Simplified & Relaxed Variant
These changes make the game less stressful and less frustrating for players - especially younger players. If you like the rigorous challenge of the original game, you should probably stop reading at this point...
Changes from original rules:
- no timer. One of the original aspects of Fuse is the real time aspect. That is cool and all and some gamers will like that, but that type of game is too chaotic and stressful for me.
- take out level 4 bombs. Many gamers will like the difficulty and the challenge of not winning often with Fuse. To me, losing almost every time is too frustrating. Perhaps I'll add some back in if I want more of a challenge.
- Simplified setup (which might also make the game easier too)
- Using Fuse cards in their own deck. I use the fuse cards as the measurement of success(instead of the timer) and punishment for unused dice (again takes away some of the difficulty).
3-5 Player Variant (1 player and 2 player variant at bottom)
Determine the number of bombs you want to play with (game length). Make sure it is a multiple of the number of players and I'd recommend using a minimum of 20 bombs or more. For example, for a 3 player game use 21,24,27,30,etc... bombs. For a 4 player game use 20,24,28,32,etc... bombs. For a 5 player game use 20,25,30,35,etc... bombs.
Determine the number of fuse cards for the game by dividing the number of bombs by the number of players. Keep these fuse cards in their own deck separate from the bombs. Do not mix the fuse cards in with the bombs. For example, if you have 28 bombs and 4 players, 28/4 is 7 fuse cards in that deck.
After creating the bomb deck, flip the cards so all the bombs are visible and separate them into piles of level 1 bombs, level 2 bombs, and level 3 bombs. Allow players to PICK 2 bombs to start the game with (probably recommended to start with at least one level 3 bomb so you don't save them all for the end).
For gameplay, follow the rest of the prescribed rules from the original rulebook.... Except:
1) When you have any unused dice, for each unused die, reveal one fuse card from the fuse deck. Each player must discard a matching die to the bag (remember, completed cards are safe). If you ever get to the point when you need to draw a fuse card and you can't (because the deck ran out), then you lose!
2) As an optional rule, when players need to replace a bomb, you may allow players to look through the bomb piles to pick a card they like (again this may make the game easier).
If you get to the point where you have cleared all bomb cards in the middle of the table, you win!
I'm aware these changes make the game significantly easier. Strategic players will win most of the time. You can still lose though! Bad strategy or poor luck can make you lose the game.
1 player variant
You'll basically be making the decisions for a 3 player game. Setup the decks as you would for 3 players (bomb deck a multiple of 3 (21,24,27,30,etc) and divide by 3 to get the number of fuse cards).
Make 3 columns of 2 cards each. During play you may only assign 1 die per column. You'll be rolling 3 dice every turn. If you ever have any unused dice, you must reveal a fuse card (as prescribed above)
2 player variant
You'll basically be making the decisions for a 4 player game. Setup the decks as you would for 4 players (bomb deck a multiple of 4 (20,24,28,32 etc) and divide by 4 to get the number of fuse cards).
Each player makes 2 columns of 2 cards each. During play you may only assign 1 die per column. You'll be rolling 4 dice every turn. If you ever have any unused dice, you must reveal a fuse card (as prescribed above)
I wasn't satisfied with the original rules explanation of why the last 2 bombs don't need diffused (just duds, really?).
Possibly a better way to explain it:
You and your bomb squad have the equipment to safely detonate 2 bombs per squad member, but for the rest you must cooperatively problem-solve how to diffuse the bombs. Once you're down to 2 bombs(or less) per squad member you safely detonate the bombs and win!
Thank you for this.
I've played this with a few different groups and I think, to start anyway, the timer adds too much stress. They don't even understand all the icons and what they are trying to roll for so to add a ticking timer on top of that is just too much.
I think I may add a timer that counts up, but not down.
So we can try and better our time this time, but leave it off until they really grasp the game.
- Last edited Mon Apr 11, 2016 5:21 am (Total Number of Edits: 1)
- Posted Mon Apr 11, 2016 5:20 am
To me though the stress is really what makes the game. I agree real time isn't for everyone but I think that taking the timer away makes this less exciting to me but to each their own. Glad you guys found a way to enjoy the game.