Two Rooms and a Boom Rule Summary
(2013)
1. Overview
- Genre: Hidden role, social deduction, party game
- Players: 6–30 (!)
- Play Time: ~15–20 minutes
- Difficulty: ★★☆☆☆ (Simple rules, high social interaction)
- Highlights:
- Secret identities and team goals 🎭
- Played across two rooms with real player movement
- Bluffing, persuasion, deduction at scale
2. Objective 🎯
- Red Team wins if the President and the Bomber are in the same room at the end 💥
- Blue Team wins if they are in separate rooms ✅
3. Components 🧩
- Role cards (e.g., President, Bomber, Red/Blue team members)
- Two separate rooms or spaces 🚪
- Timer and Leader tokens
📌 Theme:
It’s a hostage-style standoff — one team protects the President, the other tries to deliver the Bomber.
Who do you trust?
4. Gameplay Flow 🔄
1️⃣ Setup
- Randomly assign players to two rooms
- Distribute role cards face-down
- Assign 1 leader per room
2️⃣ Each of 5 Rounds Includes:
- Discussion Phase (with time limit)
- Players talk, partially or fully reveal roles
- Alliances, lies, and logic!
- Leader Selection
- Each room’s leader picks players to send to the other room
- Exchange
- Chosen players swap rooms
- After Round 5 → Role Reveal & Victory Check
5. Win Conditions 🏁
- Red Team: Bomber and President in same room 💣
- Blue Team: Bomber and President in different rooms ✅
- Additional roles (in advanced play) may have unique win conditions
6. Tips 💡
✅ Reveal carefully — trust is hard to win back 😬
✅ Be strategic with movement — don't give away the President or Bomber
✅ Leaders have power — use it wisely or be manipulated
✅ With large groups, misdirection is everything 🧠
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