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Social deduction / Your play guide

Two Rooms and a Boom

Each room chooses a leader who sends selected players to the other room. The blue team needs its President apart from the red team’s Bomber after the final exchange; red needs them together. Nobody is eliminated. This introductory format uses an even group of 6–16 and the ordinary red and blue roles, so the neutral odd-player role is unnecessary.

6–16 people, even groupsThree rounds of three, two and one minute, plus exchangesTwo Rooms and a Boom basic role and leader cards, a standalone timer, and two separate conversation areas with a clear walking route.
Adult group representatives talking at a doorway between two teams.
In this guide

The quick version

Deal equal red and blue teams, including one President and one Bomber, and split people equally between rooms. Play rounds of three, two and one minute. Leaders choose outgoing players in secret from the other room, then exchange equal numbers. After the last exchange, reveal roles: together means red wins, apart means blue wins.

Get ready

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Create two private conversations

Choose two areas whose conversations cannot be overheard from each other. Keep the route between them clear. Use one blue President, one red Bomber and equal numbers of ordinary red and blue cards to make one role per person. For this guide, use exactly 6, 8, 10, 12, 14 or 16 people.

Randomly divide people equally between rooms, then secretly deal the shuffled roles. Each room receives a leader card. Explain the exchange schedule: with 6–10 people, send one person from each room after every round; with 12–16, send two after the three-minute round, then one after each remaining round. Leaders themselves cannot be sent.

Make a plan with incomplete information

Start three minutes and let everyone inspect their role. The first player appointed by somebody else becomes that room’s leader. A leader can hand the role to a willing replacement; that person cannot hand it straight back until the next round. Before time expires, more than half the room can appoint another leader by visibly voting for them.

Talk, claim a role, question others, or voluntarily show your whole card to selected players. You may lie in conversation but cannot swap cards. This basic format does not allow showing only the card’s color. Nobody must reveal their card. Stay in your assigned room and do not signal, listen or speak across rooms.

At the bell, each leader names their outgoing players within their own room and commits to that choice. The leaders meet between rooms without those players, confirm both choices are ready, then start the next timer and call the chosen players across simultaneously. Leaders return to their original rooms. Walk; nobody is grabbed or physically prevented from moving.

Repeat after two minutes, then after one minute. Following that third exchange, stop immediately and reveal every role. President and Bomber in the same room means every red player wins; in different rooms means every blue player wins. Your own room does not determine your team. One three-round sequence is one complete game.

Keep exchanges fair

The other room must not see your outgoing choices before its own leader commits. Keep the remaining time public and make the bell audible in both rooms. If a logistical interruption prevents a fair exchange, pause and complete that exchange before resuming. For another game, reshuffle every role and both rooms rather than preserving alliances.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Two Rooms and a Boom · See main rules

Published timing variant

Three equal rounds

Make all three rounds three minutes long. Keep the exact same exchange counts and final result. This gives later negotiations more room without introducing new characters.

Two Rooms and a Boom · See main rules

Published variant

Untimed negotiations

Remove the timer. When a leader has committed to outgoing players, they wait between rooms and may announce only that they are ready. Once both leaders are ready, exchange. Still play exactly three exchanges with the normal counts.

Two Rooms and a Boom · See main rules

House suggestion

Public room discussion

During each round, every conversation must be audible to everyone in that room. Private full-card shows remain allowed, but no whispered deals. Other rooms still receive no information except through exchanged people.

Two Rooms and a Boom · See main rules

House suggestion

New leader each round

After every exchange except the last, appoint a willing leader different from the previous round’s leader. Until chosen, no new negotiation time starts. Once appointed, normal replacement rules apply. Use ordinary exchange counts and outcomes.

Two Rooms and a Boom · See main rules

House suggestion

One voluntary opening reveal

At the beginning of each round, offer each player one chance to show their entire role card to the room or pass, in clockwise order. No one may speak during this opening circuit. Then start the normal round timer and negotiation. Cards shown may be hidden again, but people remember what they saw.

About this guide

Core roles, full-card sharing, leaders, round times and exchange counts follow the basic rulebook. The exact even-number range avoids a neutral role. The last three variations and logistical pause convention are house adaptations; timing alternatives are published.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.