BOOM GOES the DYNAMITE Card Game Official Rules
BOOM GOES the DYNAMITE Card Game Official Rules
BOOM GOES the DYNAMITE Card Game Official Rules
SETUP
1. Shuffle the MATCH DECK and
the IGNITE DECK separately.
2. Place nine MATCH cards face
down to create the MATCHBOX.
You may not look at these cards.
3. Distribute three IGNITE cards to After you find or ignite a match,
each player. You may look at your place all of the cards used to
IGNITE cards. But, if the cards are not the same create the match - including the
number, you can still create a IGNITE card(s) – into your own,
4. Place the remaining cards face
match by using one or more of separate pile.
down to create the MATCH PILE
your IGNITE cards. Note: You will count these cards at the end
and the IGNITE PILE. of the game to determine the winner.
Example 1: If you turn over a “5” and a
MATCHBOX
“7”, you can use an “Add 2” IGNITE card Using cards from the MATCH PILE,
from your hand to create a match of
you then replenish the MATCHBOX
sevens (since 5+2=7).
so that it again has nine cards.
MATCH PILE Your turn continues until you are
unable to find or ignite a match.
You finish your turn by drawing
from the IGNITE PILE so that you
again have three IGNITE cards.
Note: You may only draw additional IGNITE
cards at the end of your turn.
IGNITE PILE
Play continues in a clockwise
direction as the next player
attempts to find or ignite a match.
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MATCH CARDS IGNITE CARDS OTHER INFO
NUMBERED TIMER WILD 1. You may ignite a match
60 CARDS 3 CARDS 3 CARDS
that is greater than 10 or
less than or equal to zero
(even though MATCH cards
are only numbered 1-10).
2. If you are playing with
more than three players,
These cards are used to When you play a TIMER This card may be used consider distributing only
make traditional and card, you have 10 to either ignite a match two IGNITE cards (instead
ignited matches. seconds to turn over between any two of three) to each player.
cards in the MATCHBOX numbered cards or to
3. If you get to a point in
DYNAMITE and attempt to find or add five seconds to a
the game where no player
2 CARDS ignite as many matches TIMER card.
can find or ignite a match
as you can.
with the cards in the
Note 1: At the end of your 10
seconds, your turn ends (even
FORMULA MATCHBOX, you may add
16 CARDS
if you made a match). This is additional row(s) to the
the only instance in which your MATCHBOX using cards
turn does not continue after
from the MATCH PILE;
When you turn over a you find or ignite a match.
Note 2: You may choose to turn
however, if there are no
DYNAMITE card, it
over as many cards in the longer cards in the MATCH
explodes! You keep the
MATCHBOX as you want. PILE, all players must then
DYNAMITE card and every These cards are used to
Warning: The other players will place their unused IGNITE
card that it is touching. see the cards that you turned create/ignite matches cards (if applicable) face
over but did not match. using math. up on the table. All players
Note 3: The TIMER card must
KEEP KEEP
be played at the start of your
Example: If you turn over a “3” may then use any of the
and a “2”, you can use a IGNITE cards to attempt to
turn or after you have made a
“Subtract 1” IGNITE card to
match (i.e., it may not be
create a match of twos (since
ignite a match.
played after you have failed to
find or ignite a match).
3-1=2). 4. Unused and unmatched
Note 4: TIMER cards may be For additional examples, cards are not counted
combined on one turn. refer to the “TAKING towards any player’s total.
Example: If you play two TIMER YOUR TURN” section. ©2021 Ok2Win, L.L.C. • ok2win.com
cards, you have 20 seconds to Centerville, UT 84014 • 21W80108A1
find or ignite matches).