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Rating: 7 Good
Popularity:12
Difficulty:Very easy
Year:2013
Players: 6-30 players
Playing time: 15 minutes
Age:8+

Official Site: Official website


Created by: Alan Gerding, Sean McCoy, Sean McCoy

Published by: Tuesday Knight Games

Description:

In Two Rooms and a Boom - a social deduction/hidden role party game for six or more players - there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber.

Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms.

If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.

Prices:
Retail Price:$24
Amazon:$24
Awards:
Golden Geek Best Print & Play Board Game Nominee 2013

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In Two Rooms and a Boom there are 2 teams and 2 rooms. The 2 teams are the Blue Team and the Red Team. The Blue Team has a President. The Red Team has a Bomber.

Players are first equally distributed between 2 separate playing areas (usually 2 separate rooms) and then each player is randomly dealt a facedown character card.

Players play the game by saying what they want in order to select a leader for their room. The leader chooses hostages (players who will be sent to the other room at the end of the round). …



Burying a Card

In this game, it is possible to deal a card to nobody. This is called "burying a card" and the card dealt to nobody is the "buried card". Burying a card is a great idea if you have an odd number of players (instead of using a team neutral card, for instance).

However, when you bury a card, you must make sure that the President's Daughter and Martyr are shuffled into the character deck. Otherwise, you might bury the President or Bomber and be without a substitute. …



Agent

You have the AGENT power: once per round, you may privately reveal your card to a player and force that player to card share with you. You must verbally say to the target player, "I'm using my AGENT power. You MUST reveal your card to me".

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a Paranoid character that has already card shared), the power is wasted. The target must prove they can't card share by verbally saying (even if "cursed") "I can't because (provide specific and honest (even if a Demon reason)". …



Agent

You have the AGENT power: once per round, you may privately reveal your card to a player and force that player to card share with you. You must verbally say to the target player, "I'm using my AGENT power. You MUST reveal your card to me".

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a Paranoid character that has already card shared), the power is wasted. The target must prove they can't card share by verbally saying (even if "cursed") "I can't because (provide specific and honest (even if a Demon reason)". …



Agoraphobe ­

You win if you are never sent to a different room by anyone.

Ahab ­

You win if Moby gains the "dead" condition and you do not.


Anarchist ­

You win if your vote helped successfully usurp a leader during a majority of the rounds. For example, in a 3 round game, you must have usurped a leader 2 of the 3 rounds.

Born Leader ­

You win if you are a room's leader at the end of the game.

Butler ­

You win if you are in the same room as the Maid and the President at the end ofthe game. …




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