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Tuesday Knight Games  |  SKU: 5513701825

Two Rooms and a Boom

$36.95 CAD
This item is available for pre-order. Orders will be fulfilled in order received. We will contact you if the item is unavailable.abc

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Description

Designer
Publisher Tuesday Knight Games
Players 6-30
Playtime 15 mins
Suggested Age 8 and up
Expansions Two Rooms and a Boom: Necroboomicon Expansion Pack
Honors 2013 Golden Geek Best Print & Play Board Game Nominee

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.

Customer Reviews

Based on 2 reviews
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M
Mily Nguyen
Great at higher player counts

Our favorite social deduction game that plays wonderfully at the higher player counts (10+ people).

S
Scott Baker
Large group, player driven hidden identity game.

Werewolf was a big hit with my church young adult group. After playing werewolf weekly for a year or two we mixed it up with two rooms and a boom. We usually have a blast playing the game. The ability to freely walk around the room, make claims, and even show your identity opened things up and allowed for some interesting plays and some fun moments. It's great for large groups (not interested in playing with less than 12 people).

As fun as the experience is I usually find the ending anticlimactic. I've been in a position where turn 1 my room had figured out it had a majority of red players and had both the bomber and the president. We spent the whole game knowing we would win and it was a "perfect" win but it didn't feel satisfying. On the other hand some games you will realize you have the president, and the other room has the bomber, and then it becomes a guessing game on what the other room is going to do. Often feels like a 50/50 shot of winning. This can be minimized with adding more of the neutral faction with their own win condition.

The game is a blast to play despite it's ending.