2024 · 2-5 players · 30min · weight 2.00 · 12,401 ratings
BGG raw
Description (1428 chars)
There is a bomb full of wires and the countdown has started... Who are you gonna call? YOU! To clear the bomb, you need to collaborate with your team of bomb disposal experts! Using the wires on the tile holder in front of you, try and figure out your teammates’ wires. Find and cut identical wires, but watch out, if you cut a red wire: BOOM! Use your equipment wisely to meet the varied challenges which get harder and harder. Tick tock tick tock... Will you figure it out before it’s too late? In Bomb Busters, there is a set of 48 normal wire cards numbered 1-12 (4 of each value) with some yellow and red wire cards. These are dealt out. Each mission is different, but your goal is always the same: go through all 12 numbers without blowing up! Players place the tiles on their stands and then take turns pointing at each others’ wires and guessing their values. If the guess is correct, the wires are cut. If not — the detonator advances! If you manage to cut all wires without blowing up — good job, the mission is completed! But if the bomb goes off - Try again! With 66 missions, there will be: => 66 different ways to play depending on your moods (in order, by level of difficulty, favorite configuration) => 66 challenges to play over and over (even if you already blew your top!) => Plenty of tricky bombs which become more and more dangerous (but don’t get cut up about it!)
LLM v2 (wide)
Raw v2 JSON (843 chars)
{
"game_id": 413246,
"name": "Bomb Busters",
"core_verb": "guess teammate's wire",
"decision_shape": "social",
"reward_schedule": "immediate",
"aesthetics": [
"Fellowship",
"Challenge"
],
"core_loop_pitch": "Point at a teammate's hidden numbered wire and guess its value; correct cuts it, wrong advances the detonator.",
"mobile_translation_difficulty": "Hard",
"translation_difficulty_reason": "Hidden information across multiple players plus deduction-via-table-talk is the whole game; AI can play but kills the fellowship loop.",
"direct_digital_port": null,
"closest_loop_translation": "none yet",
"primitive_tags": [
"hidden_hand_deduction",
"ascending_sort_constraint",
"color_coded_risk_tiers",
"mission_progression_campaign",
"communication_limited_coop"
],
"confidence": 0.7
}LLM v3 (deep)
Raw v3 JSON (4878 chars)
{
"game_id": 413246,
"name": "Bomb Busters",
"mechanics": {
"core_verb_long": "Each turn your hands point at a slot in front of any teammate's tile-stand and call a number; if correct, that wire flips face-up and pairs with any matching face-up wire elsewhere on the table to be 'cut'. If wrong, the detonator dial advances one space and an info token reveals the wire's true value. The cadence is point-guess-flip with quick tactile flashes (green for correct, red for wrong) and a constant pressure from the ticking dial.",
"core_loop_long": "Setup: deal a hidden hand of numbered wire tiles (48 blue 1-12, four of each value, plus mission-specific yellows and reds) into each player's tile-stand; players sort their own wires *ascending left-to-right, facing themselves* — values hidden from teammates but slot positions public. Turn: point at any teammate's slot (your own included), call a value; correct guess flips the wire and triggers a 'cut' if it pairs with another face-up wire of the same value; wrong guess advances the detonator and drops an info token. Communication is locked: no stating values, no implying numbers, no recalling prior turns; only general tactics talk and equipment reminders. Mission ends when all required pairs are cut (win) or the detonator runs off its track (loss). 66 numbered missions in the box, escalating with yellow (forced-order) and red (instant-fail) wires plus equipment tokens.",
"decision_space": "Each guess balances information yield (a wrong guess still leaks the answer via info token) against detonator cost (one wrong move = one tick closer to the bomb). The ascending-sort constraint compresses the puzzle: slot 4 was a 7 means slot 5 is 7-12 and slot 3 is 1-7, so partial information cascades through the stand. At any moment you have 4-12 plausible guesses across all teammates' slots; the decision is which slot's bounded range is tight enough to risk. Equipment tokens (Scanner, Cutter) add a second budget — when to burn a peek vs. preserve it for the red wires later.",
"skill_expression": "Dominant skills are positional deduction (using the ascending-sort constraint plus face-up history to bound each slot) and group-information-budgeting (knowing which teammate's slot is currently the most-determined and steering guesses there). Pattern recognition on color bands lets new players guess by tier (yellow/blue/red) while experts guess specific numbers — same component, two skill ceilings. Memory of info tokens and prior face-up wires is constant. Crucially the communication constraint forces a *theory of mind* skill: inferring what your teammate must be inferring from where you've pointed.",
"tactile_dependency": "low",
"tactile_dependency_reason": "The tile-stand's ascending-sort constraint is positional information that maps cleanly to a digital slot grid; the act of pointing is a tap. Hidden hands are trivial on a phone. The wire-snip and dial-tick are flavor, not load-bearing dexterity."
},
"theme": {
"promise": "You and your team are bomb-disposal experts racing a countdown to cut the right wires — find pairs, avoid the reds, defuse before the dial runs out.",
"setting": "Modern, action-thriller, bomb-defusal",
"narrative": "campaign — 66 numbered missions plus 5 sealed surprise boxes that introduce new wire types and rule modules over a 30-50 session arc. Pandemic-Legacy-style scaffolding inside a 30-minute family game; missions have brief intel framing rather than full story.",
"audience": "family, gateway",
"art_direction": "Cocktail Games house style: bright, cartoony, slightly retro-pulp. Chunky cardboard wire tiles in primary blue/yellow/red, analog detonator dial with hand-drawn imperfection, iconographic equipment tokens. Spiel des Jahres 2025 winner — designed for shelf legibility and family-table approachability over hobbyist visual density."
},
"translation": {
"digital_meta_layer_ideas": [
"Direct port of the 66-mission campaign with 3-line intel briefings per mission and unlock gating (mission N+1 requires beating N, with a 'skip after 3 fails' mercy)",
"Rogue mode: a 7-mission run with permadeath — each failed mission costs you a teammate (down from 4 to 1), final mission is solo; Slay-the-Spire Ascension equivalent",
"Daily mission with global success-rate leaderboard (everyone gets the same bomb seed; tiebreaker = median detonator-remaining)",
"Five-icon hint-sticker UI for AI teammates to replace forbidden verbal hints: ? (uncertain), ! (notable), thumbs-up (likely safe), warning triangle (do not touch), color-band chip — a fully diegetic non-text hint vocabulary that solves the solo communication-channel problem"
],
"closest_mobile_genre": "puzzle/zen",
"live_service_potential": "high"
},
"confidence": 0.95,
"extraction_version": "v3"
}