Review – FUSE

Posted on by Jesta

A Real Time, Pattern Building game.

Title: FUSE

Year Published: 2015

Designer: Kane Klenko

Publisher: Renegade Game Studios

Players: 1-5

Game Time: 10 Minutes

Set-up Time: ~1 Minute

Ages: 10+

Theme: Sci Fi

Mechanic: Co-op, Real Time, Pattern Building

How to win: Defuse all the bombs.

Game Description

Intruders have made their way onto your ship, and their goal is total destruction! More than twenty bombs have been detected on board, and the countdown has begun. Your elite Bomb Defusal Team (BDT) has been called upon to neutralise the threat. Does your team have what it takes to work through the intricacies of the bombs and defuse them all in time?

Set Up

For setup, separate the Bombs and Fuse cards (Remove the cards with 2 double stacks and 3 large pyramids for your first games)

Bombs on the left, Fuses on the right.

Shuffle the remaining bomb cards and deal 2 to each player, they are placed face up. A player can’t have 2 cards that are both worth 3 or 4 points so if they have one the next card they have should be a 1 or 2 point card… Deal these out as you wish.

Bomb cards valued 1, 2, 3 and 4

Make a bomb deck of 19-23 cards depending on the player count from one to five players for Standard difficulty, just add 2 bombs per difficulty level after that.

Put 5 of these bombs in a line from the deck then shuffle 6 random Fuse card into the Bomb deck and put the put the 25 dice in the bag.

Game Play

To start the game, start the timer… yes, the timer, you have 10 minutes to defuse all the bombs. You can use any timer you like but there is a free app which is really cool. (Search app store for ‘Fuse Renegade’)

The start player takes a number of dice out the bag equal to the number of players and rolls them, be careful and don’t rush because if you draw too many dice, they ALL must be returned to the bag and redrawn. You’re defusing bombs here, less haste more speed.

Each player can take at most 1 die and work out how best to use it. Taken dice must be added to a correct space on a bomb card and if a dice is placed incorrectly on a bomb, all dice on that bomb are returned to the bag. Again, you can’t make mistakes when defusing a bomb!

Of the 5 dice drawn, this player can play the 6 and 1 on this card, but not the 2, 3 or 4.

Any dice that were not taken are re-rolled, then players put one die for each of that number or colour from a bomb they have back in the bag if able. Any dice under other dice are protected from this and do not need to be returned.

A yellow 6 is rolled, so players return either a 6 or a yellow die. The blue 6 is vulnerable but the yellow die on the bomb is protected by the red one above it.

Dice can be placed in any order, unless it involves stacking upwards so lets look at the different types of symbols and how to play them.

# – Number matters and the number is chosen by player

All 3 numbers must match, but the 3rd number on the card MUST be a blue. So the 2 3’s could be played, or the 6, but not both of these on the same card.

Colour Wheel  – Colour matters and the colour is chosen by player (White spaces mean any colour)

Each die on this card must be next to dice of a different colour. The number doesn’t matter.

Split Line gives you a choice

The first MUST be green or blue, the middle MUST be yellow or red and the third MUST be a blue 4.

? – Any die can be placed regardless of colour or number

That’s the basics of dice placement, now to the more complex ones…

Stacks show Boxes with an Arrow – These Must be placed in the order shown, if the stack falls over at any point, return all of the dice to the bag. The ? denotes that any die can be placed regardless of colour or number.

In this stack of 5 dice there are no restrictions except the 3rd die MUST be a yellow 1.

Pyramids are stacked upwards, but the bottom row needs to be built before the next row.

When all dice are placed correctly the bomb is defused, yes!

Put all dice from the card into the bag, Put the bomb card aside (for scoring) and pick a new one from the middle. Reveal a new bomb card from the stack into the middle of the table… oh no, a Fuse card!

If a Fuse card is revealed, players return to the bag a die of that colour or number and a new card is drawn… This continues until there are 5 bombs again.

Once the dice have all been taken, bombs disarmed and replaced and Fuse cards have been activated, pass the bag to the left and repeat as quickly as possible.

Game End

If the last card is taken from the middle of the table and the deck is empty you win (You don’t finish the remaining bombs that the players have in front of them)

If time runs out you lose.

Win or Lose, you still score…

You get 10 points if you won the game and 1 point per 10 seconds left on the clock if you did.

You score points on successfully defused bomb cards and you get 2 points for each Fuse card you triggered.

The app can handle scoring, and save high scores too!

Round Up

This is really great. They make this game where speed is key, but as you’re dismantling bombs you get punished for making mistakes.

There’s not really much else to say. If you read this you probably already know if it’s for you, but it’s definitely for me!

Rating

Fun, Frantic, Simple, Quick, Challenging.

I give it 7/10

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