User blog:Raven1207/2 Rooms and 1 Boom

=What is 2 Rooms and a Boom?=

2 Rooms and a Boom is a social deduction game. There are two rooms, with players divided equally (half and half) into each room, which are Blue and Red. Each room has a leader, whom the majority of the players in the room must agree on. The leader decides who the hostages are at the end of each round. At any point, the leader can adequate or be demoted by choice or role/majority respectfully. In each round, players can “card share” or “color share”, publicly or privately.

“Color sharing” means you share your team’s color with another player, while “card sharing” means you share your card with another player.

At the end of the game, all roles are revealed and the winners are decided. The Blue team wins if the President and the Bomber are in opposite rooms at the end of the game and the President survives. The Red team wins if the President and Bomber are in the same room at the end of the game, and/or the President dies. All other teams have their own winning conditions.

=Important Notes=

If two or more roles are paired together, such as Butler / Maid or Mad Scientist / Mad Scientist, it means that both roles are required in the game for either to exist. This is to balance the gameplay.

There are a total of eight colors in this game. They are Blue, Red , Gray , Green , Pink , Purple , Yellow , and Black.

=Powers=

AGENT: 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 *specific and honest reason (even if they are a Demon)*.”

ABDUCTION:

BODY SNATCHER: If anyone card shares with your Body Snatcher card, they must give you their character card. Cards captured in this way are considered your face cards. You may show any face card you wish in future private, public, color, and card shares as long as you still have a Body Snatcher card (even if it is not your own). However, you gain neither the allegiance nor the powers of any acquired face cards, including any characters with powers that activate during a reveal. 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 a Body Snatcher shares with the other Body Snatcher, and both used their Body Snatcher card when doing so, then both players lose their Body Snatcher cards to the other. However, both of these players may continue to show other players the face cards they’ve acquired, but neither player can continue to collect cards.

Another (more confusing) note: when using face cards that have powers, you should not allow players to believe your power has influence over them.

Note about primary characters: remember that characters still retain their abilities and powers. This means that the Bomber still provides everyone with the “dead” condition at the end of the game with or without his/her card. The President is still the President with or without his/her card.

=Conditions= "attached" condition: Sharing your card with Centipede /Centipede

"blind" condition: Can't see anyone

"coy" condition: Can't share anything of your card, unless a card forces you to

"cultist" condition: Gains "death" condition if the Cult Leader  dies (this is only if you share with the Cult Leader )

"dead" condition: Dying from Bomber  or from any other Killer

"foolish" condition: Always card shares

"honest" condition: Always tell the truth

"in love" condition: Only win if you are in the same room as your Lover at the end of the game

"in hate" condition: Only win if you are in the different room as your Hater at the end of the game

"liar" condition: Always tell the lies

"shy" condition:  Can't share anything of your card

"torn" condition":  Sharing your card with  Centipede / Centipede  but being in the opposite room as them afterwards

"toasted" condition: Dying from Dragon

"traitor" condition: You win with the opposite team

=Condition Notes=

If a player with the "shy" condition is given the "foolish" condition, both conditions cancel each other out, and the player will be left with neither condition.

If a player with the "foolish" condition is given the "shy" condition, both conditions cancel each other out, and the player will be left with neither condition.

=Roles=

Agent / Agent

Power: AGENT

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 *specific and honest reason (even if they are a Demon)*.”

Agoraphobe

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

Ahab / Moby

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

Alchemist/Eggineer*

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 power.

Ambassador / 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

This character card can only be 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

You win if your vote helped successfully usurp a leader during a majority of the rounds. For example, in a three-round game, you must have usurped a leader two out of the three 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

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 <span style="color:rgb(105,220,109);font-size:14px;font-weight:400;">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 <span style="color:rgb(105,220,109);font-size:14px;font-weight:400;">Zombie's  win

objective. This means if you have 18 players including the <span style="color:rgb(105,220,109);font-size:14px;font-weight:400;">Beholder, you should be playing a 15

player game.

The <span style="color:rgb(0,0,0);font-size:14px;">Black

<p style="margin-top:1em;margin-bottom:0px!important;"><span style="color:rgb(0,0,0);">Black

<span style="color:rgb(0,0,0);font-size:14px;">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.

Blue Firecracker (*Red Foot)

blue Blue Firecracker ­ you are a secondary character. You are the backup character for the

Blue Drone. If the Blue Drone card is buried or the Blue Drone receives the “dead” condition

before the end of the game, you must carry out all responsibilities associated with the Blue

Drone.

Body Snatcher

r/b Body Snatcher ­ you have the BODY SNATCHER power: if anyone card shares with your

Body Snatcher card, they must give you their character card. Cards captured in this way are

considered your face cards. You may show any face card you wish in future private, public,

color, and card shares as long as you still have a Body Snatcher card (even if it is not your own).

However, you gain neither the allegiance nor the powers of any acquired face cards, including

any characters with powers that activate during a reveal. 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 a Body Snatcher card shares with the other Body Snatcher, and both used their Body

Snatcher card when doing so, then both players lose their Body Snatcher cards to the other.

