In Bomb Busters, you and your teammates become bomb disposal experts trying to work out which wires to cut without accidentally triggering a very final explosion. Thankfully, it’s all done through deduction, tokens and cardboard, not actual wires and pliers.
The basic idea is simple. Everyone sees only their own wires, not anyone else’s. Together, you’ll rely on logic, limited communication, and a bit of intuition to figure things out. One wrong cut can end the whole mission. It’s a quiet, thinky sort of game… until someone accidentally cuts a red wire and suddenly it isn’t.
We played it across several sessions, and it slowly pulled us in more than we expected. Let’s walk through what it’s like, and how it went for us.
👥 2-5 players, ages 14+
⌛ Playing time: 20-40 minutes
📝 Designer: Hisashi Hayashi
🎨 Artwork: Dom2D
🏢 Publisher: Pegasus Spiele (review copy provided)



How It Plays
Each player gets a set of wire tiles, slotted into a stand facing themselves. You don’t know what’s in your teammates’ stands, and they don’t know yours. This means that every move you make is based on shared logic rather than shared knowledge.
There are three types of wires. Blue wires are numbered from 1 to 12 and are always safe to cut. Yellow wires are also safe, but their numbers only matter during setup. Once the game begins, they’re just “yellow.” Then you have red wires, which you definitely want to avoid. Cut one of those, and the mission ends instantly.
There’s a countdown dial on the board in the centre of the table. Every time someone makes an incorrect guess, the dial moves one step closer to failure. You only get so many mistakes before the bomb explodes anyway, even if nobody touches a red wire.
On your turn, you choose one of three actions. The most common is a dual cut. You name a wire value, like “3” or “yellow,” then point to a wire in someone else’s stand that you believe matches. If it does, and you have the same wire in your own stand, you both cut them and reveal them face-up. If you’re wrong and the selected wire is red, the game ends immediately. If you’re wrong but the wire is blue or yellow, the countdown dial moves forward, and an info token is placed to show what it actually was.
Then there’s the solo cut. This action is only available when you’re sure that all the remaining copies of a wire value are in your own hand. You can track what’s already been cut using the info tokens on the table, and since there are exactly four copies of each number, it becomes a question of logic. For yellow wires, you can only do a solo cut if you have all remaining yellow tiles.
The third option is to reveal red wires. If all your remaining tiles are red, you show them to the group and sit out the rest of the mission. You’re basically saying, “I’m no longer useful, but at least I won’t accidentally ruin things.”


At the start of each mission, everyone marks one of their blue wires with an info token. This gives the team a small clue to work with. It’s simple, but the way you use these clues has a real impact on how the mission unfolds.
Once two wires of the same number are cut, and if that number has an equipment card in the game, the team unlocks it. These provide small one-time powers, and can be used by anyone, even outside of their own turn. On top of that, each player has a character card with a single-use ability. They’re all animals wearing sunglasses and holding tools. It’s silly in the right way.
There are strict rules around communication. You’re not allowed to describe or hint at the wires in your stand, and you can’t talk about past guesses. You can still discuss strategy in general terms or remind each other which equipment is available, but overall, the silence becomes part of the experience. You end up communicating through your choices more than your words.
Each mission has a captain, who starts the turn order and reads the mission rules aloud. In some setups, the captain also plays with two stands. If the mission fails, the role moves clockwise and you try again.
To win a mission, everyone has to successfully cut all the safe wires. The mission fails if a red wire is cut, or if the countdown dial reaches its end. There’s a clear goal, and the structure makes progress easy to track.
Once you finish the eighth mission, you get to open a sealed surprise box. There are more of them too, introduced later in the campaign. We won’t spoil what’s inside, but they do change things up in interesting ways.

What It Looks Like
Bomb Busters has a clean and functional visual style. It’s bright and a bit cartoonish, but everything on the table is designed to be useful during play. That’s something we always appreciate in deduction games.
The wire tiles are easy to tell apart. Blue ones are numbered clearly, yellow ones are marked with a simple square, and red ones show a circle. They’re placed upright in sturdy plastic stands that work well and keep things tidy.
The central board is compact but well laid out. The countdown dial drops in a bit of drama to the table, slowly creeping toward the red skull as mistakes pile up. It’s a simple visual way of showing how close you are to failure.
Equipment cards are simple to use, with helpful illustrations and clean effects. You don’t need to pause to interpret anything. The animal character cards are a fun touch, but they still play a role in the actual game.
Tokens are clearly designed, with number markers, colour markers, and symbols for later missions. Nothing feels cluttered, which matters once the table starts to fill up with cut wires and revealed info.
The sealed boxes and special components bring in a bit of discovery. You’re not overwhelmed at the start, but you get the feeling that there’s more to come as you play. It’s handled in a way that keeps the game feeling fresh without being overly complicated.


Our Experience
We played Bomb Busters with a regular group of three, working through the missions over several sessions. The first few felt like a warm-up, but after that, we had to start taking things more seriously.
What stood out to us was how each mission built slightly on the last. New rules or twists were introduced at just the right pace. It never felt like the game was dumping too much on us at once, and the progression was smooth.
The game’s tension doesn’t come from fast decisions, but from careful thinking. One of the best parts was deciding which wire to mark with an info token at the start of each mission. That small decision creates a ripple effect, shaping how the team approaches the puzzle. If you all reveal the same value, you waste potential information. But if you spread it out too much, it can also backfire. It’s more interesting than it looks at first glance.
Solo cuts also became a favourite mechanic. Being able to look around the table, track the visible info tokens, and say, “Right, I’ve got all the 6s,” before cutting them confidently, felt really satisfying. It’s not a guess, it’s the reward for paying attention and thinking things through.
We found three to four players worked best. With two, it was easier and a bit less interesting. With four, you had enough variety in perspectives without having to wait too long for your turn.
Usually, we played a few missions back to back. The sessions never felt too long, and the game benefits from building up familiarity over time. As the campaign unfolded, the new elements in the sealed boxes threw in some small surprises that kept us coming back.



What We Think
Bomb Busters is an accessible and well-designed cooperative game. It rewards players who enjoy logic, structure, and working things out together. It’s tight, focused, and satisfying, especially when a plan comes together.
But it’s not for everyone. If your group prefers fast, talkative party games or open-table chaos, this will feel a bit slow. The communication rules are tight by design, which some players might find limiting.
Still, it’s one of the most interesting deduction games we’ve played in a while. Fans of games like Hanabi or The Crew will probably feel right at home, but Bomb Busters offers more depth and variety thanks to the campaign structure and equipment system. It feels like a team version of a logic puzzle, silent teamwork with occasional panic.
If you’ve got a regular group that enjoys something thinky and cooperative, it’s absolutely worth checking out. Just prepare for moments of tense silence, a few bad guesses, and those great little moments when everything finally clicks.
Why Bomb Busters Won the Spiel des Jahres
Bomb Busters builds its campaign in a way that makes sense for both families and more serious puzzle groups. The structure is accessible without being too light, and the production is clean and easy to follow. We don’t agree with every award decision each year, but this one feels fair. It offers something different, especially in how it teaches deduction through play.
📝 We received a review copy from Pegasus Spiele.







