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Phone Bomb box art
2019 Ranked #18,316

Phone Bomb

This app-assisted semi-cooperative game has players combine hidden cards to take actions and defuse a bomb within sixty seconds. Staying can earn more if the bomb is safe, while fleeing protects your score if the operation collapses.

Card Game Party Game Team-Based Game Semi-Cooperative Game

Players

3-6

Play time

15-20 min

Age

10+

Complexity

1.5/5

Rating

6.05

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Phone Bomb is an hybrid game in which you'll have to cooperate to defuse a bomb. This bomb is managed by a mobile application.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Phone Bomb is an hybrid game in which you'll have to cooperate to defuse a bomb. This bomb is managed by a mobile application. While you lunch the app, you've got 60 seconds to successfully disarm a bomb. To do this, all players receive 4 cards. When you get the bomb in front of you, you'll have to play two cards. If you can make a symbol by pairing the good cards, you'll be allowed to do the corresponding action on the bomb. For example, by playing two cards with a red wire, you'll be allowed to cut a red wire from the bomb. You can also add time, get information on the wires, flee or prepare your interview. After playing two cards, you realise the action on the bomb, you give it to the next player and you take 2 cards. Last point is, while a player handle the bomb, all other players can exchange their cards. The only restriction is not to show your cards. To disarm the bomb, you'll have to cut 3 good wire. But there are also 3 trapped wires that make the bomb explode if you cut them all. When you think the operation will be a failure, you better have to flee. If the game seems cooperative at the first play, it isn't. If the bomb is defused, only the players who stay in the team get 2 points. If the bomb explode, only the ones who flee get 1 point. In an advanced mode, you get a random objective for the round. So for example, you'll get one point if you cut all the blue wire ... even if the bomb explode. —description from the publisher

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
3–6
Best with
2
Play time
15–20 min
Age
10+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
David Cicurel

Artists

1
Christopher Matt

Publishers

1
Aurora

Linked items

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