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Detonation
In short: The device is the bomb. Infiltrators hold to arm it; Response hold to disarm it before the fuse burns out. Boom: Infiltrators win. Disarmed, or never armed: Response win.
The device is the bomb. The Infiltrators try to arm it and make sure it goes off; the Response team tries to disarm it before the fuse runs out.

- GAME DURATION
- PLAYERS (when hosting with devices joined)
-
THE BOMB: tap a scenario to choose it
- ARM & DISARM: the bomb starts safe. Infiltrators must arm it, then the fuse starts.
- DISARM ONLY: the bomb starts armed and goes off when the game time runs out. Response must disarm it before then.
- HOLD TIMES: seconds to arm and seconds to disarm, side by side (1–30 s each). DISARM ONLY only asks for the disarm time.
- FUSE: seconds from armed to detonation, 10–300 s in steps of 5 (ARM & DISARM only).
- READY
The hold times and fuse are remembered for the next game, even after the device is switched off.

The screen shows the game clock, the bomb's state (BOMB SAFE / BOMB ARMED), the fuse counting down once armed, and one big button.
- Hold the button for the arm time to arm the bomb, or for the disarm time to disarm it. The time still to hold is shown to the millisecond.
- Letting go early doesn't reset the progress straight away: it drains back at half speed. Holding again carries on from what's left. So 2 seconds of arming takes 4 seconds to drain away completely.
- Once disarmed, the bomb can't be armed again.
Sounds (Game sound effects): bomb planted when armed, bomb defused when disarmed, and a detonation when the fuse runs out.
| Outcome | Winner |
|---|---|
| The bomb detonates | Infiltrators |
| The bomb is disarmed | Response |
| Time runs out and the bomb was never armed | Response |
Overtime. If the game time runs out while the Infiltrators are holding the button to arm, the game goes into overtime: the clock turns yellow and shows OVERTIME, and play carries on until the bomb is armed or the arming progress drains back to zero.
Once the bomb is armed, the game clock no longer ends the game: it goes on until the bomb is disarmed or the fuse runs out, even past 00:00.
Every linked device is a bomb, all with the same settings. If any bomb detonates, the Infiltrators win. The host's result screen shows each bomb's outcome and timings.
Infiltrator and Response wins, bombs armed, disarmed and detonated, the quickest arm, and the quickest disarm after arming.