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?

Essentially, we're looking for ways to add fun, challenge players, or experiment with interesting mechanics.

Furthermore, we're also look for ways to shore up weakness, or give players more options to craft the game to their playgroup or play style. For example:

  • The game already plays great with 11+ people, so how can we make it better with 10 or fewer players?
  • It plays great without a moderator, but how far can we take the game with a moderator?
  • It plays great with an abundance of color and card sharing, so what happens when you take that away?

These are the kinds of questions we ask ourselves whenever we design a playset, and we hope that it shows.

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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.

TUTORIAL PLAYSETS

The following playsets are designed to introduce the game to new players. Each successful playset introduces new characters and new advanced rules. By the time your group of players has moved through all of these playsets, they should all be very ready to handle the most advanced of character cards.

Don’t forget to check out our tutorial video  if you need to quickly learn how to get into your first game.

4. My First Condition - 11 to 29 Players

  • President/Bomber
  • Blue Team/Red Team (optional)
  • r/b  Coy Boy
  • r/b  Criminal
  • r/b  Negotiator
  • r/b  Psychologist
  • r/b  Shy Guy
  • r/b  Spy
  • Gambler (if playing with an odd number of players)
Important Note: If not already done, be sure uninitiated players understand the concept of “conditions” and how they work.

5. My First Grey Game - 12 to 27 Players

  • President/Bomber
  • Blue Team/Red Team (optional)
  • r/b  Coy Boy
  • r/b  Spy
  • r/b  Negotiator
  • Intern
  • Rival
  • Survivor
  • Victim
  • MI6 (if playing with an odd number of players)

6. My First Bury - 9 to 23 Players

  • President/Bomber
  • President's Daughter/Martyr
  • Doctor/Engineer
  • Nurse/Tinkerer
  • Blue Team/Red Team (optional)
  • Private Investigator
Important Note: Bury a card. Read BURYING A CARD (pg. 12 of Rulebook).

 

1. My First Game - 6 to 17 players

  • President/Bomber
  • Blue Team/Red Team (add as necessary for player count)
  • Gambler (if playing with an odd number of players)

2. My First 30 Player Game - 6 to 30 players

  • President/Bomber
  • Blue Team/Red Team
  • r/b  Angel (more than 16 players)
  • r/b  Mime (more than 18 players)
  • r/b  Paparazzo (more than 20 players)
  • r/b  Clown (more than 22 players)
  • r/b  Demon (more than 24 players)
  • President’s Daughter/Martyr (more than 26 players)
  • Nurse/Tinkerer (more than 28 players)
  • Gambler (if playing with an odd number of players)
Important Note: This set is designed to play an introductory game with only the character cards that come within one box of Two Rooms and A Boom. Because there are only 14 Blue Team & Red Team cards, it is necessary to add in additional character cards once the player count is greater than 17 players. The President’s Daughter, Martyr, Nurse, and Tinkerer characters should be treated just as though they are regular team characters since there is no buried card.

3. My First Color Share -  11 to 25 players

  • President/Bomber
  • Doctor/Engineer
  • Blue Team/Red Team (optional)
  • r/b  Coy Boy
  • r/b  Negotiator
  • r/b  Spy
  • Gambler (if playing with an odd number of players)
Important Note: If not already done, be sure uninitiated players understand the correct method of color sharing and card sharing. Remember, color sharing is only permitted in games with 11 or more players.

FanMade Playsets

The following playsets are organized by minimum player count required. Each playset attempts to achieve an entirely different feel. Different players will enjoy different playsets more than others. Part of the fun of Two Rooms and a Boom is finding what playsets your group enjoys the most. We at Tuesday Knight Games strongly recommend creating your own custom playsets. The easy way to do so is by asking your players for their favorite characters and tossing them into the set.

Found a terrific playset that you feel will be a fan favorite? Email us with your playset idea!

