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Table of Contents

A. Introduction 2
B. Setup 3
C. Cards 4
D. Playing a Turn 5
E. How to Win 8
F. Two-Player Game 10
G. Expansions 11
H. F.A.Q. 15

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A. INTRODUCTION
The princess is sleeping. You, the royal servant, must prepare the perfect
breakfast for her before she wakes up, which is difficult, because everything
is a bomb. You must consult the prophets about what kind of breakfast she
wants (before they explode) – you must prepare the desired dish (before it
explodes) – and serve it to the princess the moment she opens her eyes (and
explodes) (everything explodes) (this is inevitable).

ALL IS BOMB is a quick and puzzly solo/cooperative 18-card


game for one or two players. Your goal is to manipulate the deck, so
the princess ultimately eats the desired dish – but before you discard
too many or too important cards.

Aside from the initial setup, there are no random or hidden elements
to the game. The cards still tend to explode in unpredictable chain
reactions, so you’re never sure which move can lead to your downfall.
ALL IS BOMB is a game of taming an explosion.

The game also comes with 5 modular expansions and a variant that
add additional cards and win conditions into the mix.

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B. SETUP
The following rules are for the solo base game. Read the additional
rules for the two-player game later in the rulebook. All expansion cards
have a symbol in the lower-left corner – put these cards away for now.

1. All the cards start the game oriented in the same direction, with the
blue (passive) sides up. Shuffle the cards into a DECK, making sure
they are still oriented the same way.

You can examine the DECK anytime you wish. Most players like to
hold the DECK in their hand at all times - we advise you to play with
the DECK in your hand as well.

2. Draw 3 cards from the top of the DECK and EQUIP them – set
them in front of you, in a place dedicated for EQUIPPED CARDS.

3. Leave room for the PLAY AREA and the DISCARD PILE.

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C. CARDS
A. Each card has a NUMBER that specifies how many cards are drawn
when it’s played.

B. A card can have a


KEYWORD. It specifies when a
card can or must be played.

C. The NAME of the card.


Some card actions and rules
reference cards by their name.

D. A card can belong to a


CLASS. Some card actions and
rules reference cards by their
class.

E. The CARD ACTION that


triggers when you play the card.

F. A card can be in the PASSIVE or IGNITED state.

ORIENTATION RULE
An important rule! Unless a game effect states otherwise, cards never
turn over from one side to the other (from PASSIVE to the IGNITED
side or vice versa), even when they’re drawn, shuffled, discarded,
played or placed!

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D. PLAYING A TURN
ALL IS BOMB is played in successive turns, until all win
conditions are met or until the princess explodes without a breakfast
and you lose.

TURN PHASES:
1. Play A Card
2. Draw & Equip
3. Card Action
4. Ignite
5. Clean-Up

1. PLAY A CARD
Each turn, you play an EQUIPPED CARD. This means you put it
into the PLAY AREA. The played card isn’t considered EQUIPPED
anymore.

URGENT
If there is an EQUIPPED CARD with
the URGENT keyword, you must play it
before any other card. If there are
multiple URGENT cards equipped, you
choose which URGENT card to play.

ROYAL
You can play a ROYAL card even if you have URGENT cards
equipped. (“PRINCESS” is the only card in the base game with the ROYAL
keyword.)

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2. DRAW & EQUIP

Draw as many cards from the top of the DECK as specified by the
number on the played card.

You EQUIP the last card drawn and put the rest of the drawn cards
to the bottom of the DECK, in the order they were drawn.

If you would have to draw more cards than there are in the DECK,
you immediately lose the game.

Don’t be alarmed: It is possible to have more or less than 3 EQUIPPED


CARDS during the game because of different CARD ACTIONS.

3. CARD ACTION
You must carry out any ACTION
stated on the played card.

If you’re not able to fully perform


the CARD ACTION, perform as
much of it as possible.

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4. IGNITE
You then IGNITE the played card. This means you either:

• turn the played card from its


PASSIVE side to its
IGNITED side, or;
• if it’s already IGNITED,
discard the card into the
DISCARD PILE.

This is the only time when you


can turn over a card from one
side to the other – besides when
a CARD ACTION instructs you
to do so.

Please, note: Igniting a PASSIVE card doesn’t trigger its ignited CARD
ACTION. You will have to play this card again to use it.

5. CLEAN-UP
Finally, if the played card wasn’t discarded in the IGNITE phase, you
put it to the bottom the DECK.

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E. HOW TO WIN
ALL IS BOMB is won if 3 win conditions are met:
• A “PROPHET” card is played to specify what is the “DESIRED
DISH”.
• The “DESIRED DISH” is in the IGNITED state.
• The “PRINCESS” EQUIPS the “DESIRED DISH”.

1. PROPHECY
There are 3 “PROPHET” cards in the game, one for each
“BREAKFAST" card (“CROISSANT”, “EGGS”, “PANCAKES”).

The first ignited “PROPHET” card


you play triggers the first PRO-
PHECY. The first PROPHECY
specifies which “BREAKFAST” is
the “DESIRED DISH”.

Set this “PROPHET” card aside as


a reminder – it is out of play for the
remainder of the game. You don’t
discard it or put it back into the
DECK.

Only the first PROPHECY counts.


No other ignited “PROPHET” can
trigger the first PROPHECY
anymore – they don’t have any effect in the Card Action phase and are
discarded in the Ignite phase of the turn as any other ignited card.

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2. DESIRED DISH
The “BREAKFAST” card that is
the “DESIRED DISH” must be
in the IGNITED state. It also
needs to be in the DECK, so you
will be able to EQUIP it with the
“PRINCESS”.

3. PLAYING THE
PRINCESS
The final act of the game must be
playing the ignited “PRINCESS” and
EQUIPPING the ignited “DESIRED
DISH” in the same turn.

