Objective of the Game
Two Rooms and a Boom is a social deduction game for large groups, where players are divided into two teams: the Blue Team, whose goal is to protect the President, and the Red Team, which aims to have the Bomber in the same room as the President when the game ends. The objective is to strategically communicate and exchange players between rooms to achieve your team's victory conditions.
Setup
- Group Allocation: The game requires a minimum of 6 players, though it ideally suits 10 to 30 players. Players are split into two groups, the Blue and the Red Team.
- Prepare Rooms: The play area is divided into two separate "rooms" marked by a symbol or physical barrier.
- Card Deck Preparation: Select a number of role cards according to the number of players and shuffle them. Each player receives a face-down card that determines their identity in the game (Blue Team, Red Team, or one of the additional special roles).
- Initial Setup: Players are randomly distributed between the two rooms. Each room has a Captain, who could, for example, be the oldest player in each room.
Gameplay
The game is played over five rounds, with each subsequent round being shorter than the previous one.
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Communication: At the start of each round, players have time to communicate within their room. They can share information partially or fully by showing their card either privately or publicly.
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Captain's Role: At the end of each round, the Captain selects a certain number of people in their room to move to the other room. The number of players to transfer increases as the game progresses and is dictated by the rules.
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Transfer: The selected players switch rooms, and new Captains are determined.
End of the Game
After the final round, the game ends, and the victory conditions are checked: - Blue Team wins if the President is not in the same room as the Bomber. - Red Team wins if the Bomber is in the same room as the President.
Strategic Tips
- Role Sharing: Players may choose to share their roles in varying degrees. It can be purposefully misleading or used to build trust.
- Influencing Captains: Try to influence the Captain’s choices to aid your strategy.
- Timing of Information: When and how you release information is crucial. Be careful whom you trust.
Special Roles
Depending on the size of the group, additional roles such as the Neutral Detective or the Gray Hacker may be introduced, adding layers of strategy and complex interactions to the game.