Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
More strategic control
How it plays
How does it play?
Split a crowd between two rooms, conceal the President and Bomber among secret roles, then negotiate hostage exchanges through three frantic timed rounds.
Core mechanisms
Key systems that shape the decisions players make.
Hidden Roles
Players conceal team, loyalty, or identity information from one another.
Team-Based Game
Players compete in fixed teams and coordinate toward a shared team result.
Real-Time
Players act under continuous time pressure rather than taking normal turns.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Acting
Communicate information by performing without directly stating the answer.
Timed Ending
End the game when a specific timing or state condition is reached.
Read the full game description
Two Rooms and a Boom is a social-deduction party game built for the size of crowd that overwhelms most tabletop designs. Every player receives a hidden character and is separated into one of two rooms. The Blue Team wants its President away from the Red Team’s Bomber when time expires; the Red Team wants them together. During each timed round, players may talk, bluff, negotiate, share colors or entire cards, elect or replace a room leader, and try to map information they cannot directly verify. At the bell, each leader sends hostages into the other room, carrying knowledge—and perhaps the crucial character—across the divide. The basic game resolves in three increasingly short rounds, while a large deck of advanced roles introduces rival objectives, conditions, linked characters, and carefully paired twists for repeat groups.