LOSING THE GAME


You lose the game if:
• you play the ignited “PRINCESS” and don’t EQUIP the ignited
“DESIRED DISH” in the same turn, or;
• you would draw more cards than there are available in the DECK,
or;
• you have no EQUIPPED CARDS to play.

Note: You don’t lose the game if you discard the “PRINCESS” – but
you will have much trouble getting her back into the game!

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F. TWO-PLAYER GAME
Two-player game is played cooperatively – players win or lose
together. They follow all the rules of the solo game, with additional
rules explained below.

SETUP
During the setup, the more experienced player takes the role of the
first player. The first player EQUIPS their own 3 cards. The other
player EQUIPS 2 cards. Players share the DECK, the DISCARD
PILE and the PLAY AREA.

PLAYING THE GAME


Players alternate in turns, starting with the first player. The player
whose turn it is is known as the active player.

PLAYING A CARD
The active player can play only their own EQUIPPED CARD.

CARD ACTION
ACTIONS that affect the EQUIPPED CARDS, affect just the
EQUIPPED CARDS of the active player. The exception is when a
CARD ACTION mentions a specific card by its name or class. In this
case, you can manipulate the other player’s EQUIPPED CARDS. (The
ignited “CROISSANT” can, for example, take the “PANCAKES” from the
other player’s EQUIPPED CARDS.)

CLEAN-UP
At the end of the turn, the active player chooses an EQUIPPED
CARD of theirs and gives it to the other player to EQUIP.

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G. EXPANSIONS
Expansions can be freely mixed with the base game in any
configuration. Additional win conditions of expansions stack up with
the win conditions of the base game and with each other. When you
add an expansion, you simply shuffle its cards into the deck. You can
differentiate the expansions by the icons in the lower left corner of the
cards.

There is an additional rule that applies to all of the expansions:

DISCARD PILE
You always DISCARD to the top of the DISCARD PILE. You can’t
change the order of the cards in the DISCARD PILE, unless a CARD
ACTION states otherwise.

“MOSQUITOS”
Expansion

The old acquiantances of the castle, the husband-wife mosquito duo of Skoot
and Squeek, are back again. Of course you find them already attached to the
Princess’ neck. Smack them away, before the princess wakes up and realizes
they were even there.

The “MOSQUITOS” expansion is a two-card expansion that adds


another spicy challenge to the base game.

ADDITIONAL WIN CONDITION:


At the end of the game, both “MOSQUITO” cards must be in the
DISCARD PILE.

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“DREAM GUIDE”
Expansion

The princess has fallen so deeply asleep, she can’t wake up! You need the help
of the Dream Guide, to enter the dream realm and bring her back.

The “DREAM GUIDE” expansion has a longer, more epic feel to it.

ADDITIONAL WIN CONDITION:


You must play the “DREAM GUIDE” at least once during the game.

“GIFTS”
Expansions

The court regulary receives gifts from distant relatives and other monarchs.
These gifts are almost always deadly traps, but they must still be opened to
not insult the senders.

The “GIFTS” expansion makes the game more cutthroat, crazy and
unpredictable.

Note: The new cards reference “COURT” cards. These are the “PRINCESS”,
the “KING”, both “JOKERS”, and the “QUEEN” and the “PRINCE” from
the “DREAM GUIDE” expansion.

ADDITIONAL WIN CONDITION:


You must play at least 3 "GIFT" cards during the game.

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“THE JUICE”
Expansions

The princess is moody lately – she thinks she’s overweight, so she’s eating
only healthy, but yucky food. It doesn’t matter which breakfast does the
princess truly desire – when she’ll wake up, she will demand only “the juice”.

“THE JUICE” expansion twists the win conditions of the base game
in a novel way, making it thrillingly harsher.

ADDITIONAL WIN CONDITION:


You must make sure that at the end of the game, “THE JUICE” is
the “DESIRED DISH”.

“ALL”
Expansions

All is bomb and it will always be. You must end every story with a bang,
with an explosion of the world, to begin everything anew again. Don’t worry,
it’s a natural process and nothing is ever lost, only reshuffled to be played
through once more.

“ALL” expansion adds only one card, which represents all that exists
and its explosion. It’s a very challenging expansion with a ticking timer.

ADDITIONAL WIN CONDITION:


“ALL” must be an EQUIPPED CARD at the end of the game.

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BLITZ VARIANT
The Blitz is the quicker, thinner, but also the harder variant of the base
game. It expects you to know the ins and outs of the base cards. You
use only the cards from the base set and you remove one card from
each of the duplicate pairs (“JOKER”, “MENDER”, “RASCAL”,
“LIBRARIAN”, “GUARDIAN”). You should be left with 13 cards.

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H. F.A.Q.
Frequently Asked Questions

• What is the best way to approach my/our first game?


Just take it one card at the time. In your first game, first learn the flow
of the game, then what the cards in front of you do, then try to win.
• How much communication is allowed in a two-player game?
It depends on your playstyle: you can discuss every move or be
completely silent. In any case, try to avoid dictating the moves to your
playmate.
• What is the order in which “RASCAL” IGNITES the cards?
You IGNITE the cards from the topmost card in the DECK
downwards, one by one, discarding them if necessary in the same
order.
• Is it mandatory to change the order of cards when playing a
“LIBRARIAN”?
No, you can choose to leave the order as it is.
• Can the “KING” recall the PRINCESS from the DISCARD
PILE?
Yes it can.

If you have any more questions, write to blazgracar@gmail.com.

Game design, graphic de- Big thanks to


sign, illustrations by Igor, Drago, Aleksandra,
Blaž Urban Gracar Jani, Nataša, Mojcej

Additional development by All Is Bomb v0.9


Igor Zuber Letibus Design 2021 ©

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