With the recent thread about 'Themes you would like to see', it reminded me that I still don't own a copy of Hamster Bomb Squad.
-explain yourself. I have money waiting in an envelope.
401k? More like .357
Is there a "Hamsters of God" expansion available, with little bomb vests?
Ok, ok, give me a minute to put together the current rule set in a legible form. Perhaps some BGG assistance will help progress this...
In the meantime, here's a copy of the blurb from later in the above thread for those who missed it:
The warrant for the arrest of the Rat Mob boss has finally been issued. Tracked down to a warehouse in the east end, the Gerbil Organised Crime Squad go in - only to find he’s made his escape. Left behind is the largest collection of explosive devices ever seen under one roof - enough to take out half the city!
In the confusion, many of the devices seem to have been activated. There’s little time left - send for the Hamster Bomb Squad! These guys (and girls) with their fast little paws and months of experience (you don’t stay in the job long) are our only hope. Can they defuse the bombs in time before the warehouse lights up with a boom?
Of course, the Chief of the HBS just retired and the City is looking for a replacement. The hamster who defuses the most dangerous collection of bombs will obviously be top of the short list...
HA! Now, that looks like fun!
Ok, just wrote these from various notes, possibly containing glaring holes (also formatting lost from Google Doc so fudging bullets and numbered lists).
Hamster Bomb Squad
Players take on the role of a member of the Hamster Bomb Squad. Each turn they must attempt to defuse the bombs in front of them before they explode. Each bomb you defuse will improve your reputation (gain VP), while each you don’t will damage your reputation (lose VP). When the evacuation order is given and the warehouse finally blows, the hamster with the best reputation will be top of the mayor’s list to become the new Chief of HBS.
Each player is randomly given a character card showing that characters permanent actions.
Shuffle the action cards and deal each player 5 cards.
Separate the clock ticks (timer) cards from the rest of the bomb cards. Shuffle the bomb card then divided the stack in two. Shuffle the timer cards into one half of the bomb cards then put this on the bottom with the other half on top.
All players draw a bomb card and place the appropriate starting dice on it.
Phases of each Round
HBS is played over an undetermined number of rounds. Each round consists of the follow phases played in order by all players simultaneously. If turn order ever matters then characters cards are numbered to determine order:
1. play pre-roll action cards
2. roll dice
3. play roll modifier action cards
4. check for explosion
. a. keep exploded bomb for negative score
5. check for defuse
. a. keep defused bomb with positive score
. b. draw a bonus action card
6. perform special effects
7. play post-roll action cards
8. move bomb cards (some get moved to your left or right neighbours)
9. anyone without a bomb
. a. draws a new one
. b. place starting dice
10.draw an action card (hand limit 8)
If a player draws a timer card when drawing a new bomb card then if it’s the last one the game ends, otherwise they continue to draw until they get a non-timer bomb card.
End of the Game
The evacuation order is given, all hamster flee the building as the remaining bombs explode. The hamster with the most VP wins. If there is a tie then the hamster with the most defused bomb cards wins. If still a tie then they share the victory and a tough choice awaits the mayor.
Character name, image, flavour text...
Also, permanently available actions - may use each only once per turn just like playing a similar action card:
the pre-roll action:
* add a white die
* a roll modifier action - one of the following:
* reroll a red die
* reroll a green die
* reroll a white die
* change a red die (+1 or -1)
* change a green die (+1 or -1)
* change a white die (+1 or -1):
Each has a single action that can be performed within the appropriate phase on a single bomb (separate cards for each colour):
* Pre-roll actions (help you defuse that bomb before it blows):
. * add a red, green or white die
. * remove a red, green or white die
. * add a virtual fixed red, green or white die showing a 1 (rider)
. * add a virtual fixed red, green or white die showing a 6 (rider)
. * modify the explosion/defuse VPs of the bomb (-1, +1 or +2) (rider)
* Roll modifier actions (help you change the result of the bomb in your favour):
. * reroll a red, green or white die
. * reroll all red, green or white dice
. * reroll all dice
. * change a red, green, white or any die (+1 or -1)
. * transfer pips from one die to another
* Post-roll actions (help you for next round, or get rid of the card to another player):
. * add a red. green or white die
. * remove a red, green or white die
. * change move to left, right or none (rider)
. * just next move to left, right or none (temporarily overriding move on bomb card)
(rider) - cards that attach to the bomb and stay with it.
Some of the action cards (~2/3) also have red, green or white symbols (pliers, face-shield, clock) on them. As a special action in the Roll modifier phase, a player may play on a single bomb, three cards with either different symbols and same colour, or different colours and same symbol. This special action means that phases 4 to 6 are skipped for that bomb card.
All played action cards go to a discard pile, reshuffle when draw pile empty.
Each bomb card has the following components:
* Explosion value (negative VP if bomb explodes)
* Defuse value (positive VP if defused)
* Starting dice (depending upon type, see below)
* Explosion condition (result of die roll that will cause the bomb to explode)
* Defuse condition (result of die roll that will defuse the bomb)
* Special effects (actions specific for the bomb performed each round such as adding or removing dice)
* Move direction (left, right or none - which player to pass the bomb to)
Bomb Types ** Ideas yet to be fleshed out **
(usually white dice aid defusing)
* Single Countdown (red)
. - start with many red dice
. - remove red each round (counting down)
. - explodes with low/no red dice result
* Single Countdown (green) - like above but for green
* Dual Countdown
. - start with red and green dice
. - remove either/both (counting down)
. - explodes with low/no red and green result
* Single Critical Mass (red)
. - start with small number or no red dice
. - add red each round
. - explodes with high red dice result
* Single Critical Mass (green) - like above but for green
* Dual Critical Mass - like above for both red and green building up
. - must keep red-green near equal
. - explodes when too diverse
. - must keep red down and green up (or vice-versa)
* Tamper Proof - white dice no effect
* Tamper Trigger - more white dice = bad
- Last edited Mon Aug 13, 2012 9:37 pm (Total Number of Edits: 1)
- Posted Mon Aug 13, 2012 9:26 pm
So I was doing some simulations to try and work out what good explode/diffuse conditions would be but the results weren't entirely clear so was having a rethink.
Example Simple Countdown Bomb:
* Start: 3 red dice
* Explode: no red dice
* Defuse: number of white 1s and 2s rolled is greater than number of red 1s and 2s rolled
* Special Effect: remove all red 1s and 2s rolled
but this seemed not quite right, exploding 30% between rounds 2 and 6 (3.4 mean), and defused 70% between rounds 1 and 6 (2.5 mean).
It's finding that balance of success or failure over multiple rounds to give a sense of urgency and tension.
Anyway, I welcome comments (good and bad), even willing to go down the co-design route with my time being so limited at the moment.
Where is my working prototype?