However, both of these players may continue to show other players the face cards they’ve

acquired, but neither player can continue to collect cards.

Another more confusing note: when using face cards that have powers, you should not allow

players to believe your power has influence over them.

Note about primary characters: remember that characters still retain their abilities and powers.

This means that the Bomber still provides everyone with the “dead” condition at the end of the

game with or without his/her card. The President is still the President with or without his/her card.

Bomber (*President)

red Bomber ­ you are a primary character. Everyone in the same room as you at the end of the

game gains the "dead" condition. The Red Team wins if the President gains the "dead"

condition. Note: it is possible that the Bomber receives the “dead” condition before the end of

the game. If this happens, then the Bomber does not detonate, failing to provide the “dead”

condition to everyone in the same room at the end of the game.

Survivor, Victim, Moby, and Ahab are your natural grey allies.

Born Leader

You win if you are a room's leader at the end of the game.

Bouncer

r/b Bouncer ­ you have the BOUNCER power: if you are in a room that has more players than

the other room, you may privately reveal your card to any player and verbally tell them, “get out!”

When you do, that player must immediately change rooms. You may do this at any time

EXCEPT FOR THE LAST ROUND. This can be done limitlessly, but never to a room's leader.

Note: this card should only be included in the roleset if the two rooms do not have the same

number of players in them.

Bully

r/b Bully ­ you have the BULLY power: when a player agrees to color share with you, private

reveal instead. They must private reveal their card too.

Note: The Bully forces a private reveal, not a card share.

Butler / Maid*

You win if you are in the same room as the Maid and the President at the end of the game.

Capitalist (*Socialist)

blue Capitalist ­ any player that card shares with you must trade in their character card for a

Blue Team card before the beginning of the next round and before revealing

any part of their card to another player. Your power has no effect any of the primary characters,

secondary characters, or any character that is not aligned with either red or blue.

Centipede

r/b Centipede ­ you have the CENTIPEDE power: any player that card shares with you gains

the "attached" condition. Any "attached" player that becomes separated from you (meaning they

are no longer in the same room as you) loses the “attached” condition and replaces it with the

“torn” condition. Players with the “torn” condition must permanently publicly reveal their card

regardless of any powers or acquired conditions. Heck, they might as well just stick their card

on their forehead.

Note: if a player is no longer the Centipede (e.g. after card sharing with the Leprechaun), players

with the “attached” condition remain “attached” to you.

Changer

When playing with the Changer, create a "Fun Deck." Take any number of character cards that are not being used for the current game and shuffle them together to create a "Fun Deck." At any point before the end of the game, you, the Changer, must change your card for a random card from the "Fun Deck." This can only can be done once, unless the random card selected is another Changer card. If you forget to exchange your card by the end of the game or if you are unable to, then you fail to win your objective.

Note: the card retrieved from the “Fun Deck” is always cleansed when it is first drawn, meaning it has no acquired conditions.

Cleaner

r/b Cleaner­ you have the CLEANSE power: you cleanse any player that card shares with you.

This means that any player that card shares with you has all of their acquired conditions

removed from them. For example, a player who has been "cursed" by a Mummy would no

longer have the "cursed" condition after card sharing with you. This does not make yourself

immune to acquiring conditions, as you might need to find the opposing Cleaner.

Clone

You win if the first player whom you card share or color share with wins, succeeding at all of their win objectives.

Clown

r/b Clown­ do your best to smile at all times.

Conspirator

r/b Conspirator ­ you have the CONSPIRATOR power: any player that card shares with you

and has the opposite team’s win objective (example: blue Conspirator card sharing with a red

aligned character) gains the "traitor" condition. A player with the "traitor" condition has their win

objective changed to that of the opposing team. For example, a Blue Team player with the

"traitor" condition wins if the President gains the "dead" condition (which is the win objective of

the Red Team). The CONSPIRATOR power does not work on players that are not red or blue

aligned, primary characters, and secondary characters (e.g. grey character, President, Bomber,

President's Daughter, Martyr, Blue Drone, etc.).

Note: a single player can only gain a single “traitor” condition.

Coy Boy

r/b Coy Boy ­ you begin with the "coy" condition. Players with the "coy" condition may ONLY

color share even when a character's power might force a card share. A Coy Boy can’t card

share, privately reveal, or publicly reveal their card or their color.

Note: "Coy" players can card share their cards to Psychologists after a Psychologist player has

privately revealed their card to the "coy" player. Another Note: If a player with the "foolish"

condition were to acquire the "coy" condition, the two conditions would cancel one another,

leaving the player with neither condition.

Criminal

r/b Criminal ­ you have the CRIMINAL power: any player that card shares with you gains the

"shy" condition. Players with the "shy" condition may not reveal any part of their card to any

player.

Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two conditions

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

Cult Leader

You begin with the "cultist" condition. Any player that card shares or color

shares with a player with the “cultist” condition (i.e. a cultist" player) then also gains the "cultist"

condition. Players with the "cultist" condition lose the game if the Cult Leader gains the “dead”

condition. This is an additional win objective and does not replace or change a player’s original

win condition. If the Cult Leader gains the “dead” condition, so do all players with the “cultist”

condition.

Note: It is important for players to indicate that they are have the “cultist” condition when card

sharing or color sharing with another player. This is usually done by whispering something along

the lines of, "I’m a cultist. Make sure our leader _______ stays alive."

Cupid (*Eris)

red Cupid ­ you have the CUPID power: once per game, you may privately reveal your card to

two players. You must verbally say to your target players, "You are in love with each other."

Those two players gain the "in love" condition. Players with the "in love" condition replace their

original win objective with the following win objective: be in the same room with the player with

whom you are “in love” at the end of the game or fail to win your objective. The CUPID power

cannot be used on yourself.

Note: If a player with the "in love" condition were to acquire the "in hate" condition, the two

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

Dealer

r/b Dealer ­ you have the DEALER power: any player that card shares with you gains the

"foolish" condition. Players with the "foolish" condition can never turn down an offer to card

share.

Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two conditions

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

Decoy / Sniper* / Target*

You win if the Sniper shoots you at the end of the last round.

Demon

r/b Demon ­ you begin with the "liar" condition. Players with the “liar” condition must always

verbally tell the lie (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 communicate the

truth 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.

Doctor (*Engineer)

blue Doctor ­ when playing with the Doctor, the Blue Team has the following additional win

condition: the President must card share with the Doctor before the end of the game or the Blue

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

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

Note: see Doctor/Engineer section (insert page #) for more clarification.

Another Note: remember that if the President character ever switches player control (perhaps

due to the Hot Potato), then the new President must card share with the Doctor.

works well with Engineer and characters with card share powers (e.g. Dr. Boom).

games with the Doctor and Engineer may lead to a game where all players lose.

Dragon (*King)

red Dragon ­ you are a primary character. Everyone in the same room as you at the end of the

game gains the "toast" condition. The Red Team wins if the King gains the "dead" condition.

Note: it is possible that the Dragon receives the “dead” condition before the end of the game. If

this happens, then the Dragon does not breathe, failing to provide the “dead” condition to

everyone in the same room at the end of the game.

Dragon Egg (*Fat Princess)

red Dragon Egg ­ you are a secondary character. You are the backup character for the Dragon.

If the Dragon card is buried or the Dragon receives the “toast” condition before the end of the

game, you must carry out all responsibilities associated with the Dragon (for example: ending

the game in the same room as the King, card sharing with the Eggineer).

Dr. Boom {*Tuesday Knight)

red Dr. Boom ­ you have the BOOM power: if you card share with the President, the game

immediately ends. Red Team wins.

Note: the BOOM power never works on the President’s Daughter. If the President is buried, the

BOOM power is never used.

Drunk

purp Drunk­ this character card requires the following setup: before characters cards are dealt

but after they are shuffled, randomly remove a character card. This is the sober character card.

The sober card needs to be placed face down in a location that is easily accessible to all

players, regardless of room locations (usually between the 2 play areas). The Drunk card is then

placed into the deck of character cards. Reshuffle the character cards. At the beginning of the

last round of the game, the Drunk player should replace their Drunk card with the sober card. If

they lost their Drunk character card (e.g. the Body Snatcher stole it), the sober card should still

be retrieved. The player assumes all powers and responsibilities associated with the sober

character card.

Note: the “sober” card is always cleansed when it is first retrieved, meaning it has no acquired

conditions.

Easter Bunny

pink Easter Bunny ­ this is complicated, but fun. Have all players gather into a circle. Spin the

Easter Bunny card in the center of the player circle. To whichever player the Easter Bunny’s ear

points is the Easter Bunny. Prepare a typical game with a shuffled character deck. All players,

except the Easter Bunny should close their eyes. The Easter Bunny then hides half of the cards

in one of the rooms, and the other half of the cards in the other room, always being careful to

keep the cards facedown. After this is done, the Easter Bunny rushes back and joins all the

other players. At the beginning of the game, players evenly split into the two rooms as per usual.

However, now players have to find a character card. Once a player finds a character card, they

claim that card and only that card. That is their character for the game. If a player fails to find a

character card by the end of the game, they lose. The player that was the Easter Bunny has an

additional win objective besides the one included with their non­Easter Bunny character. If all

players find their character cards, then the Easter Bunny loses. For every player that fails to find

a card, the Easter Bunny player must find the missing cards. If the Easter Bunny can’t find these

lost cards, then the Easter Bunny loses (because man... where the heck are those cards?!?)

Eggineer (*Alchemist)

red Eggineer ­ when playing with the Eggineer, the Red Team has the following additional win

condition: the Dragon must card share with the Eggineer before the end of the game or the Red

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

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

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

Hot Potato), then the new Dragon must card share with the Eggineer.

