Bomb Squad #9
The city of Townsville is under attack!
Anarchists are running rampant and have planted a bomb in an unknown location. Not to worry though for the Police Commissioner has hand picked you and the most expendable officers available to form Precinct #9's first ever Bomb Squad.
Each mission starts by shuffling and laying out the cards face down in a 3x3 square. In this sector there are 4 object cards, the metal detector, the sniffer dog, the wire cutters, and the bomb. The 2 wild cards include the Panic and Anarchist cards and 3 duds which are a rat and cans. Due to budget cuts the department could only afford one pair of wire cutters so you must find them before finding the bomb. The trusty sniffer dog can also interact to find the bomb, unfortunately he has a habit of setting it off immediately. Not to worry though he always manages to get away unharmed unlike your team.
As the new leader of the squad you must be in charge of making sure the timer counts down. Start the dice timer at 6 and count down after each round. When the dice timer hits one the bomb explodes!
The goal of the game is simple. Find the wire cutters and disable the bomb by any means necessary. It's important to consider that a promotion and raise are in store for the hero so you may want to consider lying in order to take the glory. However this is without consequences if you're accused and caught in a lie by a fellow officer.
Core Mechanics:
The main mechanics in this game include memory, bluffing, and deduction.
Memorization of the cards is necessary in in order to remember what cards you've seen and which cards others have seen. Cards such as the Panic and Anarchist will force the players who unveil them to shuffle around cards to rearrange the order. The dog and wire cutters will also make the player reveal the secondary card lifted to all and swap them. From all the lifting and swapping at a certain point you should be able to deduce which cards are which.
Bomb Squad #9 shares a similar play style to the card game "Bullshit/Cheat" where bluffing plays an important role in success. In order to take the glory of finding the bomb players are allowed to lie about the card they've secretly seen. If caught in a lie the liar is penalized for a turn however, if the player accuses someone wrongfully you lose a turn. An example of strategic bluffing would include lying about finding the bomb and saying it was just a can.
Actions:
The main actions taken throughout the game include moving the dice timer, looking at and swapping cards. The timer starts at 6 and is counted down after every player has a turn. Cards can either be looked at in secret or revealed to all the player depending on the card's role in the game. They can also be swapped around based on the card's written actions.
Bluffing is an action that should be taken in order to win the game for yourself but is not required by the games rules.
Notes about the Rules:
The written rules of the game are simple and clear for the most part. Some instructions are left somewhat vague and require some interpretation of the game to make them clear. This mainly revolves around the sniffer dog and wire cutters which took us a few turns to realize that the card lifted by them had to be revealed to all.
My Opinion:
In my experience of playing this game my roommates and I had a lot of fun! The instructions were simple enough and the game pieces weren't overwhelming like in other print and play games. If I had to criticize Bomb Squad #9 my only complaint would be that after a few rounds the game can get really repetitive, however, it's still a game of chance since the cards are always shuffled. I think in order to remedy this adding more cards such as sniffer dogs and even more bombs can make the game more challenging and entertaining for more rounds.
This is definitely a game I plan to play again sometime soon and I would highly recommend checking it out for yourself!