Cold War  - 13 to 27 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • r/b  Agent
  • r/b  Ambassador
  • r/b  Coy Boy
  • r/b  Negotiator
  • r/b  Spy
  • MI6

The Cover-Up  - 14 to 28 players

  • President / Bomber
  • Doctor / Engineer
  • Blue Team/Red Team (optional)
  • r/b  Coy Boy
  • r/b  Enforcer
  • r/b  Invincible
  • r/b  Mayor
  • r/b  Medic  (optional)
  • r/b  Spy
  • r/b Usurper

No Show and Tell  - 14 to 28 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • r/b  Criminal
  • r/b  Invincible
  • r/b  Paranoid
  • r/b  Psychologist
  • r/b  Negotiator
  • r/b  Shy Guy

Antitrust - 15 to 27 players

  • President/Bomber
  • Blue Team/Red Team (optional)
  • r/b Ambassador
  • r/b Conman
  • r/b Coy Boy
  • r/b Criminal
  • r/b Invincible
  • r/b Spy
  • Hot Potato

Valentine's Day  - 16 to 30 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • Cupid/Eris
  • Ahab/Moby
  • Butler/Maid
  • Intern
  • Juliet/Romeo
  • Mistress/Wife
  • Rival
  • Survivor
  • Victim

Bashful Bash  - 18 to 30 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • r/b  Shy Guy
  • r/b  Coy Boy
  • r/b  Spy
  • r/b  Negotiator
  • r/b  Criminal
  • r/b  Thug
  • r/b Paranoid
  • r/b  Psychologist

Everybody is Somebody!  - 28 to 30 players

  • President / Bomber
  • Doctor/Engineer
  • Blue Team/Red Team (optional)
  • r/b  Angel
  • r/b  Coy Boy
  • r/b  Demon
  • r/b  Negotiator
  • r/b  Paparazzo
  • r/b  Spy
  • Ahab/Moby
  • Butler/Maid
  • Intern
  • Juliet/Romeo
  • Mistress/Wife
  • Rival
  • Survivor
  • Victim

Trust in Greys - 20 players

  • President/Bomber
  • Mistress/Wife
  • Ahab/Moby
  • Romeo/Juliet
  • Maid/Butler
  • Intern
  • Victim
  • Rival
  • Survivor
  • MI6
  • Sniper/Decoy/Target
  • Nuclear Tyrant
  • Gamber

6 Player Mystery - 6 players

  • President/Bomber
  • President's Daughter/Martyr
  • Blue Team/Red Team
  • Private Investigator
Important Note: Requires a buried card.

6 Player Instant Death - 6 players

  • President/Bomber
  • Doctor/Engineer
  • Tuesday Knight/Dr. Boom

6 Players, At Least 1 Loser - 6 players

  • President/Bomber
  • Rival
  • Intern
  • Survivor
  • Victim

6 Player Game of Love & Hate - 6 players

  • President/Bomber
  • Ahab/Moby
  • Wife/Mistress

2 Rooms, 2 Booms, and a Gunshot - 6 players

  • President/Bomber
  • Sniper/Target/Decoy
  • Hot Potato

Love, Hate, and Mystery - 8 t0 9 players

  • President/Bomber
  • President's Daughter/Martyr
  • Blue Team/Red Team (optional)
  • Ahab/Moby
  • Wife/Mistress
  • Private Investigator
  • MI6 (remove if playing with 8)
Important Note: Bury a card. Read BURYING (NON-BURIES) (pg. 12 of Rulebook).

Speak No Evil - 10 to 24 players

  • President/Bomber
  • Blue Team/Red Team (optional)
  • r/b Angel
  • r/b Devil
  • r/b Mime
  • r/b Mummy

Acting Auditions - 10 to 25 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • r/b  Angel
  • r/b  Clown
  • r/b  Mime
  • r/b  Paparazzo
  • MI6 (if playing with an odd number of players)

Murder Mystery - 10 to 25 players

  • President/Bomber
  • President's Daughter/Martyr
  • Doctor/Engineer
  • Nurse/Tinkerer
  • Blue Team/Red Team (optional)
  • Sniper/Target/Decoy
Important Note: Burying a card strongly suggested. Read BURYING (NON-BURIES) (pg. 12 of Rulebook).

Arbitrary Infection (11 to 25 players)

  • President/Bomber
  • President's Daughter/Martyr
  • Doctor/Engineer
  • Nurse/Tinkerer
  • Blue Team/Red Team (optional)
  • Agoraphobe
  • Zombie
Important Note: Bury a card.