Enforcer

r/b Enforcer ­ you have the ENFORCER power: once per round, you may privately reveal your

card to two players. You must verbally say to your target players, "You must reveal your card to

one another." Those two players must card share to one another (not to you). You cannot use

this power on yourself, but another Enforcer can use their power on you. Note: If used on a

character that is unable to card share (e.g. has the "shy" condition), the power is wasted. The

target must prove they can’t card share by verbally saying (even if “cursed”) “I can’t because I

am (name specific condition).”

Engineer (*Doctor)

red Engineer ­ when playing with the Engineer, the Red Team has the following additional win

condition: the Bomber must card share with the Engineer before the end of the game or the Red

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

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

Note: see Doctor/Engineer section (insert page #) for more clarification. Note: remember that

if the Bomber character ever switches player control (perhaps due to the Hot Potato), then the

new Bomber must card share with the Engineer.

Enlisted

r/b Enlisted ­ you have the ENLIST power: during any round but the last, you may publicly reveal

your card and automatically become one of the hostages for the end of that round. However,

your card must permanently remain publicly revealed for the rest of the game. This means that

you can only use this power once. The Enlisted must be a hostage during the same round in

which the ENLIST power was used. If 2 Enlisted characters use their power in the same room

during the same round and there is only 1 hostage position available, whichever Enlisted used

their power first is to be the hostage, the other Enlisted character wasted their ENLIST power.

Eris (*Cupid)

blue Eris ­ you have the ERIS power: once per game, you may privately reveal your card to two

players. You must verbally say to your target players, "You hate each other." Those two players

gain the "in hate" condition. Players with the "in hate" condition replace their original win

objective with the following win objective: be in the opposite room of the player with whom you

are “in hate” at the end of the game or fail to win this objective. You cannot use this power on

yourself.

Note: If a player with the "in hate" condition were to acquire the "in love" condition, the two

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

Exhibitionist

r/b Exhibitionist ­ you begin with the "flashing" condition. Players with the "flashing" condition

may ONLY publicly reveal even when a character's power might force a card share. A

Exhibitionist can’t card share or privately reveal their card or their color.

is part of the “paraphilia” set (Voyeur, Frotteur, and Prude)

Fanatic (*Apprentice)

red Fanatic ­ you are the backup character for the Eggineer. If the Eggineer card is buried or the

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

responsibilities associated with the Eggineer (card sharing with the Dragon).

Father / Mother*

You have the FATHER power: during the first round of the game you must privatelyv reveal your card to two players and verbally say to those two target players, "You are my children.” You do not have to privately reveal your card to both of these 2 target players simultaneously. You win if your two target players end in the same room as the President.

Fat Princess (*Dragon Egg)

blue Fat Princess ­ you are a secondary character. You are the backup character for the King.

If the King card is buried or the King receives the “toast” condition before the end of the game,

you must carry out all responsibilities associated with the King (for example: ending the game in

the same room as the King, card sharing with the Alchemist).

Firefighter (*Pyrotech)

blue Firefighter­ you have the FIREFIGHTER power: card sharing with the President provides

the President the “fireproof” condition. If the President has the “fireproof” condition, then, at the

end of the game, all players in the same room as the President also gain the “fireproof”

condition. Players with the “fireproof” condition do not gain the “dead” condition from the

“firebomb” condition.

​Fool

r/b Fool ­ you begin with the "foolish" condition. Players with the "foolish" condition can never

turn down an offer to card share or color share.

Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two conditions

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

Fugitive (*One­ Armed Man & Witness & Marshall)

red Fugitive ­ if you card share with the One­Armed Man, the game immediately ends. Red

Team wins.

Frotteur / Prude*

(AKA: "The Gooser") ­If you don't touch every player by the end of the game, you lose. If the Prude grabs your wrist, you lose.

Gambler

At the end of the last round (the one-minute round), before all players reveal their cards, you must publicly announce which team (Red Team, Blue Team, or neither) you think won the game. If you are correct, you win. If you are incorrect, you lose.

Gargoyle

r/b Gargoyle ­ you have the GARGOYLE power: whenever you are selected to leave a room (via

hostage selection or a character’s power) you may publicly reveal your card and verbally say,

“Stone,” to avoid leaving the room. This means that any character that attempts to force you to

leave the room (including the leader) must immediately choose a different player to leave. The

GARGOYLE power can be used repeatedly at anytime.

Note: the GARGOYLE power can’t be used while the leader is out of the room during parlay.

Gorgon

r/b Gorgon ­ you have the GORGON power: any player that card shares with you gains the

"stoned" condition. Players with the “stoned" condition may no longer vote. Rather, any time a

vote is called for (e.g. in the instance of nominating/usurping a leader), "stoned" players must act

stiff with their arms straight down.

Hero / Villain

You win if you are in the same room as the President and Bomber at the end of the game. If you win, the both Red and Blue teams lose.

