Bomb Busters

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Bomb Busters is a cooperative deduction game where players are bomb disposal experts working together to defuse bombs by cutting wires. Each player holds wire tiles on a stand visible only to them, and must deduce which wires are safe to cut by exchanging information through limited communication. The bomb explodes if a red wire is cut or the detonator dial reaches the end. The game features 66 increasingly difficult missions across progressive difficulty tiers, with surprise boxes that unlock new rules and components.

Components

Setup

  1. Select a Mission card (missions get progressively harder; recommended to play in order).
  2. Designate a Captain (random for first mission, then rotate left). Captain takes the Captain character card; others choose a character card.
  3. Captain reads the Mission card aloud and places it (flipped to back) at the bottom-left of the board so everyone sees the special rules.
  4. Distribute tile stands based on player count:
    • 2 players: each player gets 2 stands
    • 3 players: Captain gets 2 stands, others get 1 each
    • 4-5 players: each player gets 1 stand
  5. Prepare wire tiles per mission instructions:
    • Collect all 48 blue wire tiles (except for training missions 1-3).
    • Draw the number of red/yellow wires shown on the Mission card at random.
    • Place markers on the board to indicate which red/yellow values are in play (blank side up).
    • Shuffle all wire tiles (blue + red + yellow) together facedown.
  6. Deal all wires facedown and as equally as possible among tile stands.
  7. Each player places tiles on their stand facing themselves, sorted left-to-right in ascending order.
  8. Set the detonator dial to the section matching the number of players. Place Equipment cards faceup over the checkmark (not yet usable). Place Info and Validation tokens on the board.
  9. Starting with Captain clockwise, each player places 1 Info token pointing to one of the blue wires in their hand with the matching value (no yellow Info tokens during setup).

Turn Structure

Starting with the Captain and going clockwise, each player takes one turn. On their turn, the active player must perform exactly 1 of 3 actions:

1. Dual Cut Action

The active player chooses a value from a tile in their hand, then points to a specific teammate’s wire and guesses its value (e.g., “This wire is a 9”).

2. Solo Cut Action

If the last identical wires of a given value are all in the active player’s hand, they can cut them in pairs (2 or 4 at once). These are placed faceup in front of the stand.

3. Reveal Your Red Wires Action

If the active player’s only remaining uncut wires are all red, they reveal them and place them faceup.

Actions

Yellow Wires

Yellow wires are cut the same way as blue wires, but all yellow wires share the same value: “YELLOW.” To cut one, the active player must have a yellow wire in hand, point to a teammate’s wire, and say “This wire is yellow.” The decimal numbers on yellow wires are used only for sorting during setup.

Equipment Cards

Character Cards

Each character has 1 personal equipment ability usable once per mission.

Validation Tokens

When all 4 wires of the same value have been cut, place a Validation token on the matching number on the board as a reminder.

Communication Rules

Scoring / Victory Conditions

Mission Progression

Special Rules & Edge Cases

Player Reference

Turn Summary:

  1. Active player performs 1 action: Dual Cut, Solo Cut, or Reveal Red Wires
  2. Play passes clockwise

Dual Cut Quick Reference:

Wire Types:

Wire Copies Notes
Blue (1-12) 4 each (48 total) Standard wires
Yellow Up to 11 All share value “YELLOW”
Red Up to 11 All share value “RED”; cutting one = explosion

Equipment Activation: Cut 2 wires of the value shown on the equipment card to unlock it.

Mission Difficulty: Novice (1-3) -> Intermediate (4-7) -> Expert (8) -> Surprise Boxes (9+)