Identity Crisis - 12 to 27 players

  • President/Bomber
  • Doctor/Engineer
  • Blue Team/Red Team (optional)
  • r/b Coy Boy
  • r/b Spy
  • Hot Potato
  • Drunk
  • Leprechaun

Bipolar  - 12 to 26 players

  • President / Bomber
  • Blue Team/Red Team (optional)
  • r/b  Criminal
  • r/b  Dealer
  • r/b  Enforcer
  • r/b  Psychologist
  • Hot Potato
  • Nuclear Tyrant

 

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Necroboomicon Playsets

When we say “Necroboomicon is Two Rooms on Hard Mode” what do we mean by that? Specifically, how does Necroboomicon make lower player count games better and how can you get the most out of your expansion set to take advantage of this?

  1. Don’t put all the cards in a game at once. Cards like Yog-Sothoth, the Black Card, the Seeker, and the Illuminati are incredibly powerful and even including just one of those cards will completely alter the dynamics of your game. Throwing more than one of them into a 30 person game with a ton of other roles is just asking for a chaotic first round that ends in about 45 seconds because someone who didn’t really understand the implications of these cards shared without thinking and now you have to re-deal. Don’t do that.

  2. Pair these cards with other cards that share a similar mechanic. Take the Illuminati for instance. The Illuminati wins instantly (and everyone else loses) if they card share with anyone. This goes incredibly well in a small game with a Doctor and Engineer who must gain a card share with their respective President or Bomber to not lose the game. Toss in both the Red and Blue Paranormalist, and MI6 and now everyone has a reason not to card share.

  3. Ignore the No Color Sharing Rule when playing with fewer than 11 players. This one is important. Specifically, the original rulebook states that SHOWING COLORS (page 11) shouldn’t be done if you more than 10 players. But when playing with Necroboomicon, color sharing is such a dangerous affair that, hey...why not risk it? For example, the Black Card instantly wins if color sharing. Previously, color sharing wasn’t recommended for fewer than 11 players because it provided all players with too much information too quickly, thus reducing tension, mystery, and fun. Now all groups can color share, but now there is even more horror filled tension than ever.

Recommended Playsets

As stated above, we DO NOT recommend throwing in all characters at once. Games are likely to seem hopeless (as would a dark world filled with the Elder Gods). Instead, start with just one, let the party adjust, then keep cranking up the tension until satisfied. Here’s a couple to get you started:

5. Even Elders Gods Experience Fear - 10 to 24 players

  • President/Bomber
  • Blue Team/Red Team (optional, add as necessary for player count)
  • Doctor/Engineer
  • Paranormalists/Paranormalist
  • Yog-sothoth
  • The Black Card
  • Illuminati
  • Necronomicon

 

6. H.P. Ping Pong - any odd number of players from 7 to 21

  • President/Bomber
  • Blue Team/Red Team (optional, add as necessary for player count)
  • Tentaclese/Tentaclese
  • Bouncer/Bouncer
  • Seeker

7. Who is Nyarlathotep? - any odd number of players from 7 to 17

  • President/Bomber
  • Blue Team/Red Team (add as necessary for player count)
  • Nyarlathotep

1. My First NecroBOOMicon Game - 6 to 18 players

  • President/Bomber
  • Blue Team/Red Team (add as necessary for player count)
  • Yog-sothoth
  • Gambler (if playing with an even number of players)

2. Yog-sothoth Wasn’t Scary Enough - 6 to 20 players

  • President/Bomber
  • Blue Team/Red Team (optional, add as necessary for player count)
  • Doctor/Engineer
  • Illuminati
  • Gambler (if playing with an even number of players)

3. Dare to Color Share - 6 to 20 players

  • President/Bomber
  • Blue Team/Red Team (optional, add as necessary for player count)
  • Doctor/Engineer
  • The Black Card
  • Illuminati

4. Paranormalists to the Rescue - 8 to 20 players

  • President/Bomber
  • Blue Team/Red Team (optional, add as necessary for player count)
  • Doctor/Engineer
  • Paranormalists/Paranormalist
  • The Black Card
  • Illuminati