How to play 13
Jun 13, · Run (straight): three or more cards that are in a sequence (ex: 10 ¦, J ¦, Q¦, K ¦) Bomb: A bomb can be played on any of your turns. It will end that round and allow you to begin the next round (unless someone plays a higher-valued bomb on top of yours). A four of a kind is the highest-valued bomb (ex: 5¦,5¦,5 ¦,5 ¦). On their turn, each player must play a card by placing it in the center. Directions should be followed when a command card is played. Number cards will add to the time that has elapsed on the bomb and if a player cannot play a card without making the bomb go over 60 seconds, they must turn over one of their bomb cards.
Boom-O is a card game distributed by Mattell. It is a simple elimination game that is similar to Catd. Players are required to add time to a bomb without going over 60 seconds. At 60 seconds, the bomb "blows up" and if you blow up too many times, you are ccard from the game.
Each player gets seven playing cards to hold in hand and keep hidden from the other players. When every player has seven cards, the rest of the deck should be placed in the middle of the playing area to be used as a draw pile.
Next to that will be the discard pile. Each player is then dealt three bomb cards, which are placed with the exploded bomb side bomg in front of the player. Leftover bomb cards should be put to the side. The cards used in Boom-O are similar to those used in Uno. The regular carf cards simply have numbers on them which will add to the time on the bomb. Command Cards have phrases bonb as Reverse, Take 1, and Trade Hands on them and when the card is played, the next player must follow the command on the card.
There are also Bomb Command cards that force each player to lay down a number card. If all players can play a card without the time going over 60 seconds, whoever played the Bomb Command card must flip over one of their bombs, but if one of the players goes over 60 seconds with their card, they must flip what causes pain in the right big toe card instead.
Game play starts going clockwise from the dealer. On their turn, each player must play a card by placing it in the center. Directions should be followed when a command card is played. Number cards will add to the time that has elapsed on the bomb and if a player cannot play a card without making the bomb go over 60 seconds, they must turn over one of their bomb cards.
Once a player has turned over all three of their bomb cards, they are eliminated. The last player left with a bomb card is the winner. Stephanie Williams is a freelance writer based in Chicago.
Her work has appeared in "Newcity Magazine. She holds ppay Bachelor hoow Arts in journalism with a minor in dance from Millikin University. By: Stephanie Williams Updated April hoq, Share It.
Oct 04, · How to Play: Pass the Bomb - The Family Word Game. Watch later. Share. Copy link. Info. Shopping. Tap to unmute. If playback doesn't begin shortly, try restarting your device. Up Next.
Each player starts with 30 points. Whenever a card is played, another is drawn from the face down stack of undealt cards to replace it. In turn, and going clockwise, each player plays 1 card face up onto the play pile.
The card takes effect as specified below according to value. Any card may be played on any card. If desired, multiple games may be played. If so, and if agreed by the rest of the group, the player who won the previous game starts the next game with 30 points plus the amount of points they had left at the end of the previous game.
Draw 2 cards. Select one of them and keep it. Place the other at the bottom of the deck. Look at the hand of one opponent of your choice. Place 1 of the cards at the bottom of the deck. Then the opponent draws 1 card. Shuffle the top 5 cards in the played stack into the deck including the 7. A 7 cannot be played if there are fewer than 5 cards in the play pile.
Declare a card A The next time a card of the selected type is played, the effect of that card does not apply. The player who plays this card selects 1 other player. Each of those 2 players selects 1 card in the other's hand without looking. The players then trade those cards. Then player A plays 1 more card.
If player A's second card has equal or higher value than player B's card, player A "deals damage" to a player C of his or her choice: this causes a number of points to be subtracted from player C's score equal to the value of the second card played by player B. For this purpose J, Q, K count 10 points and aces count 1 point.
The turn then passes to whoever is due to play next after player B. Joker: Select any card number A-9, and use its effect. If a 6 is played on a joker, it imitates the effect of the card the joker became, not the joker itself. For example if player A plays a Joker and makes it be an 8, and then player 2 plays a 6, the 6 imitates the 8.
If at any time a player holds more than one card with a value of 10, that player MUST shuffle all but one of those cards into the deck and draw replacements in other words, a player may only hold one card with a value of 10 at a time. If a player plays a K, and after the next player plays any card, and the 1st plays another K, that 2nd K does NOT begin new damaging. If a K is played, the effects of 2's do not activate. Other cards have their usual effect.
If a 7 is played on a K, the damage chain is blocked, and a new damage chain needs to be activated. If a player plays a K and the next player does too, there are two damaging chains active; 1 for each of the players. A player wins when he or she is the only player that has points. Card Effects: A. Skip the next player 3. Switch direction of play 4. Shuffle your hand into the deck and draw 4 cards 5.
Copy the effect of the top card on the played stack, both by number and effect. If at any time a player holds more than one card with a value of 10, that player MUST shuffle all but one of those cards into the deck and draw replacements in other words, a player may only hold one card with a value of 10 at a time Dealing damage Playing a K starts a 'Damaging Chain'.
Examples of damaging chains: Successful damaging chain Player 1 plays the Jack of Diamonds. Player 2 then plays a 5. The effect of the 5 acts as usual. Then, player one plays an 8. So player 1 may damage any player for 8 damage. Failed damaging chain Player 1 plays the King of Spades. Player 2 then plays an 8. The effect of the 8 acts as usual. Then, if player 1 does not have a card equal to or higher than the 8, player one plays a card, but does not inflict any damage to any player.
Damaging chain within damaging chain Player 1 plays the queen of hearts and draws a card. Player 2 then plays the 10 of clubs and draws a card. This begins a multi-part chain. Player one, in order to inflict damage, must play a K to inflict damage. Since a player cannot hold more than one point card, this is only possible if the replacement card drawn for the first K played is another K. If player 1 does play a second K, player 1 then inflicts 10 damage to a player of his or her choice.
If player 1 cannot, player 1 would not inflict damage. Then, if player 1 was successful in inflicting 10 damage in the chain, player 2 must also play a second K to inflict damage. If player 1 did not, player 2, in order to inflict damage, must play a card with higher or equal number value to that player 1 last played. Otherwise, player 2 does not inflict any damage. Blocked damaging chains Player 1 plays the queen of spades. Then, if player 2 wishes, he or she may play a 7.
If it is done, the damage chain is blocked, and no damage is dealt. Damage chain with 6. Player 1 plays the king of clubs. Player 2 may play a 6. If so, the 6 becomes a King of Clubs, thus starting a damaging chain within damaging chain see 3 above.