MUSIC TIMERS
& PLAYSETS
& PLAYSETS
Are you an amazing musician? If so, create your own Timer for Two Rooms and a Boom! You'll need a 5, 4, 3, 2, and 1 minute version and there should be a ten second countdown before the end of every round. Other than that, let your imagination go wild! Send your music to contact@tuesdayknightgames.com and if we like it, we'll put it up here!
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.
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:
These are the kinds of questions we ask ourselves whenever we design a playset, and we hope that it shows.
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.
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.
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.
Important Note: If not already done, be sure uninitiated players understand the concept of “conditions” and how they work.
Important Note: Bury a card. Read BURYING A CARD (pg. 12 of Rulebook).