Mattel BOOM-O 29247 Folheto

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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
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toll-free or write with any comments or 
questions about our products or service. 
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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