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Printing the manual

Multiplayer Games on One Phone: The Bomb Plus Paper

By Bomb AppétitPublished October 20, 2026

Multiplayer games on one phone work best when only one player ever needs the screen. In Bomb Appétit, the phone runs the bomb for the Defuser, and everyone else reads a printed manual. Print the manual ahead, stop the phone locking, set the volume, match the seed, and start with a one-module mission.

Why multiplayer games on one phone usually mean passing it round

Most multiplayer games on one phone are turn-based for a simple reason: every player needs to see the same screen, so the phone travels. One person plays, then hands it on. Everyone else waits. A bomb defusal game flips that, because only one role is allowed to look at the screen at all.

Passing a phone round has a rhythm that suits some games and drains others. Each player gets a short burst of attention, then a long gap. The person holding the phone is busy. The people waiting are spectators, and spectators drift towards their own phones.

Bomb Appétit splits the work differently. The Defuser holds the phone and is the only person who sees the bomb. The Experts hold the manual, which has every rule, and never see the bomb. Nobody waits for a turn, since the bomb cannot be solved without both sides talking the whole time. One screen is not a bottleneck when the other half of the game is on paper.

That is why the phone-and-paper setup counts as a couch party game rather than a pass-the-device one. Two to five people can play one bomb: a single Defuser and one to four Experts. All of them are busy from the moment the timer starts.

There are other ways to arrange devices. The guide to two screens, one screen and a printer, or phones only compares them side by side, along with the rest of what a free bomb defusal game needs before you start.

The phone as the bomb, the paper as the manual

In the one-phone setup, the phone opens the bomb from the Play page in its browser, and the Defuser keeps it. The manual comes off a printer before the evening starts, so the Experts hold paper and never need a screen. Nothing is installed and nobody needs an account. The only shared number is the rule seed.

The phone side is short. Open the Play page in the phone's browser and choose a mission or set up a freeplay bomb. Before the bomb is armed, a briefing screen names the manual the Experts need. The Defuser reads that number out and keeps the screen turned away from the table.

The paper side happens earlier, and it needs a printer. The phone itself may not be the device that prints. Any computer or tablet with a browser can open the manual and send it to a printer, or save it as a PDF to print elsewhere. The manual's sidebar has a button labelled "Print or save as PDF" that hands the page to the browser's print dialog.

Here is the setup as a step list for one phone and a printed manual:

  1. Print ahead. On any device, open the standard manual at /manual/1 and press "Print or save as PDF". The printout drops the sidebar and starts each section on a new sheet in black on white.
  2. Order and split the pages. Put the opening page on top and divide the module pages between Experts.
  3. Charge the phone. Plug it in before people arrive, since it carries the whole bomb.
  4. Stop the screen locking. In the phone's own display settings, lengthen the auto-lock or screen timeout for the evening. The game does not change this for you.
  5. Set the volume. The bomb screen has its own mute and volume controls. Turn the sound up enough that the Experts hear it across the table.
  6. Open the bomb. Go to Play in the phone's browser and pick a mission.
  7. Check the seed. On the briefing screen, the Defuser reads the manual number aloud. An Expert reads the number from the top of the printed front page. They must match.
  8. Start small. Arm First bite, the opening mission: one module, five minutes, three strikes.

Once that first bomb goes quiet, step up to Button up or Strange symbols in section 1, which add a second and third module. If the printed stack still needs ordering or fastening, the routine for prepping the stack for games to print out and play takes about ten minutes.

Is one phone screen big enough for the Defuser?

One phone screen is big enough for the Defuser on short missions. The game runs in any recent Chrome, Firefox, Safari or Edge on a phone, and the FAQ notes that the bomb is easiest to handle on a bigger screen. A phone works. A tablet or laptop is simply more comfortable as missions grow.

The size question is really about the Defuser's hands and eyes. Every module is a small panel. The Defuser has to read wire colors, symbols, words or blinking lights and then touch the right part. On a phone the panels are smaller, so precise taps take a little more care, and reading a detail aloud may need the phone held closer.

A few things make a small screen easier:

  • Turn the brightness up. Colored wires and lights are easier to name on a bright screen.
  • Hold the phone, do not lay it flat. A phone on the table catches glare from overhead lights.
  • Read before you touch. Describe the whole module first, then act on the Expert's instruction. A careful tap beats a quick one.
  • Scroll on purpose. On a narrow screen the modules stack in a single column. Say which module you are on as you scroll, so the Experts can follow.

The Experts are not affected by the screen size at all, since their manual is paper. That is one quiet benefit of this setup. The printed manual is laid out to read cleanly in black and white, with each color named in words beside a small swatch, so a grey printer still produces usable pages.

If the Defuser keeps fumbling taps, swap them for someone with steadier thumbs or a larger phone. Rotating the Defuser seat between rounds is normal anyway.

Where does everyone sit around one phone and a printed manual?

Seat the Defuser with their back to a wall or facing away from the Experts, so the phone screen points at nobody else. The Experts sit together across from the Defuser with the printed pages spread in front of them. Everyone should hear everyone clearly, since the Defuser's voice is the Experts' only view of the bomb.

A sofa layout that works: the Defuser in an armchair turned slightly away, the Experts on the sofa, and a low table between them for the paper. The Experts can see the Defuser's face but not the screen. The table holds the module pages flat and leaves room for a slip of paper to note the edgework.

At a dining table, the Defuser takes one end and holds the phone upright, angled towards themselves. The Experts take the long sides closest to the far end. Spread the printed sections across the table so each Expert can reach their own pages without reaching across another.

The point of the seating is not only to stop peeking. It is to keep everyone in earshot. The Defuser will talk constantly, and the Experts will ask questions back. If anyone has to lean or shout to be heard, move the chairs closer.

For more on room layout with a single screen, see who faces the screen when the manual is printed. It covers a few other room shapes.

With three or more Experts, split the printed pages before the bomb is armed. The manual's own opening page suggests dividing it so two people never search for the same thing. Hand each Expert a few modules, and give the edgework appendix and glossary to whoever has the fewest pages.

When one phone is not enough: needy modules and long missions

One phone stops being enough when missions add needy modules or run long. A needy module cannot be solved. It wakes up now and then and must be handled quickly while the rest of the bomb waits, and every one of them sits on the same small screen. A bigger device for the bomb helps there.

Needy modules first appear in section 3, in the mission called Pressure cooker. From then on the Defuser is juggling: working through regular modules with the Experts while keeping an eye out for a needy one waking up. On a large screen that is busy. On a phone it is busier, since there is less room to see everything at once.

Long missions add other pressures on a phone:

  • Battery. Double shift, in section 4, runs for fifteen minutes on a bigger case with fourteen modules and three needy ones. Keep the phone on a charger.
  • Screen time-out. A long round is when a phone is most likely to lock if its timeout was left short.
  • Case size. Most missions use the same case size. Double shift uses a larger one, which means more panels to find on a small screen.
  • Front and back. A bomb can carry modules on a front face and a back face. The flat view lays out both faces and the edgework together, which on a narrow phone becomes a long column to scroll.

None of this rules the phone out. It means the phone suits sections 1 and 2 best, and the group should consider a laptop or tablet for the bomb later on. The Experts can stay on paper whatever device holds the bomb.

There is one more limit worth knowing. On paper, an Expert cannot check the seed against a screen, so the briefing-screen check at the start of each round is the only cross-check. That makes a labelled stack important. Teachers running several groups at once face the same issue at scale, and the guide to printable classroom game manual sets for each group shows how to label and count them. For a living room, one checked stack and one charged phone are enough to play all evening.

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