Friday, December 18, 2009

Pass the Bomb

Play PTB ( Pass The Bomb )


About Pass the Bomb

  • Pass the bomb is a game of intrigue and skills played between 2 teams of up to 5 players


  • Players are to pass around a ticking bomb and scoring for each successful use of the bomb.


  • Bomb tricks (abilities) can be acquired and used in-game to sabotage your opponent or get out of a sticky situation.

Gameplay

  • The objective of the game is to be the first team to reach the score limit within 10 rounds. In the event that no team reached the score limit by the final round, the team with the highest score wins


  • Play begins with a random player starting off as the dealer, and he/she will be the only player who knows the detonation number for that round


  • Each player will have a number of available options when the bomb is passed to them. (Shake it 1/2/3 times, skip, reverse and if available, a learnt ability)


  • With the exception of Shake 1 (+1), all other available options are limited to one use per round.


  • Special abilities are limited to one use per game.


  • Players increase their score by safely shaking the bomb, pushing it closer to detonation each shake. The higher the bomb counter, the higher the risk of detonation and the greater the score increase.


  • The unfortunate player who triggers the detonation will incur a penalty or 25% to his current score or 100, whichever is greater.


  • Upon detonation, the current round ends and the new round begins with the player who triggered the detonation being the dealer.

Additional Info

  • Players can learn bomb tricks from Tick Tick, who hangs out at the mall level 1 beside the escalator.


  • Each time a player gains a rank, he increases the size of his deck by 1. Up to a maximum deck size of 9


  • Playing in large games (8-10 players) earns significantly more points than small games (2-4 players)


  • Learning when to use your +3 and abilities can turn the game in your favor


  • Shun the boom...

Unlockable Skills

Bomb Swap

After your initial contact with deadly explosives, you have learnt that shaking a fake bomb is much safer than shaking a live bomb. You now carry around you own dummy bomb that can be passed off for the real one.
Bomb Swap Level 1 Able to shake the bomb a number of times without increasing the bomb count (1 time)
Requirement: Rank 1 (Spark)
Bomb Swap Level 2 Able to shake the bomb a number of times without increasing the bomb count (2 times)
Requirement: Rank 5 (Fuse)
Bomb Swap Level 3 Able to shake the bomb a number of times without increasing the bomb count (3 times)
Requirement: Rank 10 (Bronze Bomb)

Bomb Shelter

You have learnt to protect yourself from situations involving deadly explosives by placing objects between youself and the explosion. Subsequently, you'll learn that the bigger the object, the better the protection.
Bomb Shelter Level 1 Reduce score penalty if bomb explodes in the same turn that Bomb Shelter is used (-20%)
Requirement: Rank 2 (Ash)
Bomb Shelter Level 2 Reduce score penalty if bomb explodes in the same turn that Bomb Shelter is used (-40%)
Requirement: Rank 4 (Gunpowder)
Bomb Shelter Level 3 Reduce score penalty if bomb explodes in the same turn that Bomb Shelter is used (-60%)
Requirement: Rank 6 (Party Popper)
Bomb Shelter Level 4 Reduce score penalty if bomb explodes in the same turn that Bomb Shelter is used (-80%)
Requirement: Rank 8 (Dynamite)
Bomb Shelter Level 5 Reduce score penalty if bomb explodes in the same turn that Bomb Shelter is used (-100%)
Requirement: Rank 10 (Bronze Bomb)

Precognition

Dread of the bomb exploding had horned your extrasensory perception. You are now able to glimpse into the future and gain insight as to when the bomb will explode.
Precognition Level 1 Attempts to foresee the detonation number (within +/- 3 of actual number)
Requirement: Rank 3 (Debris)
Precognition Level 2 Attempts to foresee the detonation number (within +/- 2 of actual number)
Requirement: Rank 6 (Party Popper)
Precognition Level 3 Attempts to foresee the detonation number (within +/- 1 of actual number)
Requirement: Rank 9 (Mini-bomb)

Double down

Passing bombs for extended periods of time have strengthened your arms. You can shake the bomb with more vigour, but doing so makes it explode much sooner.
Double down Level 1 Gets double the score for each shake. Each shake has a 16% chance to detonate the bomb
Requirement: Rank 7 (Firecracker)
Double down Level 2 Gets double the score for each shake. Each shake has a 4% chance to detonate the bomb
Requirement: Rank 14 (C4)

Hostile takeover

Experiance with the role of dealer allow you to usurp the position if you wish.
Hostile takeover 1 Detonation number is regenerated immediately on use of the power, bomb count is reset to 0 and the user of this power become the new dealer
Requirement: Played as dealer for 500 rounds

Bomb eater

After 'eating' 500 bombs, you have mastered the ability to literally eat bombs for breakfast.
Bomb eater Level 1 If bomb detonates within the players turn, the bomb is eaten for bonus points
Requirement: Triggered 500 explosions

Super glue

Apply super glue to the bomb, making only direct passes possible.
Super glue Level 1 All players cannot use skip cannot be used until the end of the round
Requirement: Completed 300 games without using skip

One way traffic

Place a one-way sign in the game. No U-turn allowed!
One way traffic Level 1 All players cannot use reverse until the end of the round
Requirement: Completed 300 games without using reverse

Fearless crowd

Instills all the players with great courage. No skips, no reverses. Only forward!
Fearless crowd Level 1 All players cannot use skip and reverse until the end of the round
Requirement: Completed 300 games without using skip and reverse

Sudden death

After your numerous close shaves with the bomb, you can now recreate the experience at will.
Sudden death Level 1 The bomb counter automatically goes to [detonation number - 1] after your turn, if you did not trigger the explosion
Requirement: Achieved 500 last touches of the bomb

Final round

Your experience in achieving stalemate victories has gained you the ability to force any game into it's final round
Final round Level 1 The next round automatically becomes the final round (10)
Requirement: Achieved 50 endurance victories

Runaway bomb

After 50 flawless victories, you have mastered how to throw the game into chaos and let the bomb run amok.
Runaway bomb Level 1 All players automatically shake the bomb 3 times for their turn until the bomb explodes
Requirement: Achieved 50 flawless victories


Regular Ranks

Bomb Rank Symbol Requirement
Spark None
Ash Total score of at least 5,000
Debris Total score of at least 20,000
Gunpowder Total score of at least 40,000
Fuse Total score of at least 75,000
Party Popper Total score of at least 100,000
Firecracker Total score of at least 150,000
Dynamite Total score of at least 200,000
Mini-bomb Total score of at least 300,000
Players with above 500,000 score qualify for elite ranks


Elite Ranks

Bomb Rank Symbol Requirement
Bronze Bomb 500,000 total score
Silver Bomb Top 70% of elite ranked players
Golden Bomb Top 50% of elite ranked players
Platinum Bomb Top 30% of elite ranked players
C4 Top 20% of elite ranked players
Cluster Bomb Top 10% of elite ranked players
Mini Nuke Top 5% of elite ranked players
Nuclear Bomb Top 2% of elite ranked players
The One Bomb Top player in the game


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