Game Objective
In LOONEY BOOM!, the fun is out of control! The Looney Tunes characters decided to play "hot potato," but Bugs Bunny swapped the potato for a BOMB! Each player's goal is to use their special power and products from ACME Industries to manipulate the bomb's fuse and try to delay the inevitable, attempting not to be the player holding the bomb on their turn when it explodes.
Setup
- Place the bomb token in the center of the table.
- Place three fuse cards adjacent to the bomb token, one behind the other, in the following sequence: whole fuse, whole fuse, lit fuse. The lit fuse card should be in the position furthest from the bomb.
- Shuffle and deal one character card to each player. This card should be open and visible to everyone in front of the player. The remaining character cards are not used.
- Each player takes the number of patience tokens corresponding to the patience level shown on their character card and places them near it.
- Shuffle the remaining fuse cards along with the ACME Industries product cards and deal 5 cards to each player (face down).
- Form the draw pile with the remaining cards and place it face down within everyone's reach.
- Create a general supply of knot tokens within everyone's reach.
- The participant who most recently watched a Looney Tunes cartoon starts the game.
Game Flow
The game proceeds clockwise. Each player's turn is divided into the following steps:
- Step #1: The current player performs their action (or actions), playing one or more cards from their hand, if possible.
- Step #2: The action is resolved (with or without the participation of other players).
- Step #3: The lit fuse cards present on the fuse line are moved one section forward, towards the bomb (starting from the closest to the bomb to the furthest).
- The lit fuse can be placed over another lit fuse, over a whole fuse, or over a knot card without knot tokens.
- If there is a knot card with knot tokens in the next section, the fire only advances if there are no more knot tokens on that card in that turn. If there are, remove 1 knot token per turn as long as there is a lit fuse in the previous section.
- Step #4: Check for end-game condition (explosion).
- Step #5: The player draws cards from the draw pile until they have a maximum of 5 cards in hand (if they already have 5 or more, they draw nothing).
- Step #6: Replenish patience tokens, if the special ability was used.
- Step #7: The turn ends and play passes to the next player.
Actions and How to Play
On your turn, you can perform one, and only one, of the following actions:
- A - Use a fuse card: To modify the bomb's fuse line.
- Whole fuse: Extinguishes a lit fuse, unties a knot, or keeps the fuse line as is.
- Knotted fuse: Delays the advance of the lit fuse. When played, place a knot token from the supply onto it. If placed over another card, the knot tokens from the bottom card transfer to the new one.
- Lit fuse: Activates the fuse line.
- B - Use an ACME Industries product to alter the fuse line:
- FAN: Removes the top card from one of the fuse line sections. If it's a knotted fuse, the card goes to the discard pile and the knot tokens return to the supply.
- CATAPULT: Shortens the bomb's fuse by 1 unit, removing the entire stack of a chosen section to the discard pile.
- SUPER GLUE: Adds a new fuse section to the fuse line (you must play the SUPER GLUE card + a fuse card).
- C - Use an ACME Industries product for general effects:
- Anvil: The target discards 2 cards without performing effects.
- Elastic Band: Changes the target of a recently discarded card's effect.
- Grease: The target discards 1 card without performing effects.
- Giant Magnet: The target draws 3 cards.
- Spy Kit: The target plays with one card from their hand revealed.
- Rocket Skates: Changes the direction of play (clockwise/counter-clockwise).
- Mousetrap: Steals a random card from the target's hand.
- TNT: The target discards their entire hand and draws the same number of cards (limit of 5).
Extra Actions:
- Special Ability: Can be used at any time (including opponents' turns) if the character has no patience tokens.
- Specific ACME Products: Some ACME Industries product cards can be used on opponents' turns.
End of Game and Scoring
The game ends immediately when, during Step #3 of a player's turn, a lit fuse card is moved into the bomb token.
Result: There is no big winner. The current player (the one taking the turn) is the big loser.
Tips for Winning
- Consult the manual for details on this section.
- Consult the manual for details on this section.