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Two Rooms And A Boom

Reference: TKGTRB001

In this social game of hidden roles and deduction, players are divided into 2 different rooms. Find your teammates, establish trust, and exchange hostages before time runs out and the bomb explodes! It's the party game that's always a blast.

  • English
  • From 8 years old
  • less than 30mn
  • 6 to More than 10 players

29,95€

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  • Technical sheet

Two Rooms And A Boom

Description

Two Rooms and a Boom, the large-scale social deduction party game

Two Rooms and a Boom is a social deduction party game, designed by Alan Gerding and Sean McCoy (also the artist) and published by Tuesday Knight Games. Its distinctive feature: it is played with 6 to 30 players, physically split across two separate rooms. Each player receives a secret role belonging to the Blue Team (protecting the President) or the Red Team (whose Bomber is trying to reach the President). Unlike games such as Werewolf, there is no player elimination and no moderator: everyone plays until the very end.

How to play Two Rooms and a Boom

The game is played in real time, over several timed rounds. In each room, players elect a leader who selects "hostages" to be traded with the other room at the end of each round. Deduction happens through conversation and private "card shares," where two players can choose to show each other their card (or just its colour) to build trust — or to lie. Dozens of advanced roles (Doctor, Engineer, Spy…) add depth once the basics are mastered.

End of game and victory conditions of Two Rooms and a Boom

At the end of the final round, the positions of the President and the Bomber are revealed. If they are both in the same room, the Red Team wins. If they are in different rooms, the Blue Team wins. All the tension of the game comes from this uncertainty: not knowing who is on your team, or what is happening in the other room.

Technical sheet

Description

Two Rooms and a Boom, the large-scale social deduction party game

Two Rooms and a Boom is a social deduction party game, designed by Alan Gerding and Sean McCoy (also the artist) and published by Tuesday Knight Games. Its distinctive feature: it is played with 6 to 30 players, physically split across two separate rooms. Each player receives a secret role belonging to the Blue Team (protecting the President) or the Red Team (whose Bomber is trying to reach the President). Unlike games such as Werewolf, there is no player elimination and no moderator: everyone plays until the very end.

How to play Two Rooms and a Boom

The game is played in real time, over several timed rounds. In each room, players elect a leader who selects "hostages" to be traded with the other room at the end of each round. Deduction happens through conversation and private "card shares," where two players can choose to show each other their card (or just its colour) to build trust — or to lie. Dozens of advanced roles (Doctor, Engineer, Spy…) add depth once the basics are mastered.

End of game and victory conditions of Two Rooms and a Boom

At the end of the final round, the positions of the President and the Bomber are revealed. If they are both in the same room, the Red Team wins. If they are in different rooms, the Blue Team wins. All the tension of the game comes from this uncertainty: not knowing who is on your team, or what is happening in the other room.

Technical sheet

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