SCENT CLASH

The Bomb Drop Body Care trading card game — arcade edition. 180 cards, one arena, the real rules. Pick a fight.

The Arena

Five factions, one wheel, 180 cards to collect.

0/180

The Horde is quiet… for now.

HOW TO PLAY — the 30-second version (tap to open)
  • Every round, both sides throw one card face down — they flip on “1, 2, Bomb Drop!”
  • Higher total wins: card Power, plus +2 if its faction beats the other card’s faction on the wheel — plus or minus whatever its ability and the field do.
  • The loser loses Shelter equal to the difference — first Shelter to 0 loses the match. Dead even? The Arena rolls dice to settle it — no drawn matches here.
  • Watch the zones: played cards land in the Worn Out pile, and every side draws back up after a clash. The strips on the stage show both decks and both Worn piles, live.
  • The field is a position, not scenery. It opens on a random Element. Between clashes you can spend a carried Element to flip it — once each per match — and the rival crew will flip it right back when it suits them. Every Element card on the tray shows exactly what it does before you commit.
  • Once per match each: Scavenge (draw a bonus card) and Swap Out (trade a hand card for the top of your deck). Winning big with a CRUSH card makes the loser discard; losing with a SIPHON card still draws you cards.
  • Poki cards are wild — no faction, no wheel, nothing for free. They carry the strongest specials in the game, and those specials fire every time a Poki is played. Poki vs Poki is a straight head-to-head.
  • Packs fill your Collection (all 180 cards). Earn pack credits by winning in the Arena — plus one free pack every day.
  • Friends of the Drop are gold WILD support cards — heals, shields and second chances. Max 2 in any deck (the MORALE cap), and they hide in the booster hit slot.

Full rules, every ability and every Element live in the field guide at the bottom of this page.

📜 RULES, ABILITIES & ELEMENTS — the whole field guide

The clash: both sides start with a 20-card deck and a hand of 5, Shelter 12 in the Arena. Each round both play one card face down and flip on “1, 2, Bomb Drop!” Higher total wins — the loser’s Shelter takes damage equal to the difference. Ties fizzle. Both cards go to the Worn Out pile and each side draws 1.

Faction wheel (+2 Power): if your card’s faction beats the opposing card’s faction on the wheel, you get +2.

Note-tag abilities: every scent's real notes are counted by tag — the dominant tag deals the card its one ability. Every card in the set carries one: the twelve tag abilities, plus the expanded pool (CRUSH, SIPHON, COMEBACK, FIRST BLOOD, LAST STAND) dealt to the cards whose notes run thin — tuned per card, so no two play quite alike. Tap a card anywhere in the game to see its notes, tags and exact rule.

Hand actions: once per match you may Scavenge (draw 1 extra card) and Swap Out (send a hand card back into your deck and take the top card instead). Watch the economy: CRUSH winners force a discard, SIPHON losers draw, THE STAREDOWN swaps a draw for a discard.

🦜 Poki cards: wild — no faction, no wheel, and no freebies: nothing is switched off just because a parrot showed up. What Poki brings is the strongest specials in the game, and they fire every time a Poki card is played. Poki vs Poki is a straight head-to-head of two monsters… and there are only ten of them.

Element cards — the field: every match opens on a random Element, face-up in the field slot. Between clashes — never during one — a player may play one of their 2 carried Elements to replace it; each carried Element fires once per match. The field resolves first, then abilities, then the damage math.

Cards marked ★ Legendary are the Top-10 sellers from the real lineup. A match ends when a Shelter hits 0 — or by the deck-out rule: a player who can't play a card at the start of a clash loses on the spot, exactly like the printed game. An empty deck with cards still in hand plays on. One Arcade house rule: if a match would end dead even — both Shelters hitting 0 on the same clash, or both hands empty at clash start — the printed game calls it a draw, but the Arcade rolls dice until one side rolls higher, and that side takes the match. Physical decks run 20–30 cards; the Arcade plays 20.

🤝 Friends of the Drop — MORALE: fourteen gold WILD cards honoring the reviewers and friend brands who backed Bomb Drop. Every one is support — heals, shields, draws, recursion — never damage. Max 1 copy of each, and the MORALE cap allows at most 2 in a deck. Three of them ask the player a question after the clash (a discard for a heal, a Worn card back into the deck, a draw-then-discard) — watch for the prompt under the arena.

The demo’s free. The cardboard is in production.

Everything you just played is the real game — same cards, same faction wheel, same note-dealt abilities. The physical Scent Clash cards are in production right now, and this page is where they will drop when they are ready. Until then, every card in the set is a real Bomb Drop scent you can actually wear.

New to Bomb Drop? Find your faction by nose first — scent samples start at $2.50, and the card you kept flipping is probably in there.

Arcade edition of the real game — the physical decks run the full 20-card rulebook. Card art and data from the actual Scent Clash set: 146 scent cards, the 10-card Poki wild chase set, 10 Element cards, and 14 Friends of the Drop — 180 to collect.

THE CARDS ARE REAL.

This is the Scent Clash Trading Card Game — real printed decks of the game you're playing, shipped to your door.

Take it to the table

The cards are real.

Scent Clash started as cardboard. Get the physical decks — five faction starters and the Wild expansion.

Shop the decks

or crack a free pack first →

Scent Clash Arcade — The Bomb Drop Trading Card Game

Every scent you own is a weapon.

The Arcade is live and free to play right here — solo, Gauntlet, or open a Room and battle a friend from your phones. Win battles, earn credits, crack virtual booster packs, and build your collection while the real cards are in production. Play it, then tell us everything — your feedback shapes the final game.

BOMB DROP: SCENT CLASH turns all 146 Bomb Drop scents into a trading card game. Each card carries its scent's real label art and real notes — and those notes decide what the card does in a fight.

The five factions

GRAVEBORN (42) — woods, tobacco, smoke and musk. SUGARDEAD (36) — candy, cereal, soda and cake. BLOOMROT (28) — the garden that bites back. STORMBORN (25) — citrus, ocean, ozone and ice. MOTORDEAD (15) — engines, labs and neon; the smallest crew is the chase faction.

Every faction beats one and loses to one: smoke chokes the garden · vines crack the candy jars · sugar in the gas tank · can't wash off an oil slick · the flood washes the grave clean. Beat your prey faction and your card hits for +2.

How a game runs

Build a 20-card deck. Both players lay a card face-down, flip on "1, 2, Bomb Drop!" — higher Power wins, the loser takes the difference as damage to their Shelter. First crew to drop the other Shelter to zero wins. Ten to fifteen minutes, ages 8+, learned in one game.

Series 1 — what's coming

When the physical game lands: booster packs of 8 cards, randomized, with foil chase cards mixed in — holographic Legendaries (the Top 10 scents) and the 10-card Mr. Poki WILD set hiding in the pool — plus five starter decks, one per faction, ready to play out of the box, rulebook inside. 180 cards in the full set: all 146 scents, the Poki wild set, the Elements, and the 14-card Friends of the Drop chase set.

The physical cards are in production right now — bulk-printed, stocked here in Emporia, and shipped by us. No dates and no prices yet. When they land, they land here first.