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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. Campaign Mode 17
I. F.A.Q. 18

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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 6 modular expansions, a helper pack, two
variants and a campaign mode.

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B. SETUP
The following rules are for the solo base game. Read the additional
rules for the two-player game on page 10. 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 do the
same.

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 everything explodes 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.

Guardian is played; its number is 3. You draw 3 cards from the top of the DECK,
EQUIP the third card and put the other two cards to the bottom of the DECK.

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.

IGNITING can also be a part of a CARD ACTION. Again, you


either turn the target card from its PASSIVE side to the IGNITED
side or DISCARD it.

Please, note: Igniting a PASSIVE card doesn’t trigger its ignited CARD
ACTION. You will have to EQUIP and 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:
• An ignited “PROPHET” card must be played to specify what is
the “DESIRED DISH”.
• The “DESIRED DISH” must be in the IGNITED state.
• The ignited “PRINCESS” must EQUIP 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
You must play the ignited “PRINCESS”
and EQUIP the ignited “DESIRED
DISH” in the same turn. With this, the
game ends – you fulfill all 3 win
conditions and win the game.

LOSING THE GAME


You lose the game if:
• you don’t fulfill all win conditions when the game ends (this can
happen when the expansions are added), or;
• you would draw more cards than there are available in the DECK,
or;
• you can’t play any card in the Play A Card phase of the turn.

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 hungrier 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
ALL IS BOMB comes with 6 expansions. Each one brings new cards
and new win conditions. 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.
Besides the expansions, All Is Bomb includes also a helper pack, two
variants (page 16) and a Campaign Mode (page 17).

DISCARD PILE
This rule applies to all of the expansions. 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.
When a CARD ACTION instructs you to DISCARD a card that’s
already in the DISCARD PILE, you ignore the DISCARD effect for
this card.

“HANDS”
Helper Pack
2 cards

Playing with expansions can be quite difficult, especially


when discovering them for the first time or when mixing
them together. If you want to lower the difficulty at any
time, you can add the “HANDS” cards. As a rule of thumb,
add the “HANDS” when you lose and remove them when
you win.

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“MOSQUITOS”
1st Expansion
2 cards

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” add another spicy challenge to the base game.

ADDITIONAL WIN CONDITION:


Both “MOSQUITO” cards must be in the DISCARD PILE.

“DREAM GUIDE”
2nd Expansion
5 cards

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” provides a longer, epic


game.

ADDITIONAL WIN CONDITION:


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

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“GIFTS”
3rd Expansion
4 cards

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
gifters.

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

ADDITIONAL WIN CONDITION:


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

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

“THE JUICE”
4th Expansion
3 cards

The princess is pale lately – she claims the food she eats is
making her sick and tired. She rejects any solid food, trying
to cleanse herself. It doesn’t matter which breakfast does the
princess truly desire – when she’ll wake up, she will demand
only “the juice”.

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

ADDITIONAL WIN CONDITION:


“THE JUICE” must be the “DESIRED DISH”.

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“WAKING UP”
5th Expansion
6 cards

It is becoming more and more apparent that there is a


hushed conspiracy in motion. The plan is simple: the
princess must not wake up and realize her potential. She
has been poisoned day after day, breakfast after breakfast,
to stay in bed and not become the rightful ruler of the
kingdom. The conspirators, including her own father king,
know her rule would mean the end of old ways and waking
up of the whole world into a new reality.

If you play with the “WAKING UP” expansion, you have to remove
the “PRINCESS” and “KING” out of the base game cards. They are
replaced by the “PRINCESS” and “KING” from the “WAKING UP”
expansion.

The three win conditions of the base game are replaced by three new
win conditions.

NEW WIN CONDITIONS:


• An ignited “PROPHET” card must be played to specify what is
the “DESIRED DISH”.
• The “DESIRED DISH” must be in the DISCARD PILE.
• The ignited “PRINCESS” must EQUIP the ignited “THRONE”.

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“ALL”
6th Expansion
1 card

All is bomb and it always will 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” variant is the quicker, thinner, but also the harder variant
of the base game. You play it when you have only a few minutes to
spare. 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.

“HOT POTATO”
Two-Player Competitive Variant

The “HOT POTATO” variant is played competitively between two


players. You use only the base game cards – both players should be
familiar with them. You play with all the rules for a two-player game,
including giving the EQUIPPED CARD to the other player at the
end of the turn – the exception is that players win or lose separately.
A player wins if they play the ignited “PRINCESS” and EQUIP the
“DESIRED DISH”. A player loses if they run out of cards in the
DECK while drawing or by not being able to play a card. Once a
player loses, the other player immediately wins.

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H. CAMPAIGN MODE
If you wish to find out how good of an All Is Bomb player/duo are
you – or if you’re stuck on a train or an airport and want a long
experience with many ups and downs – you can play the Campaign
Mode. You play 6 games, each with one expansion, starting with the
1st expansion (“MOSQUITOS”) and ending with the 6th (“ALL”).
You start the campaign with the “HANDS” helper pack included.

Immediately after each game, you look through the cards of the played
game and remove all with the circle symbol in the bottom right
corner. You then remove all cards with the star symbol from the
DISCARD PILE (other cards remain). All of the removed cards
are permanently removed for the rest of the campaign. Now, take all
remaining cards of the played game and add them to the cards of the
next expansion. This is the DECK with which you play the next game.
You only play with the win conditions of the current expansion.

When you remove the base game “PRINCESS” and “KING” because
of the “WAKING UP” expansion, you remove them for the rest of
the campaign. You also retain the new win conditions of the
“WAKING UP” expansion for the next (last) game.

SCORE
After playing 6 games, you score a point for every card you
managed to keep until the last game (so, whichever cards you end
up with in the 6th game, you score them all). You add 1 point for
each win you had. The win of the last game (“ALL”) is worth 3 points.

5 points or up: Bronze win; 10 points or up: Silver win; 15 points or


up: Golden win.

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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.
• When a card instruct the player to find a specific card without
defining where exactly, can they search everywhere, including the
DISCARD PILE? (Examples: ignited “EGGS”, passive
“KING”…)
Yes, they can search everywhere.

Game design, graphic design, illustrations by


Blaž Urban Gracar
www.blazgracar.com

Additional development by
Igor Zuber

Big thanks to
Igor, Drago, Aleksandra, Jani, Nataša, Mojcej

All Is Bomb v0.99, Letibus Design 2022 ©

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