1994 BGG rank #8894

Pass the Bomb

2–10 players 20 min Ages 12+ 1.3/5 complexity 5.6/10 rating

About this game

This frantic game is a wonderful exercise in word-summoning. In it, players try to come up with a word that contains a certain sequence of letters before the ticking time-bomb in their hands explodes. The bomb is an electronic timer with a variable time allotment, and a player is only allowed to pass the bomb to the next person when he comes up with a word that contains the needed letters. While creative spelling of the words in question can be frowned upon, it's up to the guy next to you to determine your fate. Awards 1996 Årets Familiespil, Family Game of the Year Denmark

What it feels like

Dice Rolling Hot Potato Electronic Real-time Word Game Party Game

Explore these mechanics in Cardboard

Start an original prototype from reusable design patterns—not this game's content.

Open mechanics workbench

Game intelligence

Learn the game

100% knowledge coverage

Setup

1. Place the bomb (timer device) within reach of all players.\n2. Shuffle the letter-combination cards and place them face-down in a draw pile at the center of the table.\n3. Distribute an equal number of starting penalty cards to each player if using the advanced variant; otherwise players begin with none.\n4. Choose a starting player — the most recently startled person is a fun suggestion.\n5. The starting player will flip the top card to begin the first round.

Turn flow

A round begins when the active player flips the top card from the draw pile, revealing a letter combination (e.g., "ST", "ING", "TH"). The player then activates the bomb timer and immediately tries to say a valid word containing that exact letter combination. If they succeed, they pass the bomb to the next player (clockwise), who must also say a different valid word containing the same combination and then pass the bomb onward. This continues around the table with increasing urgency until the bomb explodes. Whoever is holding the bomb when it goes off loses the round and takes a penalty card. A new round then begins with the next player flipping a fresh card.

Scoring and victory

The player with the fewest penalty cards at the end of the game wins. Penalty cards are gained by holding the bomb when it explodes. Target score: Fewest penalty cards when the game ends Scoring sources: Holding the bomb when it explodes earns 1 penalty card

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Turn structure

Each round uses a card showing a letter combination that all words must contain.

At the start of each round, the active player flips the top card from the draw pile. This card displays a letter combination (e.g., 'ST', 'ING', 'OUN'). Every word spoken during that round must contain this exact sequence of letters. The combination can appear anywhere in the word — at the beginning, middle, or end.

Restriction

A valid word must contain the exact letter combination shown on the card.

To pass the bomb, a player must say aloud a real word that contains the exact letter combination shown on the active card. The letters must appear consecutively and in the same order as shown on the card. Proper nouns (names of people, places, brands) are generally not allowed unless agreed upon before the game. The same word cannot be used twice in the same round.

Turn structure

After saying a valid word, the player immediately passes the bomb to the next player.

As soon as a player successfully says a valid word containing the round's letter combination, they must physically pass the bomb device to the next player in clockwise order. The next player must then say their own valid word (not previously used this round) and pass it onward. There is no pause between passes — the bomb continues ticking throughout.

Special

The bomb timer runs continuously and explodes at a random time.

The bomb's timer is activated at the start of each round and counts down for a random amount of time (the exact duration is unpredictable). It will 'explode' (make an explosion sound) at any moment. The randomness ensures no player can calculate when it is safe to hold the bomb.

Scoring

The player holding the bomb when it explodes takes a penalty card.

When the bomb explodes, the player currently holding it loses the round. That player takes one penalty card and places it face-up in front of them. The player with the most penalty cards at the end of the game loses (or, conversely, the player with the fewest penalty cards wins).

Restriction

Saying an invalid word or hesitating too long means you may not pass the bomb.

If the other players agree that the word spoken does not contain the required letter combination, is a proper noun, or has already been used this round, the word is rejected. The player cannot pass the bomb until they say a valid word. They must continue holding the ticking bomb while they think of a new word.

Restriction

Each word may only be used once per round.

Within a single round (one letter-combination card), no word may be repeated. If a player says a word that has already been used in the current round, it is invalid and they must say a different word before passing the bomb.

Turn structure

A round ends when the bomb explodes; the next player flips a new card to start a fresh round.

A round ends immediately when the bomb explodes. The player who was holding it takes a penalty card. The bomb is reset/reactivated, a new card is flipped from the draw pile by the next player in clockwise order, and a new round begins.

Strategy briefing

Word Length vs. Speed

Shorter, common words (e.g., 'STOP' for 'ST') are faster to recall under pressure, but longer words (e.g., 'STATISTICS') are equally valid. Prioritize speed over cleverness — the bomb doesn't wait.

Tracking Used Words

Pay attention to words already said this round. Accidentally repeating one forces you to hold the bomb longer while thinking of a new word, dramatically increasing your explosion risk.

Passing Speed

Once you've said a valid word, pass the bomb instantly. Any delay between speaking and passing keeps the ticking bomb in your hands unnecessarily.

Prepare Backup Words

While others are taking their turns, mentally prepare two or three words containing the current combination. If your first word is challenged and rejected, you need a backup immediately to avoid holding the bomb too long.

Common questions and edge cases

A player says a word and passes the bomb, but another player challenges it after the bomb has already moved. Is the word still invalid?

Challenges should be made immediately before the bomb is passed. If the bomb has already moved on and no one challenged in time, the word is considered accepted and play continues. Groups may agree on a stricter rule before the game starts.

The bomb explodes while a player is in the act of physically handing it to the next player — who takes the penalty?

The player who was passing the bomb (i.e., still had physical control of it) takes the penalty card. The next player only becomes responsible once they have the bomb in hand.

Does the letter combination need to appear as a standalone syllable, or can it be embedded within a longer letter string?

The letter combination simply needs to appear consecutively and in order anywhere within the word. It does not need to be a standalone syllable. For example, if the combo is 'ST', both 'STOP' and 'FAST' and 'BLASTED' are all valid.

Can a word that was used in a previous round be used again in the current round?

Yes. The no-repeat restriction applies only within a single round (one card). Words from previous rounds may be reused freely as long as the current round's letter combination appears in them.

Ask About This Game

Similar games