Hot Potato

Power: HOT POTATO

Any player that card shares or even color shares with you immediately trades cards with you. Both you and the other player assume the powers and the allegiance of the newly acquired cards. At the end of the game, the Hot Potato loses. Note: Characters that can inflict a status upon others (e.g. Vampire, Human Centipede, Hypnotist, etc.) lose their identity, but not previously established power over others when becoming the Hot Potato. For example, previously "seduced" players are still "seduced" by the former Vampire-turned-Hot Potato. Note: due to cleanse, if the President card, for any reason, shifts to a new player, the new President must now card share with the Doctor to win REGARDLESS of the former President’s card sharing history. This concept also applies to the Bomber and Engineer.

Hunter

r/b Hunter ­ take a player’s character card anytime they attempt to use a card share power on

you. You, the Hunter, are not affected by that player’s card share power. You are not permitted to

do anything with acquired cards, including showing the cards to others or using powers

associated with the card. For example, if a Vampire card shares with you, the Vampire has no

effect on you, but you get to keep the player's Vampire card. If 2 Hunters card share, nothing

happens. Players whose cards were stolen maintain their powers and allegiance, but have

obviously lost all ability to share their cards with others. Note: the Clone’s CLONE power still

works even when encountering the Hunter.

Hypnotist

r/b Hypnotist ­ you have the HYPNOTIST power: any player that card shares with you gains the

"hypnotized" condition. "Hypnotized" players must act as if they are the character that you

suggest. You initiate hypnotism by saying, "You think you are the ________." You can only make

a character suggestion at the time of the hypnotism (the card share). "Hypnotized" players do

not gain nor lose their power or allegiance.

Note: this requires a bit of acting on the part of the "hypnotized" player as they are now to

believe that their character card is actually the character card the Hypnotist suggests.

Identity Thief

r/b Identity Thief ­ any player that card shares with you trades cards with you and then acquires

the "shy" condition. Players with the "shy" condition may not reveal any part of their card to any

player. The player with whom you traded cards is now considered the "Shy Identity Thief" and

assumes the allegiance of the Identity Thief card. You, however, assume the powers, allegiance,

win objectives, and all starting conditions of the newly stolen card as if you were dealt that

character card at the beginning of the game. If the 2 Identity Thief characters card share with

one another, they trade cards, both gain the “shy” condition, and both trade their allegiances (red

becomes blue and blue become red).

Note: "Shy" players can card share their cards to psychologists after a psychologist player has

privately revealed their card to the "shy" player. Another Note: If a player with the "shy" condition

were to acquire the "foolish" condition, the two conditions would cancel one another, leaving the

player with neither condition.

Illuminati

Your character card has a red side and blue side. You may show either side when color sharing or revealing. If any player card shares with you, then you win and all other players lose.

Immunologist

r/b Immunologist ­ you begin with the "immune" condition. Players with the "immune" condition

are immune to all powers and conditions without exception.

Note: players should never lie about having the “immune” condition. If this becomes a problem

an Immunologist might have to provide a private reveal to prove that they are indeed immune to

a power or condition and you should get better friends.

works well with characters that have card share powers.

doesn't work well with Zombie, as Team Zombie now has a huge handicap.

Informer

r/b Informer ­ when a player of the opposing color (i.e. red when you’re blue, or blue when you’re

on red team) privately reveals their card to you and verbally says, "Take my card," you MUST

take that player's card. You are not permitted to do anything with acquired cards, including

showing the cards to others or using powers associated with the card. If, at the end of the last

round, if the red and blue teams tie (both win or both lose) then team whose Informer has more

cards loses. For example: Both the Red Fist and the President are destroyed by the Blue Drone

and the Bomber. The red Informer acquired 3 cards during the game. The blue Informer

acquired 2 cards during the game. Red Team loses, Blue Team wins.

Intern / Victim

You win if you are in the same room as the President at the end of the game.

Interrogator

r/b Interrogator ­ you have the INTERROGATE power: once per round you may privately

reveal to any player in the room and ask them a single yes/no question to which they must

answer honestly. If they sincerely don’t know the answer to the question, then they should

indicate such. Answering doesn’t have to be verbal (though it can be). The recipient of the

INTERROGATE power can answer with a simple nod of the head, headshake, or shrug of the

shoulders. When using the Interrogate ability, you must verbally announce to your target player, "I

am using my Interrogate ability," as you privately reveal your card to them.

Note: asking players about what they plan to do in the future is a waste of a question. Changing

your plans doesn’t make you dishonest. It makes you fickle.

Judge

Power: JUDGEMENT

When any player privately reveals their card to you and says, "Take my card," you MUST take that player's card. You are not permitted to do anything with acquired cards, including showing the cards to others or using powers associated with the cards. You have the JUDGEMENT power: at the end of the last round, if both Red and Blue teams win or lose (a tie), count the amount of red cards and blue cards you’ve accumulated. The team that gave you more cards of their color wins the game. You win if you get to use your JUDGEMENT power. However, if the game still ends in a tie (due to having an equal number of red and blue cards) you still win, but Red and Blue teams both lose.

Juliet / Romeo*

You win if you are in the same room as Romeo and the Bomber at the end of the game.

