KBÓM!
Simple to learn. Hard to put down.
Here's the whole game in a scroll — the simple idea first, then the special bits that make it sing.
Get your hand as low as you can.
Each turn you swap a high card for a lower one to shrink your total. When you think you're lowest, call KBÓM! and end the round.
You start blind.
Everyone gets four cards face-down. At the start you peek your two bottom cards — once. After that, it's memory.
Draw, then choose.
Take the top card. Keep it — swap it for a higher one in your hand — or toss it on the discard pile. Either way, your turn ends.
Mine the discard pile.
See a low card on top of the discard pile? Call MINE! and swap it for one of yours. First to call wins — you just can't mine your own card.
Match the top card.
Hold the same value as the top of the discard pile? Slam it down — MATCH! — and you're down a card. Guess wrong and you keep it, plus a penalty.
Three special cards.
Blind Swap, Peek, and Peek & Swap. Use the power the turn you draw it — otherwise each one is worth 11 points.
Call KBÓM!
At the start of your turn, call it to freeze your hand — safe from swaps & peeks, and you stop mining & matching. Everyone else gets one last turn.
Lowest total takes it.
Flip everything up. Numbers score face value, action cards 11, the 0 is zero, and the −1 is the best card you can hold. Smallest hand wins the round.
Now you know KBÓM.
Practice solo against three computer players until it's second nature.
Quick reference
Lowest total score wins. 2–10 players, ages 12+.
Draw the top card. Keep it (swap for one of yours; the old card goes to the discard pile) or discard it. Play moves clockwise.
Any time: call MINE! to swap one of your cards for the top of the discard pile. First to call wins. Can't mine your own.
Any time: dump a same-value card onto the discard pile. Wrong match = keep it + draw a penalty card. No double-matching.
Match from an opponent's hand if you know they hold the value, then pass them one of your cards.
Only usable the turn you draw them, and optional: Blind Swap, Peek, and Peek & Swap. Each is worth 11 points.
At the start of your turn, freeze your hand — safe from swaps/peeks, and you stop mining/matching. One final round, then reveal.
Numbers = face value · action cards = 11 · the 0 = 0 · the −1 is your best card. Tie on MINE/MATCH → rock-paper-scissors.
40 number cards (four colors ×1–10), 12 action cards (all worth 11), and 4 seafoam wilds — the 0 (×2) and the −1 (×2). Colors are decorative — match by value.