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A popular new card game based on strategy, risk and survival.

Check out the videos further down for a detailed overview of the game.

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Bombardment is a strategy card game (for 2-6 players) where all players battle against each other to discard cards and stay alive!

Each player starts with 20 health, and if this reaches 0 at any point, they are removed from the game. At least one player will be killed each round. If no player reaches 0 during a round, then the final player who is left with cards at the end of the round, is also killed. The game continues until only one player remains. Additionally, If a player plays one of the Horsemen cards, this can also kill off multiple opponents. If any player collects all 4 Horsemen, they win the game instantly.

Starting The Game

Each player is dealt 6 cards of various weapons to attack opponents with (hidden from all opponents view). At the start of the first round, each player will also receive one Satchel card (also hidden from opponents view). There are 4 weapons of choice - Axe, Flail, Javelin and Sword, and all weapons range in value from 1-10 (10 being the highest). The Swords are the best weapons to have, as these weapons defeat all other types of weapons. The game begins with the first dealer, and this player becomes the First Attacker. The Defender is always on the immediate left of the First Attacker.

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The First Attacker will have 3 attacking opportunities to attack the player to their immediate left, with their first attack being of any weapon and of any value (1-10). These series of attacks are called the Skirmish. The Defender must try to defend against the first attack of the Skirmish by using a card of the same weapon group, but of higher value. Remember, Swords can beat any weapon (providing they’re not being attacked by a higher Sword). If the Defender beats the first attack, the First Attacker can launch a second attack with any weapon in their hand. However, the value must be of a value that has already been used in the Skirmish - in this example, only values used on the first attack. The Defender must then defend against this second attack as before, and if defended successfully, the 3rd attack begins (following the rules as before). However, this 3rd attack is placed face down and the Defender must still beat this card with the same weapon, but higher value (or an effective sword card).

 

What happens if the Defender isn't beaten?

If the Defender defends all 3 attacks, the Skirmish ends and the cards are discarded. All players replenish their hand if they have less than 6 cards available (the player who finished the Skirmish as the First Attacker must also pick up a Satchel card) and the Defender now becomes the new First Attacker and will start their Skirmish against the player on their left (who now becomes the new Defender).

 

What if the attacker can't go?

If the First Attacker is unable to commit all 3 attacks (either by choice or because they don't have any other weapons of the same value), they must then say ‘Pass’ and then the next Attacker on the left of the First Attacker can continue to attack the Defender (as long as they follow the same rules of the Skirmish). This continues until either all Attackers have passed, the Defender has conceded, or successfully survives all 3 attacks.

 

What happens if the Defender IS beaten?

If the Defender is unable to defend at any point, they must say “Concede” and the First Attacker can then place any future attacking cards that would have been made (if he or she wishes). These must follow the rules of the Skirmish and remember, the total attacks can not exceed more than 3. The defeated Defender must collect all cards in the Skirmish into their own hand. As a further punishment, they are also skipped as the next First Attacker.

 

What happens at the end of the Skirmish?

At the end of each Skirmish, all players must draw additional cards if they have less than 6 cards in their hand. The player who finishes the Skirmish as the First Attacker will draw to make up 6 cards in their hand first, followed by the next attackers to their left, finishing with the previous defender. As the game proceeds, and there are no cards left in the draw/weapon card pile, this signals the Final Battle of the round. Now at the end of each Skirmish, cards are unable to be replenished (due to an empty draw/weapon deck), and therefore it is a race for all players to relieve all cards in their hand. The last player with cards remaining in their hand will be removed from the game. Additionally, if any player's health reaches 0 at any point, they are also eliminated from the game - and the round ends there.

The player to the left of the previously eliminated player will become the next dealer and start as the First Attacker for the next round (dealing to their left). All players keep any Satchel cards for the duration they are in the game.

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Satchel cards are additional cards that are used to help a player attack and defend. A player can only have a maximum of 5 Satchel cards at any one time and the player who finishes the Skirmish as the First Attacker will always pick a new satchel card up after the Skirmish is completed. Players will keep their Satchel cards until they are used or the player is completely eliminated from the game.

Each Satchel card will have an explanation written on each card to help guide players, however, we'll highlight their uses below.

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Damage

Add this card to a weapon attack (if the defender hasn’t conceded) to create a damaging attack. If the defender fails to beat the attacking slot, deduct these damage points from their health. If the defender defeats the attack, discard this card. Multiple damage cards can be added to a single attack.

Armour

Protect against a damaging attack up to the value of this card. Discard this card as soon as it provides any amount of protection. Multiple armour cards can be used at once for protection.

Healing

Once a player has exited a round (either from discarding their hand or the round has finished), they may add the relevant health points if this card is in their satchel. Discard the card after use.

Shield

Block any incoming attack & Damage (single attacking slot only). Attackers can still make further attacks if attacking slots are available.

Bludgeon

Remove a Shield card used against your attacking card and force the defender to defend again.

Spy

View any players Weapon & Satchel cards once. The recipient only has to show the player who presented this card. Play resumes as normal afterwards.

Ambush

Steal the First Attack card and choose another player to continue as a Defender against the Skirmish (before concession). You continue as the new Attacker against that defender (with the remaining attacks). If the new Defender concedes, they collect the Skirmish cards (and additional attacks) and the First Attack continues on their left. However, if the new Defender succeeds, they become the new First Attacker.

Pillage

When it's your turn to act, steal 2 randomly selected Satchel cards from any opponent. Opponents are allowed to shuffle their Satchel cards beforehand.

Prophecy

When defending against a 3rd attack, If you correctly guess the attacking card, the attacking player must collect the Skirmish cards. If you are incorrect, collect the Skirmish cards. You do not play a weapon card.

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Cloak

Block a player trying to use a Spy card against you. Both cards are discarded.

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Horseman

Attach a Horseman card to an attacking card for all opponents to defend against. Each opponent who fails to beat the attacking card is instantly killed. Only Weapon and Shield cards offer protection. Play resumes as normal if no deaths occur. If a player collects all 4 Horsemen, every other player is killed and they win the game (Apocalypse).

Check out the video series below for a detailed overview of the game.

Overview of Bombardment and the Skirmish:

Detailed look at Satchel Cards:

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To increase the game-time for 2 or 3 player games, the following rules are suggested:

  • Players have 3 lives (in 2 player games) or 2 lives (in 3 player games). Once all lives are lost, the player is eliminated from the game.

  • Each time a player loses a life, their Health score is reset to 20 for the following round and they must submit all Satchel cards to the Satchel deck to be reshuffled (all other players health remains the same).

  • The player who lost a life on the previous round will be given a single Satchel card when they are dealt weapon cards at the start of the next round.

  • All normal Bombardment rules apply.

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Another fun way of playing Bombardment is to partner up with other players and play in a team format. When a player suffers damage, the damage points are deducted from the teams score (set at 40 from the start). If there is only one team remaining in the round with cards, this team loses a life (if playing multiple lives; see above) or eliminated. Please note, teammates should not sit next to each other.

The following seating formats should be used:

4 Players = 2 teams of pairs - sitting A, B, A, B (clockwise).

6 Players = 3 teams of pairs - sitting A, B, C, A, B, C (clockwise).

6 Players = 2 teams of trios - sitting A, B, A, B, A, B (clockwise).

Important notes:

  • Teams cannot share Satchel cards and only the losing players of the round must submit their Satchel cards.

  • Using a Spy card does allow all team members of the player using the card to view the single player's hand and Satchel cards (not their teammate).

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