Post by The Candy Lane on Jun 1, 2014 18:20:56 GMT -5
Post here if you're interested in playing this game. I've never played it before, and I don't think many have so it may be a bit of a learning experience. Post-game feed back is most welcome
Here's how it works:
Two Rooms and a Boom
In short:
Two Rooms and a Boom – a hidden role party game for six or more players – there are two main teams: the Red Team and the Blue Team. There might also be a Grey team.
I. The Blue Team has a President. The Red Team has a Bomber.
II. Players are equally distributed between two rooms (i.e., PM threads).
III. The game consists of 3 rounds, 24 hours in length.
IV. At the end of each round, some players will be swapped into opposing rooms.
V. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins.
tuesdayknightgames.com/tworoomsandaboom/?utm_source=tworoomsandaboom&utm_medium=redirect
Three Teams:
Blue (Loyalists) - Objective: Protect the President
Red (Rebels) - Objective: Kill the President
Grey (Bandwagon - one or more)- Objective: Correctly guess who won.
Players are randomly assigned roles and teams, each player’s role and team is hidden from fellow players. The one exception is that each player will know who their Colour Captain is (President or Bomber). Players are then divided into two rooms by the manager. During the turn players may reveal their Character and colour to one another. At the end of each turn the leader selects one person to go to the other room.
Character cards*:
1 President - Survive
Loyalist - Ensure the President survives
1 Gambler - Predict which side wins at the end of the last round, before the winner is revealed
Rebel - Ensure the President is killed.
1 Bomber - Kill the President
*The way to determine the character and allegiance of your fellow players is by sharing.
Allegiance - the team a player is on (typically Red, Blue, Grey, or otherwise). All Red and Blue
Team have opposing victory conditions. Grey characters have no allegiance, but have specified win objectives. Initially players don't know who their team mates are.
“Dead” - at the end of the last round the Bomber’s bomb explodes. This causes
everyone in the room to gain the “dead” condition.
Hostage - the player the leader of a room chooses to leave the room at the end
of a round. At the end of each round, Leaders publicly announce their hostage selection. They announce this only to THEIR room, not to both rooms. Once the announcement has been made, a room's leader may not change their minds.
Phases: 24 hour in length, there are three phases and an end of game phase. Phases start when the two PM threads are opened. Leaders of each thread must have selected the player they want to move, and posted it in the thread by the end of the phase.
Rooms: PM threads for the two rooms will be set up each day. The rooms will consist of equal amounts of each team (unless there's an odd number of players).
Leader: the nominated player that chooses the hostages to leave the room at the
end of the round. A leader can never be a hostage.
The leaders are nominated and elected at the beginning of the first turn, by simple majority, and remain the leader of the room until they are removed by the other members of the room* or the leader passes the leadership to another player.**
*To challenge the leader, a player must post No Confidence; I Nominate ___ (you may nominate yourself)
Ie. if the room has 3 people, two people need to support the candidate.
**That player must then choose whether to accept or decline the leader role.
Sharing: You can either share your identity(character+colour) with the entire room, or privately to certain individuals. You cant force someone to share privately, asking for consent is a very important life skill. If two parties agree to share you can't back out. The draw back of sharing publicly is no one has to reciprocate, however if you agree to share privately, both parties have to share.
eg. Player A asks Player B in the Room PM Thread, and if it is agreed to the sharing takes place in a private thread set up by Player B.
The GM must be included in all private PM threads in which sharing takes place. Sharing is only allowed between players in the same room. When sharing you must be truthful about your own Character and Allegiance. If you don’t intend to share cards, don’t ask.
There are 3 basic rules of play to keep in mind during the rounds.
The 3 rules are:
1.) You have to stay in your room (PM thread). You can’t c+v information outside of the room you are in. Contacting a player in your current room is allowed.
2.) There is absolutely no communicating between rooms. You may not say things
to players in other rooms or try to eavesdrop. Even if you can see into the other
room, there is no sign language permitted.
3.) You can't trade character cards. You can do pretty much anything you want with
your character card. You can show it to someone. You can show it to anyone. However, you are not permitted to swap character cards with another player. That's your card take care of it.
Victory Conditions
At the end of the final round, the hostage selection and exchange happens as
usual. Once the hostages exchange rooms, The gambler will announce which team he thinks won. Then the GM will reveal each player’s character card.
The Bomber’s bomb detonates, killing everyone in the same room as the Bomber.
If the President is in the room with Bomber, then the entire Red Team wins.
If the President is not in the room with the Bomber, then the entire Blue Team wins.
If the Gambler guessed the correct room he has achieved his objective and won.
