User blog:Raven1207/2 Rooms and 1 Boom

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Every game must contain the President and the Bomber. Other than that, the choice is yours!

Agent

r/b Agent ­ you have the AGENT power: once per round, you may privately reveal your card to a

player and force that player to card share with you. You must verbally say to the target player,

"I’m using my AGENT power. You MUST reveal your card to me."

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a

Paranoid character that has already card shared), the power is wasted. The target must prove

they can’t card share by verbally saying (even if “cursed”) “I can’t because (provide specific and

honest (even if a Demon reason).”

Agoraphobe

grey Agoraphobe ­ you win if you are never sent to a different room by anyone.

Ahab (*Moby)

grey Ahab ­ you win if Moby gains the "dead" condition and you do not.

must be played with Moby.

Alchemist (*Eggineer)

blue Alchemist ­ when playing with the Alchemist, the Blue Team has the following additional

win condition: the King must card share with the Alchemist before the end of the game or the

Blue Team loses. At the end of the game, the King will be asked if he/she card shared with the

Alchemist. At that time both players will verify or deny having card shared.

Note: remember that if the King character ever switches player control (perhaps due to the Hot

Potato), then the new King must card share with the Alchemist.

Alien

r/b Alien ­ you have the ABDUCTION power: you must keep the card of any character that card

shares with you. You are not permitted to do anything with acquired cards, including showing the

cards to others or using powers associated with the card. Players whose cards were stolen

maintain their powers and allegiance, but have obviously lost all ability to share their cards with

others or use any power that requires them to private, public, color or card share.

Note: if an Alien card shares with the other Alien, then both players lose their cards to the other,

thus losing their ABDUCTION ability.

Ambassador

r/b Ambassador ­ before the game begins, but after character cards have been dealt, you must

publicly announce “I am an Ambassador!” and keep your card publicly revealed for the rest of

game. This public reveal is permanent. Ambassadors have the “immune” condition. Players with

the "immune" condition are immune to all powers and conditions without exception.

Ambassadors can walk freely between the two rooms. Ambassadors can never take part in any

vote (e.g. voting to nominate or usurp a leader). Ambassadors can never be picked by leaders

to be transferred into another room (or by other characters with such powers) as they are never

actually counted as part of a room's population.

Note: because Ambassadors are never considered a part of a room's population, they don’t

count towards the player count in the game and they don't count for or against Team Zombie's

win objective. This means if you have 18 players including the Ambassadors, you should be

playing a 16 player game.

Amnesiac

purp Amnesiac ­ this character card can only used with a buried card. At the end of the last

round, before all players reveal their character cards, you must declare which team you are on

by saying, "I remember which team I am on. I am on the _________ ." You must choose the Red

Team, the Blue Team, or neither team. To win you want to guess the team allegiance of the

buried card. If you choose the correct team (the team of the buried card), but your team loses,

you lose too. If you say, "I am on nobody's team," and the buried card is not on the Red Team or

the Blue Team, you win.

Anarchist

grey Anarchist ­ you win if your vote helped successfully usurp a leader during a majority of the

rounds. For example, in a 3 round game, you must have usurped a leader 2 of the 3 rounds.

Angel

r/b Angel ­ you begin with the "honest" condition. Players with the “honest” condition must

always verbally tell the truth (unless you're "seduced", "hypnotized", or any other condition that

may influence your ability to tell the truth). This means that you are permitted to lie as long as it is

not verbally.

Note: If a player with the "honest" condition were to acquire the "liar" condition, the two conditions

would cancel one another, leaving the player with neither condition.

Apprentice (*Fanatic)

blue Apprentice ­ you are the backup character for the Alchemist. If the Alchemist card is buried

or the Alchemist receives the “dead” condition before the end of the game, you must carry out all

responsibilities associated with the Alchemist (card sharing with the King).

Beholder

green Beholder ­ before the game begins, but after character cards have been dealt, you must

publicly announce “I am the Beholder!” and keep your card permanently publicly revealed for the

rest of game. Do your best to make sure there are no private conversations. You may try to be

as intrusive as possible, including looking over players’ shoulders at their cards, and even getting

on the ground to see the bottoms of cards being passed between players. You can’t physically

manipulate other players, nor should they try to physically manipulate you. If playing with the

Privacy Promise rule variant, you ignore the rule.

You have the “immune” condition. Players with the "immune" condition are immune to all powers

and conditions without exception. The Beholder can walk freely between the two rooms. The

Beholder can never take part in any vote (e.g. voting to nominate or usurp a leader). The

Beholder can never be picked by leaders to be transferred into another room (or by other

characters with such powers) as they are never actually counted as part of a room's population.

Win Objective: if you see any part of a player’s card face (color or character), audibly and loudly

declare what you’ve seen right there and then to win the game. If you win, all other players lose.

Guessing is not allowed. If you publicly declare a color or card that you’ve seen and you are

wrong, then you instantly lose.

Note: because the Beholder is never considered a part of a room's population, they don’t count

towards the player count in the game and they don't count for or against Team Zombie's win

objective. This means if you have 18 players including the Beholder, you should be playing a 15

player game.

The Black

black Black, the ­ your character card is completely black. If any player color shares with you

then you win and all other players lose.

Blind

r/b Blind ­ you begin with the "blind" condition. Players with the "blind" condition must do their

best best to never open his or her eyes during the game. Don't worry, it is a short game. Note:

Blind players can still acquire conditions and have powers used upon them, but they should not

be lied to about it.

Blue Drone Red Fist

blue Blue Drone ­ you are a primary character. The Blue Team wins if you are in the same

room as the Red Fist at the end of the game. Note: The Blue Drone and Red Fist cards add

additional win conditions to the game, adding complexity and greatly altering the standard win

conditions.

must be played with Red Fist. Judge