How we design playsets
Whenever we develop new character cards, or expansions, for Two Rooms and a Boom we are constantly asking ourselves: how will this improve the core gameplay, what can this expansion bring to the game that isn't already in the base game? We're looking for ways to add fun, challenge players, or experiment with interesting mechanics. Additionally, we also look for ways to shore up weakness, or give players more options to craft the game to their playgroup or play style.
Two Rooms and a Boom isn’t a game, It’s a toolkit
Weird, right? The reason we included so many cards in the base game (110, if you're counting), was not that we expected every player to methodically work through every character, it was so that different groups of players could build a set out of those cards that would be a perfect fit for their group.
Playtesting has shown us that we have a huge variety of players who play Two Rooms for vastly different reasons. We have classic Werewolf and Resistance players who just want another social deduction game to toss into their line-up. We have party game players who want a game with a lot of chaos, movement, and talking. We have more structured groups, like churches and schools, who use the game because of its icebreaker qualities. And we have hardcore players who want to test their ability to build a coalition, plan a strategy under pressure, and execute. In short, Two Rooms is a lot of different things to a lot of different people.
This means that when we put together a playset, what we’re looking for isn’t just a group of awesome cards, though we do that too. What we’re looking for are cards that speak to these different groups and help them craft better experiences for their specific games.