Table feel
Moderate interaction with a good balance between direct confrontation and strategic depth.
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...
Players
3-6
Time
15-20
Age
10+
Weight
1.5
Rating
6.05
Should this hit the table?
Moderate interaction with a good balance between direct confrontation and strategic depth.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance between direct confrontation and strategic depth.
Phone Bomb 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. The game provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Phone Bomb has a strong replayability score of 7.6.
Phone Bomb has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While there is some room for players to influence or mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
Overview
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
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
No media imported yet.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
No commerce mappings imported yet.
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.