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Object:

Set-Up:

Gameplay:

29247

Please remove all contents from package, and compare them to the list above. 
If any items are missing, please call 1-800-524-TOYS.

Contents:

Let's Play:

Command Cards:

Winning:

Alternative, Shorter Gameplay:

CONSUMER INFORMATION

1 (800) 524-TOYS

We are dedicated to quality products.

CONFORMS TO THE 
SAFETY REQUIREMENTS 
OF ASTM F963.

MATTY MATTEL™ toys

YOU CAN TELL IT’S MATTEL!™

 CALL us 

toll-free or write with any comments or 
questions about our products or service. 
Monday-Friday 8:00 a.m.-6:00 p.m. Eastern 
Time. Outside U.S.A., see telephone directory 
for Mattel listing. Consumer Relations, 
Mattel, Inc. 333 Continental Blvd. 
El Segundo, CA 90245 USA

INSTRUCTION SHEET

SPECIFICATIONS

Toy: 

Toy No.: 

Part No.:

Trim Size:

Folded Size:

Type of Fold:

# colors:

Colors:

Paper Stock:

Paper Weight:

EDM No.:

BOOM-O! CARD GAME

 29247

0920

4.25" W x 17" H

4.25" W x 2.85" H

6 Panel

One

Black

White Offset

70 lb.

INSTRUCTION SHEET

SPECIFICATIONS

Toy: 

Toy No.: 

Part No.:

Trim Size:

Folded Size:

Type of Fold:

# colors:

Colors:

Paper Stock:

Paper Weight:

EDM No.:

BOOM-O! CARD GAME

 29247

0920

4.25" W x 17" H

4.25" W x 2.85" H

6 Panel

One

Black

White Offset

70 lb.

29247-0920

OCEAN

10/04/00

29247-0920

INSTR

H22177

GAMES BOOMO BOOMO

MAPS

1C : BLACK 

POS

BLUE LINE 12
1 ZIP

OCEAN

10/04/00

29247-0920

INSTR

H22177

GAMES BOOMO BOOMO

MAPS

1C : BLACK 

POS

BLUE LINE 12
1 ZIP

FRONT

BACK

POSITION

OPI 10

OUTPUT

AV30

DAY

10/04/00

Playing a COMMAND card is a good way to avoid going “BOOM-O!” On your 
turn, play a COMMAND card when you like,  not just when the total reaches 60 
seconds.

DRAW 1:

 Going in the direction of play, 

all

 other 

players must pick up 1 card from the Draw pile. 
Running total stays the same. The next player 
goes.

DRAW 2:

 Going in the direction of play, 

all 

other players must pick 2 cards from the 
Draw pile. Running total stays the same. 
The next player goes.

REVERSE:

 : Play reverses direction. If 

played when only 2 players are left, this 
card has no effect. Running total stays 
the same.

SKIP: 

The next player is skipped and 

play proceeds to the 

following

 player. If 

played with only two players, the player 
of the card would get an immediate 
new turn. Running total stays the same.

DOUBLE PLAY:

 If you play a DOUBLE PLAY card, the next 

player must play 2 cards from his hand. Follow the cards’ 
directions sequentially. The first card played must be a 
card that affects the running total: 5, 10, :0, :30 or :60. (If 
you push the total over 60 

or if you don’t have any Number 

card to play, Boom-O! Flip over one of your “Ticking Time 
Bomb” cards!) The second card played will affect 
gameplay as it continues with the next player. 

=60:

 No matter what it was, the total is now 

60 seconds. If the total was already 60, it has 
no effect, but avoids a penalty.

=30:

 The running total is 

now 30 seconds.

=0:

 The running 

total is now 0.

TRADE HANDS:

 If you play a TRADE HANDS card 

you can choose with whom you will trade hands. 
Play continues, and running total stays the same. 
If this card is the last card played from a player’s 
hand, the round is over.

BOMB: 

Boom-O! When this card is 

played, all other players, following the 

direction of play, must immediately 

discard a HOLD card to stay alive. If 

they don’t have a HOLD, they must flip 

a “Ticking Time Bomb” card. Running 

total resets to 0.

