Post by The Candy Lane on Jun 16, 2014 11:17:18 GMT -5
I figured we could try another game of Two Rooms and a Boom. I've posted the rules again with some changes from last time, including longer phases and one additional role. If there's a lot of signups I may add more roles. If you find a contradiction or something that needs to be changed let me know I hope to start the game Thursday.
Here's how it works:
Two Rooms and a Boom
In short:
Two Rooms and a Boom – a hidden role party game built around 3 teams, split into two rooms.
I. The Blue Team has a Delegate. The Red Team has a Bomber.
II. Game is played in two rooms (i.e., PM threads).
III. The game consists of 3 rounds, 72, 48, and 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
At the end of the final round, the hostage selection and exchange happens as
usual. Once the hostages exchange rooms, The gambler(s) 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 Delegate is in the room with Bomber, then the entire Red Team wins.
If the Delegate is not in the room with the Bomber, then the entire Blue Team wins.
The Grey's have to guess which team will win.
Three Teams:
Blue (Loyalists) - Objective: Protect the Delegate.
Red (Rebels) - Objective: Kill the Delegate.
Grey (Bandwagon - one or more)- Objective: varies.
Players are randomly assigned roles and teams, each player’s role and team is hidden from fellow players. Players are then divided into two rooms by the manager. During the turn players elect a room leader and may reveal their Character and colour to one another. At the end of each turn the room leader selects one person to go to the other room.
Character cards:
1 Delegate (blue)- Survive
Loyalist (blue)- Ensure the President survives
Gambler (grey)- Predict which side wins at the end of the last round, before the winner is revealed
Beholder (grey) - Part of both rooms, cant share, is publicly known, can reveal other players cards (1 per round)
Rebel (red) - Ensure the President is killed.
1 Bomber (red) - Kill the President
Teams- All Red and Blue Teams have opposing victory conditions. Grey characters have no allegiance, but have specified win objectives. Initially players don't know who their team mates are.
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: Phase one will last 72 hours, phase 2 will last 48 hours, phase 3 will last 24 hours. Phases start when the two PM threads are created. 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.**
If the room has 3 people, two people need to support the new 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 and be completely honest.
The plus side of sharing publicly is that it's the fastest way to share information with your team mates and you can lie if you wish.
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. You can pass information on to people you've shared with, if they are in the same room as you.
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.
3.) You can't trade character cards.
The annual WA Peace Conference is taking place in Taco Island this month. A part from a number of boring speeches and spilt orange juice not much ever happens. This year is different. A number of freedom fighters have infiltrated the ranks of the XKI delegation and are attempting to assassinate their Delegate, the keynote speaker. Will their scheme be foiled or will the Islands be thrown into civil war?
Post below to sign up!
Barry
Sauron
W&S
Nox
BT
Campinia
Here's how it works:
Two Rooms and a Boom
In short:
Two Rooms and a Boom – a hidden role party game built around 3 teams, split into two rooms.
I. The Blue Team has a Delegate. The Red Team has a Bomber.
II. Game is played in two rooms (i.e., PM threads).
III. The game consists of 3 rounds, 72, 48, and 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
At the end of the final round, the hostage selection and exchange happens as
usual. Once the hostages exchange rooms, The gambler(s) 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 Delegate is in the room with Bomber, then the entire Red Team wins.
If the Delegate is not in the room with the Bomber, then the entire Blue Team wins.
The Grey's have to guess which team will win.
Three Teams:
Blue (Loyalists) - Objective: Protect the Delegate.
Red (Rebels) - Objective: Kill the Delegate.
Grey (Bandwagon - one or more)- Objective: varies.
Players are randomly assigned roles and teams, each player’s role and team is hidden from fellow players. Players are then divided into two rooms by the manager. During the turn players elect a room leader and may reveal their Character and colour to one another. At the end of each turn the room leader selects one person to go to the other room.
Character cards:
1 Delegate (blue)- Survive
Loyalist (blue)- Ensure the President survives
Gambler (grey)- Predict which side wins at the end of the last round, before the winner is revealed
Beholder (grey) - Part of both rooms, cant share, is publicly known, can reveal other players cards (1 per round)
Rebel (red) - Ensure the President is killed.
1 Bomber (red) - Kill the President
Teams- All Red and Blue Teams have opposing victory conditions. Grey characters have no allegiance, but have specified win objectives. Initially players don't know who their team mates are.
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: Phase one will last 72 hours, phase 2 will last 48 hours, phase 3 will last 24 hours. Phases start when the two PM threads are created. 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.**
If the room has 3 people, two people need to support the new 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 and be completely honest.
The plus side of sharing publicly is that it's the fastest way to share information with your team mates and you can lie if you wish.
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. You can pass information on to people you've shared with, if they are in the same room as you.
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.
3.) You can't trade character cards.
The annual WA Peace Conference is taking place in Taco Island this month. A part from a number of boring speeches and spilt orange juice not much ever happens. This year is different. A number of freedom fighters have infiltrated the ranks of the XKI delegation and are attempting to assassinate their Delegate, the keynote speaker. Will their scheme be foiled or will the Islands be thrown into civil war?
Post below to sign up!
Barry
Sauron
W&S
Nox
BT
Campinia