even after playing the Reverse card.
Skip
When it’s my turn to play a card, I have a special one called “Skip.” When I play this card, it means that the next player will be skipped, and the turn will move on to the player after them. They don’t get to take a turn, and the game keeps going without them for now. They might feel a little left out, but that’s just how the game is sometimes.
If there are only two of us playing, things work a bit differently. If I play the “Skip” card, it means that I get to go again right away. I don’t skip anyone else’s turn because it’s just the two of us. The game keeps track of the score, and it stays the same. I hope I get the chance to use this card because it can really change things up!
Double Play
When you play a double play card, you have to play 2 cards from your hand. Just follow the instructions on the cards one after another.
First, you need to play a card that changes the total score. You can choose from the numbers 5, 10, 0, 30, or 60. But be careful not to push the total score over 60! If you don’t have any Number cards to play, you’ll have to flip over one of your “Ticking Time Bomb” cards and face the consequences!
After playing the score-changing card, you have to play a second card that affects the game. This card will determine what happens next for the next player.
The Magic of 60 Seconds
It doesn’t matter what it was before, now it’s just 60 seconds. Isn’t that incredible?
If it was already 60 seconds, it doesn’t change anything, but it saves you from any negative consequences.
30
Wow, I can’t believe it! The Running Total has reached a fantastic 30 seconds!
0
I’ve reset the running total to zero.
Switch Things Up
If you use a SWITCH THINGS UP card, you’re able to pick who you trade hands with.
The game keeps going, and the overall score remains unchanged. If this is the final card you play from your hand, the round comes to an end.
Bomb
Kaboom! When I play this card, everyone else playing has to quickly throw away a HOLD card to stay safe. If they don’t have a HOLD, they have to turn over a “Ticking Time Bomb” card. The number of bombs starts over from zero.
But here’s the twist – if I get rid of a BOMB card and everyone else plays HOLD cards, I have to turn over one of my own “Ticking Time Bomb” cards. So, I better think twice before using those bombs!
Let’s talk about holding
If you decide to play a HOLD card, you get to keep the running total as it is.
Remember: your HOLD cards are super important when someone plays a BOMB card. The HOLD card will make sure your “Ticking Time Bombs” keep ticking!
The game is over
The last player who still has a “Ticking Time Bomb” card face up is the winner!
A quicker way to play
- If one player manages to flip all their “Ticking Time Bomb” cards, the game is done. The winner is the player with the most “Ticking Time Bomb” cards still in their hand.
- If there’s a tie, the tied players add up the value of the cards left in their hands. Number cards count for their face value, and command cards count as 1 point. The player with the lowest total wins.