Fuse

Sequence of Play

  1. Take dice from bag and roll them.
    • If no dice in bag at start of turn, GAME OVER. DEFEAT.
    • Else if 1 player: Roll 3 dice.
    • Else if 2 players: Roll 4 dice.
    • Else: Roll number of dice = number of players.
    If too few dice left in bag, roll all remaining dice.
    Current leader's ability is currently active. Leader reminds everyone of what his/her power is.
  2. Each player takes one die and places it legally on one of their bomb or spark cards.
    • If 1 player: Place all 3 dice.
    • Else if 2 players: Each places 2 dice.
  3. Defuse bombs and sparks
    • Defused bombs:
      1. Remove dice from card and return them to bag.
      2. Place defused card in face-down score pile.
      3. Take bomb card from face-up row to replace it.
      4. Refill face-up row from bomb deck.
        • If fuse card, each player must immediately remove one die that matches one on the fuse card and return it to the bag.
        • If no match, player is unaffected.
        • Dice beneath others in stacks and pyramids and dice in "must be placed first" slots are safe.
        • Finally, discard the fuse card.
    • Defused sparks:
      1. Remove dice from card and return them to bag.
      2. Discard spark card. Do not replace it.
  4. Draw a spark card for every die drawn but not placed.
    If spark deck runs out:
    • If timeless mode: GAME OVER. DEFEAT.
    • Else: Reshuffle discard pile.
  5. Normal mode: If bomb deck and face-up row are both empty: GAME OVER. VICTORY!
    Heroic or timeless mode: If bomb deck, face-up row, and all player bomb cards are empty: GAME OVER. VICTORY!
    Else, pass the bag to the new leader on your left.
Fuse Icon Reference