However, if you discard a BOMB card and all players 

play HOLD cards, you must flip over one of your own 

“Ticking Time Bomb” cards. Use those BOMBS wisely!

HOLD:

 If you play a HOLD card, the running total 

holds. Remember: your HOLD cards are very 
valuable when someone plays a BOMB; the HOLD 
card will keep your “Ticking Time Bombs” ticking!

AGES:

 7 to 107

PLAYERS:

 2 to 6

112 Total Cards:

2 Instruction Symbol Summary Cards (double-sided)
2 Cross-Sell Cards

108 Game Cards: 

24 “Ticking Time Bomb” Cards 

(with explosions on back) 

10 HOLD
20 Five
20 Ten
6 Reverse
6 Skip
4 Up to 60 Seconds (:60)

4 Go to 30 Seconds (:30)
3 Reset to Zero (:0)
2 Everybody Draw 1 (+1)
2 Everybody Draw 2 (+2)
2 Trade Hands
2 Double Play
3 BOMB

To be the last player with at least one of 3 of your “Ticking Time 
Bombs” that hasn’t gone Boom-O!

• Place three “Ticking Time Bomb” cards in front of 
each player (see illustration below, set up for 4 
players). Set aside unused “Ticking Time Bomb” 
cards and keep them separate for the whole game. 

• Shuffle the deck.

• Deal out 7 cards to each player.

• Place the remainder of the deck 

face down as a Draw pile. Next 
to it will be the Discard pile.

• Play goes clockwise, starting 

left of the dealer.

Overview: 

• Players take turns placing a card onto the Discard pile. 

The goal:

 Do not push the total card count over 60 seconds. 

Otherwise you’ll have to turn over one of your 3 "Ticking Time 
Bomb" cards which go Boom-O! 

• You may play a NUMBER card (e.g., 5, 10) and add it to the 

running total, trying to keep it below 60 seconds.  

• You may also play a COMMAND card (e.g., Skip, Double Play) 

and follow its instructions.

• Once a player plays his last card, that player wins that round, 

which then ends. All the other players flip over a “Ticking Time 
Bomb” card. A new round begins only when a player plays all his 
cards. 

• After each round, each player who still has “Ticking Time Bomb” 

cards face up draws to re-stock his hand to 7 cards. The total 
resets to 0 for each new round. 

• If you run out of cards in the Draw pile, re-shuffle them.

© 2000 Mattel, Inc.
El Segundo, CA 90245 U.S.A.
All Rights Reserved.

• As soon as one player flips all “Ticking Time Bomb” cards, the game 

ends. The player with the most “Ticking Time Bomb” cards remaining is 
the winner.

• If there is a tie, the tied players add the total value of the cards remaining 

in their hands. Count the NUMBER cards’ values and count the 
COMMAND cards as 1 point. The player with the lowest total wins.

The last player left with a “Ticking Time Bomb” card face up is the winner!

• The game begins at 0. First player places a card to start the 

Discard pile next to the Draw pile. Play continues clockwise.

• If the card placed is a NUMBER card, the number value is added to 

the current running total. If it’s a COMMAND card, the total 
depends on the command. 

• If the only card you can play takes the total over 60 seconds, you 

must flip over a “Ticking Time Bomb” card. Whoever still has 
“Ticking Time Bomb” cards remaining and has less than 7 cards, 
should re-stock to 7 cards. The total resets to 0 for a new round. 

• Once a player plays his last card, that round is over. All the other 

players flip over a “Ticking Time Bomb” card. Total resets to 0 for 
the new round, regardless of the last card played in the Discard 
pile.  

• If all 3 of your “Ticking Time Bomb” cards are turned over, you are 

eliminated, and you must immediately discard any cards you might 
still have in your hand to the bottom of the Draw pile. 

• If you run out of cards in the Draw pile, re-shuffle them.

One of your “Ticking Time Bomb” card is turned over in the 
following circumstances:

• If you cannot play a card without taking the running total over 

60 seconds

• If you do not have a HOLD card when the BOMB card is played

• If you have at least 1 card in your hand when a player gets rid of 

his last card

• 

If, during a Double Play, you don’t have

 any

 Number card to play

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