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Extra Rules for Two Rooms and a Boom
Hey there! If you’re already familiar with the basics of Two Rooms and a Boom, here are some additional rules you might find interesting. These rules can add a new dimension to your gameplay and make each round even more exciting. Take a look!
Room Swapping
Imagine a game where you’re not just stuck in your assigned room for the entire round. With the room swapping rule, players have the option to switch rooms during a round. This adds an element of surprise and strategy as you try to figure out who is going where.
Here’s how it works: On their turn, a player can choose to swap rooms with another player. Both players must agree to the swap. This opens up new opportunities for alliances, negotiations, and unexpected twists.
Roll Tied Vote
Have you ever had a vote that ended in a tie? Instead of calling it a draw, you can activate the roll tied vote rule. When a vote is tied, both players who received the most votes must roll a die. The player with the higher roll wins the vote. If there’s still a tie, keep rolling until there’s a winner.
This additional rule adds a thrilling element of chance to your game. Even when things seem evenly balanced, luck can sway the outcome in a split second.
Guardian Angel
If you’re looking for a way to protect a specific player, the guardian angel rule might be just what you need. This rule allows for a player to become the guardian angel of another player. The guardian angel can choose to take a bullet meant for their protected player, sacrificing themselves in the process.
Here’s how it works: At the start of the game, one player is secretly chosen to be the guardian angel. The guardian angel can reveal their role at any time and declare their protection on a specific player. If that protected player is about to be eliminated, the guardian angel can choose to sacrifice themselves instead. This adds a new layer of strategy and loyalty to the game.
These additional rules can truly enhance your Two Rooms and a Boom experience. They bring new twists, dilemmas, and possibilities to each round. Give them a try and see how they change the dynamics of the game. Have fun!
Hey there! Let’s talk about a cool aspect of this game. Sometimes, I can deal a card to nobody, which we call “burying a card.” The card that nobody gets is called the “buried card.” It’s a neat thing to do, especially when we have an odd number of players, instead of using a certain card that doesn’t belong to any team.
But here’s the deal: when we bury a card, we need to make sure that the President’s Daughter and Martyr cards are shuffled into the deck of character cards. If we forget to include them, we might end up burying the President or Bomber, and that would leave us without a replacement.
Burying (non-Buries)
Now, there are some character cards that we can bury, and there are others that are linked, which means we can’t bury them. But here’s a cool thing: we can still play games with those linked characters and bury a card.
Here’s what we do: separate the linked character cards from the rest. Then, shuffle the character cards that aren’t linked, and randomly choose one of them to be the buried card. It adds an extra twist to the game!
So, here’s what you can do: first, combine all the linked cards into the deck. Give it a good shuffle and then deal them out as usual.
Burying (Evens)
Now, burying a card is totally fair game, even if there are an even number of players. Plus, it opens up a whole new world of character roles for Two Rooms and a Boom!
With that in mind, feel free (actually, it’s encouraged) to bury a card when there’s an even number of players.
Just keep in mind, if you decide to play with a buried card, you’ve got to use the backup character for the President (the President’s Daughter) and the backup character for the Bomber (the Martyr).
Changing Round Times (variant)
The original game format might not be everyone’s cup of tea. So, why not give this a try: make each round last 3 minutes. It adds a little twist to the game.
When you’re dealing with a hostage exchange, it’s vital to keep the number of hostages the same in each round, even if the time limit changes. This may seem puzzling, but let me explain why it’s crucial.
If you don’t plan on sharing, never ask someone if they want to share. It’s not fair to ask and then not follow through. If you do ask, though, and the other person agrees, then you have to share.
New Card = Clean Card
Whenever you get a new character card, it’s like starting fresh. It doesn’t matter if you got it during the game or at the beginning – all previous conditions and effects are gone.
So, if you get a new character card somehow, like by swapping with someone, you have to let go of any conditions you had before.
No Timer (Variant)
Sometimes, you can play rounds without any time limits at all. This means you don’t need a timer for those games.
To achieve this, after a leader has made their hostage(s) known to the public, they can wait in the “hallway” between the two rooms for the other leader. At this point, they can audibly let the other room know that they are ready.
Let me assure you of my commitment to your privacy (variation). Some players prefer to have complete privacy when sharing cards or colors.
With the Privacy Promise rule variant, all players must share cards or colors in a private area away from the prying eyes of other players.
This works really well when playing with characters who might reveal their identity when others see the sharing process (e.g. Hot Potato).
There is a variant called Premature Loss where certain advanced characters can be eliminated during the first round (e.g. Agoraphobe).
If someone loses the game before the final round, the Premature Loss variant lets them treat their card as a Gambler card. This means they still have a chance to win something even if they lost the game.
It’s like a backup win condition for those who didn’t make it to the end. So even if things didn’t go their way, they can still get a redeeming win.