Kangaroo

r/b Kangaroo­ you have the SWITCH­A­ROO power: during any round but the last, you may

publicly reveal your card. You must then immediately leave your current room. Upon entering

the opposing room, you must IMMEDIATELY choose any player, show them your publicly

revealed card and verbally tell them, “I’m kicking you out.” You stay, but your target player must

immediately leave the current room and go into the opposing room. After using the

SWITCH­A­ROO power, your card must remain permanently publicly revealed for the rest of

the game. This means that you can only use this power once. If the player you chose to remove

from the room was the leader, the leader should immediately place the leader card on the

ground. At this point, a new leader is nominated in the same method as in the first round.

King (*Dragon)

blue King ­ you are a primary character. Blue Team wins if you do not gain the "toast" condition.

Leprechaun

green Leprechaun ­ you begin with the "foolish" condition. Players with the "foolish" condition

can never turn down an offer to card share or color share. Note: If a player with the "foolish"

condition were to acquire the "shy" condition, the two conditions would cancel one another,

leaving the player with neither condition. You also have the LEPRECHAUN power: Any player

that card shares or even color shares with you immediately trades cards with you. Both you and

the other player assume the powers and the allegiance of the newly acquired cards. At the end

of the game, the Leprechaun wins. A single player can only ever be the Leprechaun once per

game. If I player is about to become the Leprechaun character for the second time, the must

communicate that they can’t receive the Leprechaun card. This communication can be done

verbally or non­verbally. Note: characters that can inflict a status upon others (e.g. Vampire,

Human Centipede, Hypnotist, etc.) lose their identity, but not previously established power over

others when becoming the Hot Potato. For example, previously "seduced" players are still

"seduced" by the former Vampire turned Hot Potato.

Note: due to cleanse (see Cleanse rule on page #), if the President card, for any reason, shifts

to a new player, the new President, must now card share with the Doctor to win REGARDLESS

of the former President’s card share history. This concept also applies for the Bomber and

Engineer.

Loyalist

r/b Loyalist ­ you are immune to the “traitor” condition. Moreover, if anyone card shares with you

they lose the “traitor” condition.

Mad Scientist

r/b Mad Scientist ­ you have the MAD SCIENTIST power: once per game, you may privately

reveal your card to two players. You must verbally say to your target players, "You MUST trade

cards." Those two players must trade character cards. You can not use this power on yourself,

but another Mad Scientist can use their MAD SCIENTIST power on you.

Maid / Butler* Maid (*Butler)

grey Maid­ you win if you are in the same room as the Butler and the President at the end of the

game.

Marshal (*Fugitive & One ­Armed Man & Witness)

blue Marshal ­ if you card share with the Fugitive, the game immediately ends. Blue Team wins.

Martyr (President’s Daughter)

red Martyr ­ you are a secondary character. You are the backup character for the Bomber. If the

Bomber card is buried or the Bomber receives the “dead” condition before activating the bomb,

you must carry out all responsibilities associated with the Bomber (for example: ending the

game in the same room as the President, card sharing with the Engineer).

Mastermind

Your character card has a red side and blue side. You may show either side

when color sharing or revealing. At the end of the last round (the one-minute round), before all

players reveal their cards, you must publicly announce the color of EVERY player. Traditionally, this is done by having the Mastermind point, one ­by ­one, to each player and

verbally naming a color as they do so (Red, Blue, Grey, Green, or Purple). If you are able to

correctly name the color of every player’s character card, then you win and all other players

lose. If you get guess just 1 player’s color wrong, then you lose the game.

Mastermind 2.0

You win if you end the game as a room’s leader AND you were a leader of the opposing room at some point during the game.

Mayor

r/b Mayor ­ when you publicly reveal your card, your vote counts as two votes. This means that you can publicly reveal your card to count as two people FOR or AGAINST the nomination of a new leader.

Medic

r/b Medic ­ you have the MEDIC power: any player that card shares with you has all “conditions”

removed. For example, a player who has been "cursed" by a Mummy would no longer have the

"cursed" condition after card sharing with you. This does not make yourself immune to acquiring

conditions, as you might need to find the opposing Medic.

works well with characters that cause conditions.

MI6

grey MI6 ­ you win if you card share with the Bomber and the President before the end of the game.

Mime

r/b Mime ­ do your best to not make any noise.

Minion

You win if a leader is never usurped in the same room as you.

Mistress / Wife Mistress (*Wife)

You win if you are in the same room as the President at the end of the game and the Wife is not.

Moby / Ahab

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

Mother / Father

Power: MOTHER

During the first round of the game you must privately reveal your card to two players and verbally say to these two target players, "You are my children.” You do not have to privately reveal your card to both of these two target players simultaneously. You win if these two target players do not gain the “dead” condition unless one of the two players is the Bomber. If the Bomber is one of the two target players, then you only need the other target player you deemed as your child to not gain the “dead” condition.

Mummy

r/b Mummy ­ you have the MUMMY power: any player that card shares with you gains the

"cursed" condition. “Cursed” players must from then on do their best to not make any noise.

