Simple card game taking 30 minutes with 9 players. We modified start to have 4 saboteurs for better valance.
Well constructed but miss a layer of complexity that make the play to repetitive but not so challenging actions
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 |
Additional Info |
134352/two-rooms-and-boom
https://boardgamegeek.com/forum/1333287/two-rooms-and-boom/reviews
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Our favorite social deduction game that plays wonderfully at the higher player counts (10+ people).
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.
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Simple card game taking 30 minutes with 9 players. We modified start to have 4 saboteurs for better valance.
Well constructed but miss a layer of complexity that make the play to repetitive but not so challenging actions