
- BGG rating
- 7.0
Two Rooms and a Boom: Necroboomicon Expansion Pack
- 6–30 players
- 15 min
- Complexity 2.0/5
- 2017

2013
Rules assistance for Two Rooms and a Boom
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 6 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Two Rooms and a Boom is a board game released in 2013 for 6–30 players, 7–20 minutes per game, and ages 8 and up. It was designed by Alan Gerding and Sean McCoy and its main mechanics are Variable Player Powers, Team-Based Game, and Real-Time.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. 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. Lying encouraged.
Two Rooms and a Boom supports 6–30 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Two Rooms and a Boom is 7–20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Two Rooms and a Boom for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Two Rooms and a Boom has a complexity rating of 1.5 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Two Rooms and a Boom belongs to these categories: Card Game, Party Game, and Print & Play. Its main mechanics are Variable Player Powers, Team-Based Game, and Real-Time. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Two Rooms and a Boom are: Alan Gerding and Sean McCoy. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Two Rooms and a Boom as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.