Note:Because of the MUMMY power, “Cursed” players are prevented from using any powers or

abilities that requires a verbalization (e.g. Agent, Rageaholic, and even Zombie).

Negotiator

r/b Negotiator ­ you begin with the "savvy" condition. Players with the "savvy" condition may

only card share. You may not publicly, privately, or color share.

Note: it is possible for “savvy” players to acquire conditions that prevent card sharing (e.g.

“coy”). If this happens, then the “savvy” player can no longer perform any of the 4 types of

reveals (card share, color share, private reveal, or public reveal).

Ninja

r/b Ninja – the Ninja has the NINJA power: during any round but the last, you may publicly reveal

your card. You must then immediately leave your current room. Upon entering the opposing

room, you must IMMEDIATELY grab any player you choose in that room. Both you and the

chosen player are removed from the game (but do NOT gain the "dead" condition). In the case

where the chosen player is a character who is unaffected by powers (example: the

Immunologist), the Ninja’s power has been wasted and the Ninja leaves the game alone.

Removed characters still win or lose based upon their team or character's win objective.

Backup characters become active if their corresponding characters are removed from the game

(e.g. the Nurse becomes the Doctor if the Ninja removes the Doctor from the game). If the Ninja

uses the NINJA power on a room’s leader, the leader should immediately place the leader card

on the ground. At this point, a new leader is nominated in the same method as the first round.

Note: if a primary character (President or Bomber) and its corresponding backup character

(President's Daughter or Martyr) are both removed from the game, the opposing team

automatically wins.

Another Note: If the leader of a room is removed, the room must nominate a

new leader as in the first round. Note: because Ninjas and the targets of their NINJA power are

removed from a room's population, the player count for the sake of hostages should always be 4

less than the amount of starting players. This means if you have 18 players including the Ninjas,

you should be playing a 14 player game.

Nuclear Tyrant

At the end of the game, you are asked if you shared your card with both the President and the Bomber. You win if the President and the Bomber do not card share with you by the end of the game. If you win, all other players lose. The Nuclear Tyrant begins with the "foolish" condition. Players with the "foolish" condition can never turn down an offer to card share.

Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two conditions would cancel one another, leaving the player with neither condition.

Nurse (*Tinkerer)

card share power, bury *recommended

blue Nurse ­ you are the backup character for the Doctor. If the Doctor card is buried or the

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

responsibilities associated with the Doctor (card sharing with the President).

One ­Armed Man (*Witness & Marshal & Fugitive)

blue One ­Armed Man ­ if you card share with the Witness, the game immediately ends. Blue

Team wins.

Paparazzo

r/b Paparazzo ­ do your best to make sure there are no private conversations. You must 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, that is too rude. If playing with the Privacy Promise rule

variant, ignore the rule as long as you publicly reveal your card to prove to others that you are

permitted to be invasive.

Paper / Scissors / Rock

You win if you are in the same room as Rock, but not in the same room as Scissors.

Paranoid

r/b Paranoid ­ you begin with the "paranoid" condition. Players with the "paranoid" condition may

only card share. Moreover, they may only card share once per game.

Piper

r/b Piper ­ you have the PIPER power: any player that card shares with you gains the "piped"

condition. Characters with the "piped" condition have an additional win condition. If players with

the “piped” condition lose if they are not in the same room as the Piper player that provided them

with the “piped” condition.

Note: a player can only have a single “piped” condition.

Another Note: it is possible that both Piper characters gain the “piped” condition.

Pirate

r/b Pirate­ you have the PIRATE power: you may publicly reveal your Pirate card, pick any player

in the room (besides yourself) and verbally and loudly tell them, "Argh, walk the plank." However,

your card must permanently remain publicly revealed for the rest of the game. This means that

you can only use this power once. Your target player gains the "blasted" condition. A player with

the “blasted” condition must be one of the hostages exchanged at the end of the round. If the

PIRATE power is used during the last round, then that player is the single hostage.

Note: If a player with the "blasted" condition were to acquire the "tackled" condition, the two

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

players will not likely need to guess the other room’s hostage. Recommend that just the

red Pirate be played with just the blue Security.

President (*Bomber)

blue President ­ you are a primary character. Blue Team wins if you do not gain the "dead"

condition.

President’s Daughter (*Martyr)

blue President's Daughter ­ you are a secondary character. You are the backup character for

the President. If the President card is buried or the President receives the “dead” condition

before the bomb is activated, you must carry out all responsibilities associated with the

President (for example: ending the game in the opposite room as the Bomber, card sharing with

the Doctor).

Private Investigator

At the end of the last round, before all players reveal their character cards, you must publicly announce the identity of the buried card. If you are correct, you win. If you are incorrect, you lose.

Note: if the Private Investigator is in play with any other characters that have a end-­of-­game public announcement (e.g. Amnesiac, Gambler, etc.) the Private Investigator must announce their guess first.

