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Bomb Squad Academy box art

Bomb Squad Academy

Players

2-5

Time

20-40

Age

13+

Weight

1.64

Rating

6.29

Fit

Teach 2.1

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Some emphasis on cooperation.

Replay value

The game Bomb Squad Academy has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. It provides deep strategic possibilities and room for improvement over time. The player interaction score is good. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, striking a balance between depth and accessibility. Overall, Bomb Squad Academy has a strong replayability score of 8.05 out of 10.

Luck profile

The final luck score for Bomb Squad Academy is 7, indicating a moderate level of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

This is the final field exam of your bomb disposal training course. The instructor has rigged three training bombs for you and your team to defuse, but little do you know that there is no way to actually defuse them! The bombs will explode eventually, and if you want to graduate at the top of the class then you’ll want to cut high-value wires without triggering the explosives! Grab your wire cutters and steady that shaky hand, because it’s going to be an explosive night! In Bomb Squad Academy there are four decks of cards representing the four “wires” of the bomb, and a trigger track next to each deck. Every round, each player secretly decides (then simultaneously reveals) the wire that they will cut this round (or perhaps they’ll chicken out, or even call “Wait!” preventing a wire from being cut). After actions are revealed, the chosen wires are “cut” by flipping cards from those decks. When a card is flipped, its value dictates how far the trigger moves down the trigger track and how many points are earned; cutting wires alone is worth a lot more than cutting the same wire as other players. Push the triggers too far and the bomb will explode! Whoever causes the bomb to explode loses points. Players earn useful Tools during the game that they can use to break the rules. Get through three gruelling bombs with the cleverest cuts to finish your final exam with the most points!

Editions

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Credits

Designers

2
Josh Cappel Daniel Rocchi

Artists

1
Josh Cappel

Publishers

1
Tasty Minstrel Games

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