Sequence of Play
- 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.
- 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.
- Defuse bombs and sparks
- Defused bombs:
- Remove dice from card and return them to bag.
- Place defused card in face-down score pile.
- Take bomb card from face-up row to replace it.
- 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:
- Remove dice from card and return them to bag.
- Discard spark card. Do not replace it.
- 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.
- 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.