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Sep 15, 2008 - 04:03 PM |
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Bomberman Board Game |
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I did not make this.
PARTS:
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There are 4 bomberdudes, 4 bombs, 2 landmines and 2 remote mines.
2 Cannon cards, 2 Remote Bomb cards, 2 Landmine cards and 1 Extra Life card.
2 Speed Up +5 cards, 4 Speed Up +1 cards.
2 Power Up +5 cards, 4 Power Up +1 cards.
2 dice.
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SETUP:
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Place one bomberguy (one representing each player) on the corresponding corner star Square.
Shuffle the cards and deal one face-down on each of the helmet squares.
DURING PLAY, when all 8 of these cards have been collected, deal out another 4 cards, one on each of the star squares. If a player is eliminated you can shuffle their cards and the player whose bomb killed them can place them on whichever card/star squares they like.
Large and small picture squares are impassible obstacles during play, as are the thick bars on the sides of the card squares.
Roll dice to determine play order.
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MOVEMENT:
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Each player rolls 2 dice. If they have any Speed Up cards, add the total on the cards to the dice total (you keep the cards).
Players can move one space at a time in any direction up to the total on the dice. They don't have to move the entire total, and they can change direction at will. Other players, bombs, and picture squares cannot be passed.
A player may drop a bomb onto their current square at any time as they move. As soon as they step off this square it becomes an obstacle. If the player has multiple bombs, they can drop some, none or all of them on one turn.
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BOMBING:
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When bombs detonate, they kill ANY player in a 1-square radius (including diagonally). This isn't the same as the X-shaped explosion of the games, but mostly play happens in the narrow sections at the edges of the board so it usually works out the same way.
Obstacles block the explosion, so you can stand behind a wall or another player and survive.
If a bomb is caught in an explosion it detonates too. You can set up chain reactions. The game is mostly about trapping people and fucking up each other's plans using chains.
NORMAL BOMBS:
Each player gets one. They can be drops at any time on a turn and explode at the beginning of the next turn of that player.
LANDMINES:
If a player comes within 1 square of a landmine it explodes. (They are generally just for area denial and setting up chains.)
REMOTE MINE:
They don't arm until the owner's next turn. After that point the owner can choose to detonate them at the end of any player's turn.
CANNON:
This card allows a player to launch a normal bomb in any direction as many squares as they wish by subtracting that many squares from their roll total. (Example: roll 7, add 3 for cards. Total 10. Move 4 spaces, and kick a normal bomb 6 spaces ahead in a straight line.)
If a player has duplicate special bomb cards, they get duplicate special bombs. If they have duplicate cannons, the second one counts as a +5 explosion power up, I think.
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CARDS:
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Only the Extra Life card gets discarded. Everything else is permanent until a player dies.
When a player dies their cards go back on the board, which is good, because the overpoweredness of the cards means everyone rushes madly for them and makes sure opportunities for trapping people happen.
SPEED UP: add +5 or +1 to rolls. They stack.
POWER UP: add +5 or +1 to blast radius. They stack.
Protip: get like +15 and then put a remote mine in the center of the board.
CANNON/REMOTE BOMB/LANDMINE: grants you extra bombs.
EXTRA LIFE: Survive one explosion. Results in that player losing because the temptation to use it for a risky kamikaze attack is strong.
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The game is fast-paced and has a lot of swearing. Rounds are like 15-30 minutes, but we played for three hours because the endgames are 'fuck you, rematch' moments.
I doubt it'd be any good with only two people though.
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Imagery:
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Gonna try this at some point later.
By the way guys, they're on the final two steps for the Mother 3 translation, since Tomato finished the Block 0 bugs.
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