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Boom & Zoom (second Edition) box art
Rich game profile

Boom & Zoom (second Edition)

The rules are simple: each player has four towers, three pieces high, that can "boom" (fire) or "zoom" (move) a number of spaces equal to the tower's height. But with those deceptively simple ingredients, veteran designer Ty Bomba has created his masterpiece, the game that he him...

Players

2

Time

?-?

Age

?+

Weight

2

Rating

6.78

Should this hit the table?

Quick read before the metadata.

The game boom & zoom (second edition) has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies and turns. However, there is a lower emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.3

Luck-sensitive

Table feel

The game boom & zoom (second edition) has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies and turns. However, there is a lower emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

Boom & Zoom (Second Edition) offers a high degree of variability with its gameboard and expansions, allowing for different experiences each time it is played. The game provides deep strategic possibilities and room for players to improve their tactics over time. The scalability ensures a consistent and engaging experience regardless of the number of players. While the game may take some time to learn, it offers a rewarding and replayable experience overall.

Luck profile

Boom & Zoom (Second Edition) has a moderate level of luck influence. Random elements have minimal impact on the game outcome, but there is still some reliance on luck. Players have a decent 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

What ABG knows about this game

The rules are simple: each player has four towers, three pieces high, that can "boom" (fire) or "zoom" (move) a number of spaces equal to the tower's height. But with those deceptively simple ingredients, veteran designer Ty Bomba has created his masterpiece, the game that he himself acknowledges as his own best design. The trick is that the game ends when only one player's pieces remain on the board, and the player who managed to exit the most pieces off of the opponent's side of the map wins. Because of this, players can't concentrate on just blocking/attacking or just advancing, but must strike a difficult and subtle balance between the two. The first edition of Mr. Bomba's game was significantly altered by its publisher. Here, all unnecessary ornamentation has been stripped away, presenting the designer's original vision as he had always intended, in a handsome format utilizing chunky 40mm x 40mm x 16mm wooden blocks.

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Editions

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Credits

People and publishers

Designers

1
Ty Bomba

Artists

1
Amabel Holland

Publishers

1
Hollandspiele

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