Signups close Thursday afternoon, PM threads will be set up Thursday evening
GM:
The Candy Lane
Players:
Ater Nox
New Ecopia
Randomain
Wordy
Barry
Controlitia
Pengu
Ayunli
BT
Campinia
WS
Gruffsomethingorother (Sauron)
Here's how it works:
Two Rooms and a Boom
In short:
Two Rooms and a Boom – a hidden role party game for six or more players – there are two main teams: the Red Team and the Blue Team. There might also be a Grey team.
I. The Blue Team has a President. The Red Team has a Bomber.
II. Players are equally distributed between two rooms (i.e., PM threads).
III. The game consists of 3 rounds, 24 hours in length.
IV. At the end of each round, some players will be swapped into opposing rooms.
V. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins.
tuesdayknightgames.com/tworoomsandaboom/?utm_source=tworoomsandaboom&utm_medium=redirect
Three Teams:
Blue (Loyalists) - Objective: Protect the President
Red (Rebels) - Objective: Kill the President
Grey (Bandwagon - one or more)- Objective: Correctly guess who won.
Players are randomly assigned roles and teams, each player’s role and team is hidden from fellow players. The one exception is that each player will know who their Colour Captain is (President or Bomber). Players are then divided into two rooms by the manager. During the turn players may reveal their Character and colour to one another. At the end of each turn the leader selects one person to go to the other room.
Character cards*:
1 President - Survive
Loyalist - Ensure the President survives
1 Gambler - Predict which side wins at the end of the last round, before the winner is revealed
Rebel - Ensure the President is killed.
1 Bomber - Kill the President
*The way to determine the character and allegiance of your fellow players is by sharing.
Allegiance - the team a player is on (typically Red, Blue, Grey, or otherwise). All Red and Blue
Team have opposing victory conditions. Grey characters have no allegiance, but have specified win objectives. Initially players don't know who their team mates are.
“Dead” - at the end of the last round the Bomber’s bomb explodes. This causes
everyone in the room to gain the “dead” condition.
Hostage - the player the leader of a room chooses to leave the room at the end
of a round. At the end of each round, Leaders publicly announce their hostage selection. They announce this only to THEIR room, not to both rooms. Once the announcement has been made, a room's leader may not change their minds.
Phases: 24 hour in length, there are three phases and an end of game phase. Phases start when the two PM threads are opened. Leaders of each thread must have selected the player they want to move, and posted it in the thread by the end of the phase.
Rooms: PM threads for the two rooms will be set up each day. The rooms will consist of equal amounts of each team (unless there's an odd number of players).
Leader: the nominated player that chooses the hostages to leave the room at the
end of the round. A leader can never be a hostage.
The leaders are nominated and elected at the beginning of the first turn, by simple majority, and remain the leader of the room until they are removed by the other members of the room* or the leader passes the leadership to another player.**
*To challenge the leader, a player must post No Confidence; I Nominate ___ (you may nominate yourself)
Ie. if the room has 3 people, two people need to support the candidate.
**That player must then choose whether to accept or decline the leader role.
Sharing: You can either share your identity(character+colour) with the entire room, or privately to certain individuals. You cant force someone to share privately, asking for consent is a very important life skill. If two parties agree to share you can't back out. The draw back of sharing publicly is no one has to reciprocate, however if you agree to share privately, both parties have to share.
eg. Player A asks Player B in the Room PM Thread, and if it is agreed to the sharing takes place in a private thread set up by Player B.
The GM must be included in all private PM threads in which sharing takes place. Sharing is only allowed between players in the same room. When sharing you must be truthful about your own Character and Allegiance. If you don’t intend to share cards, don’t ask.
There are 3 basic rules of play to keep in mind during the rounds.
The 3 rules are:
1.) You have to stay in your room (PM thread). You can’t c+v information outside of the room you are in. Contacting a player in your current room is allowed.
2.) There is absolutely no communicating between rooms. You may not say things
to players in other rooms or try to eavesdrop. Even if you can see into the other
room, there is no sign language permitted.
3.) You can't trade character cards. You can do pretty much anything you want with
your character card. You can show it to someone. You can show it to anyone. However, you are not permitted to swap character cards with another player. That's your card take care of it.
Victory Conditions
At the end of the final round, the hostage selection and exchange happens as
usual. Once the hostages exchange rooms, The gambler will announce which team he thinks won. Then the GM will reveal each player’s character card.
The Bomber’s bomb detonates, killing everyone in the same room as the Bomber.
If the President is in the room with Bomber, then the entire Red Team wins.
If the President is not in the room with the Bomber, then the entire Blue Team wins.
If the Gambler guessed the correct room he has achieved his objective and won.
Signups close Thursday afternoon, PM threads will be set up Thursday evening
GM:
The Candy Lane
Players:
Ater Nox
New Ecopia
Randomain
Wordy
Barry
Controlitia
Pengu
Ayunli
BT
Campinia
WS
Gruffsomethingorother (Sauron)