Remember Minesweeper? Ever since I was a little kid, I was the type of person to press every button, look in every file, check every setting. When our school go it’s first Windows 95 computer, my inquisitive nature was rewarded with finding Minesweeper. Now, I’m curious, but dumb, so I just clicked around a bunch and eventually, always, blew up. It wasn’t until I was an early teenager when someone explained to me how the game worked. It wasn’t just a random grid of mines and numbers, it was a puzzle to be solved. Today’s game, Bomb Busters, designed by Hisashi Hayashi and published by Pegasus Spiele in 2024 evokes a lot of the same feelings as classic Minesweeper.
In Bomb Busters, players are a team of bomb disposal experts, trying to collaboratively cut all the wires to disarm the bomb, while avoiding the trigger wire that will spell disaster for everyone around the table should it be cut. At the start of every game, 48 tiles, 4 each of numbers 1 – 12 are face down and shuffled up. Then, a few yellow and red tiles are added to the mix, and the tiles are distributed as evenly as possible amongst all the players and set in ascending order in each player’s tile tray.

On your turn, you choose a tile of your own, then point to a single tile in someone else’s tile try, and declare what number that tile is, matching the tile of your own that you chose. If correct, you both lay the tile down in front of your trays. If wrong, the other player takes an information token and places it in front of the tile you chose, revealing it’s number for someone else to cut on a later turn, and reducing the game timer. If the game timer runs out, or if anyone ever happens to point to the red wire, boom. The game is lost. To win the game, all players need to fully empty their tile trays.
To assist you in your bomb diffusing efforts, each player has a power, and as you cut certain numbers, you unlock tools that you can use to tilt the odds of the game into your favour. These tools can let you swap a tile with someone else, or label two tiles in your tray as “matching” or “not matching”. Choosing who and when to use these tools can be the difference between victory and defeat, or at the very least, if someone is in a situation where they have a 50% chance to cut the red wire, then they can really save the crew from disaster.

Bomb Busters starts with an 8 game introduction. Very slowly introducing mechanics and concepts to players, and then making those concepts a touch harder over the course of several plays. Our group, skipped to the 3rd mission, then the 6th, then the final mission. I’m generally a fan of the learning games, but in the case of Bomb Busters, I think the first few missions were entirely too easy. But if you have players in your group that struggle to learn rules by someone talking at them, it’s a useful way to scaffold their learning. The last training mission is the full game experience, so if you’re the kind of person who does very well with reading a rulebook and understanding from that, you may want to consider skipping right up to that point.
When you first start playing Bomb Busters, each player will have a single information token in front of them. You’ll scratch your head, trying to figure out what your comrades are trying to tell you, and more than likely, you’ll make a blind guess or two, potentially ending the game early (hence the Minesweeper reference in the first paragraph). But after a few plays, things start to click. You start inferring more information from a single guess. Why someone might choose a specific number, figuring out what solutions they’re leading you to, it’s kind of magical in that way.
To assist those of us with stunted memories, there’s a handy board that tracks the numbers in play, and where the yellow and red numbers MIGHT be. As you progress in missions, during the set-up you’ll pull several potential yellow and red tiles, mark them on the board, but only actually put a few of them into the mix, setting the others aside, unseen. The bit of uncertainty when picking wires to cut is delicious, and when you successfully deduce your way around them, the whole table feels like they can read each other’s mind.

Bomb Busters is a friendly family deduction game, one that has you delighting in your shared victories. And the box packs in a ton of content. Beyond the 8 training missions, there are a further 66 missions to flex the system and bend your brain. The first mission after basic training includes a small deck of cards, indicating there is now a series of numbers that must be cut in a specific order.
The presence of all the extra missions reminds me of The Crew, where when you play with the same group of players week after week, the missions give a nice variety to the experience. New challenges to overcome, new twists to disrupt the groove you’ve all figured out for yourselves. I haven’t delved further into the missions yet, but I’m excited to see what tricks they’ve cooked up for those seeking bomb disposal mastery.
The base game, that is to say, the game you play at the end of the last training mission, feels full and complete on its own. A deduction game where you feel accomplished following the trail of crumbs your friends leave for you, instead of taking wild guesses in the dark. The setup is mildly tedious, needing to shuffle and distribute 70 little tiles amongst everyone, but that’s a mild criticism.
Minor setup fuss aside, Bomb Busters delivers a tight, engaging cooperative deduction experience that feels fresh. It’s the kind of game where your group slowly levels up together, learning how to read each other’s choices until the table clicks into a shared wavelength. With dozens of missions and clever twists waiting past the tutorial, there’s far more depth here than the cutesy presentation may suggests. For fans of logical puzzles and tense, thinky co-op moments, this one’s a blast. Hopefully not literally.







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