๐ Boost or Bust
Race your rockets to three planets. Push your luck โ or bust.
Start a game
You'll get a link to text to 1โ3 friends. Or add a computer player and play solo.
Join a game
How to play
- Roll 4 dice and split them into two pairs. Each pair's total boosts a rocket one step up that numbered track.
- You have 3 boosters ๐ per turn โ at most 3 tracks.
- Your first roll each turn must boost two different tracks (not one track twice), and your second roll must launch your third rocket on a new track. If the dice can't, it's a bust.
- Once all three rockets are out, after each boost: roll again, or stop to save your altitude (your colored marker moves up). You can't stop before your third rocket is launched.
- A roll that can't boost anything is a bust ๐ฅ โ you lose this turn's climb.
- The planet is each track's top space: land on it and stop to claim it. Claimed tracks are closed. First to 3 planets wins.
Boosts to reach the planet: 3 on tracks 2 and 12, 4 on 3 and 11, 6 on 4 and 10, 7 on 5 and 9, 9 on 6 and 8, 10 on 7. Middle tracks are longer because 6, 7 and 8 come up most often โ balanced so every track is about as likely to be captured. Short outer tracks are quick to climb but hard to roll.
Based on the classic dice game mechanics of Sid Sackson's 1980 design. Made for friends and family.