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Timer bomb
Set a range, not a time. The fuse burns, nobody knows how long, and whoever holds it when it goes is out.
Add players
starts with it
Somewhere between 20 and 90 seconds, drawn fresh each round.
Shortest, in seconds
Longest, in seconds
Between 1 and 300 seconds. The real fuse is drawn inside the range every time it is lit and is never shown anywhere, including in a share link.
The tell
With the tell on, the tick gets faster through the last quarter of the fuse, so the room can hear it coming. Off by default, because not knowing is the game.
Players
No players yet. Type a name and press Add.
The bomb starts with the first name and passes down the list.
Names stay in this browser. They are never put in a link, and every tool with players reads the same list.
When it goes off
Knocking somebody out is off by default, because a game that removes the youngest player first is not much of a party. With it on, the last one still in wins.
Sound
A tick while the fuse burns and a thud when it goes. The bar and the announcement carry the same information, so a silent game still works.
Space light it, then pass it on
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Why the number is hidden
A countdown everybody can read is a different game. People hold on until four seconds left and then pass, which means the last person always loses and the middle of the round is dead time. Hide the number and the whole round becomes live: every second you hold it is a decision, and passing early is a real cost rather than an obvious play.
Hiding it properly takes more care than it sounds. The fuse is drawn the moment it is lit and lives only in the page, never in storage and never in a link. The bar on screen is drawn against the longest fuse you allowed rather than the one that was drawn, which is why it can empty while the bomb is still burning. A bar that ran out exactly on time would be the number, just in a different shape.
Answer before it goes
The classroom version is not a party game at all. Light a short fuse, ask a question, and the answer has to be in before it goes. It removes the thing that makes quick-fire questions uncomfortable, which is a teacher deciding when somebody has had long enough: the bomb decides, it is not personal, and nobody can argue with it.
For that use, set a narrow range like ten to twenty seconds, turn the tell on so the room can hear the end coming, and leave the knockout off. The point is the pressure, not removing anybody from the lesson.
Knocking people out, carefully
Elimination is off by default and that is deliberate. A game that removes one player every round leaves somebody sitting out for twenty minutes, and it is almost always the same somebody. With it off, the bomb still makes the same noise and still names the holder, and everybody is in the next round.
For a version that tracks turns properly and runs a whole knockout to a winner, the hot potato is the page next door. For a countdown everybody can see, which is the right tool far more often than a hidden one, that is the countdown timer.
Nothing to install, nothing to sign up for
The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.
The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.
This page remembers your settings in your browser under pph.bomb.range, pph.bomb.tell and pph.bomb.muted, and nowhere else. Clearing your site data for papercarnival.com removes it.
Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.
Questions
- Can I see how long is left?
- No, and that is the entire tool. The fuse is drawn inside your range the moment it is lit and is never shown, never stored and never put into a link. The bar on screen empties against the longest fuse you allowed, not against the one that was drawn, so it can run out while the bomb is still burning and it can still be moving when it goes.
- What does the tell do?
- With it on, the tick gets faster through the last quarter of the fuse, so the room can hear it coming. It is off by default, because not knowing is the game, and it is the setting to turn on for younger players who find the surprise too much.
- Does somebody have to go out?
- Not unless you turn it on. By default the bomb just announces who was holding it, which keeps everybody playing. With the knockout on, the holder is out and the last one still in wins.
- Does it keep burning if I lock the phone?
- The screen is held awake while the fuse is lit, so a phone in the middle of the table stays on. If the tab is closed the round is simply over: nothing about a running fuse is saved, so opening the page again is a fresh start.
- How is this different from hot potato?
- The bomb is one hidden countdown with a fuse you can watch. Hot potato tracks whose turn it is properly, logs how long each person held it, and runs rounds until one player is left. Use the bomb when it is one dramatic moment and the potato when it is a game.
More from Timers and timed games
Hot potato
The screen holds the potato and knows whose hands it is in. Pass with a tap, and the holder at the end is out.
OpenMusical chairs
A tune that plays and stops when it wants to, so nobody is standing by the player button. You supply the chairs.
OpenRed light, green light
Go and freeze signals that change at random, in full-screen colour with the word on the screen and a whistle.
OpenEverything in Timers and timed games, and every family on the tools page.