Professor

r/b Professor ­ any player that card shares with you acquires the "savvy" condition. Players

with the "savvy" condition may only card share. The “savvy” condition prevents the use of private

reveal and color share powers. Note: it is possible for “savvy” players to acquire conditions that

prevent card sharing (e.g. “coy”). If this happens, then the “savvy” player can no longer perform

any of the 4 types of reveals (card share, color share, private reveal, or public reveal).

Prude / Frotteur

You win if you grab one of the Frotteur 's wrist by the end of the game. You may only grab one player’s wrist during the game. Once you grab a player’s wrist, you may not let go until the end of the game. This also means that neither you, nor the player’s whose wrist you grabbed may be a hostage without the other. The only way one of the two of you can leave the room is if the other is able to leave as well.

Note: A character that removes another character from the game (e.g. Ninja, Xenohunter, etc.) cannot remove the Prude nor the player whose wrist the Prude grabbed.

Psychologist

r/b Psychologist ­ when you privately reveal your card to a character with the "shy" condition or

the “coy” condition, that "shy" or “coy” character may then immediately card share with you, the

Psychologist. If this is done, the "shy" and/or “coy” condition is removed. Furthermore, if

someone with the “paranoid” condition card shares with you, the “paranoid” condition is

removed.

Pyrotech (*Firefighter)

red Pyrotech ­ you have the PYROTECH power: card sharing with the Bomber provides the

“firebomb” condition. If the Bomber has the “firebomb” condition at the end of the game, all

players gain the “dead” condition (regardless of what room they are in).

Queen / Stunt Double

You win if the President gains the “dead” condition and you don’t.

Rageaholic

r/b Rageaholic ­ you have an alternative win objective. If you...

1) are a room’s leader

2) have already selected your hostages

3) are between rounds (the time between the end of a round and the beginning of the next round)

4) and are waiting for the other room’s leader during parlay

... then you may begin yelling “I’m a raging one! I’m a raging two! I’m a raging three!...” and so on

until either the other leader shows up for parlay or you get to “I’m a raging ten!” If you finish yelling “I’m a raging ten!” then you win and all other players lose (including the opposing Rageaholic character).

Note: when yelling during parlay, you should be loud enough that both rooms can hear you.

Rat

r/b Rat ­ you have the RAT power: once per game you may publicly reveal your card to the entire

room, then leave to the opposing room. However, your card must permanently remain publicly

revealed for the rest of the game. While in the other room, you have the “immune” condition.

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

While in the other room Rats can never take part in any vote (e.g. voting to nominate or usurp

a leader) and 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.

You must return to your original room before the end of the round or you automatically lose.

Red Fist (*Blue Drone)

red Red Fist ­ you are a primary character. The Red Team wins if you are not in the same room

as the Blue Drone at the end of the game.

Red Foot (*Blue Firecracker)

red Red Foot ­ you are a secondary character. You are the backup character for the Red Fist. If

the Red Fist card is buried or the Red Fist receives the “dead” condition before the bomb is

activated, you must carry out all responsibilities associated with the Red Fist.

Rival / Survivor

You win if you are NOT in the same room as the President at the end of the game.

Robot

You win if the first player with whom you card share or color share fails to achieve all of their win objectives. If you fail to card share or color share with any players, then you lose.

Rock / Paper / Scissors

You win if you are in the same room as Scissors, but not in the same room as Paper.

Romeo / Juliet

You win if you are in the same room as Juliet and the Bomber at the end of the game.

Scissors / Rock / Paper /

You win if you are in the same room as Paper, but not in the same room as Rock.

Secret Police

r/b Secret Police ­ you have an alternative win objective. While the Secret Police are in play,

doing any action that could be deemed gameplay between rounds is strictly prohibited. If any

players discuss gameplay or attempt to do any form of card sharing or revealing, you (the Secret

Police) may point to the player that is gameplaying between rounds, publicly reveal your card

(like its a badge) and yell, “Secret Police! You’re under arrest!” As long as one other player in the

game can verify that gameplay was indeed occurring between rounds, you win and all other

players lose (including the opposing Secret Police character).

Note: When playing with the Secret Police it is important that all players understand when a

round begins and when it ends. If players are having difficulty understanding this, remember that

declaring “The round is over!” is not considered gameplay.

Another Note: Between rounds is the time between the end of a round and the beginning of the

next round. This is the time when leaders parlay, swap hostages, and begin the next round.

Tip: The easiest way to be sure that the Secret Police do not win is to remain

silent and still between rounds.

Warning: A leader selecting hostages after a round’s time has expired IS CONSIDERED

GAMEPLAY! Leader’s should be well prepared.

Security

r/b Security ­ you have the TACKLE power: you may publicly reveal your Security card, pick any

player in the room (besides yourself) and verbally tell them, "You're going nowhere." However,

your card must permanently remain publicly revealed for the rest of the game. This means that

you can only use this power once. If the target of your TACKLE power is not on the same team

as you, they gain the "tackled" condition. "Tackled" players can't leave as a hostage this round.

If Security uses the TACKLE power on a member of their own team, then that teammate player

gains the “torn” condition. A player with the “torn” condition must permanently publicly reveal

their card regardless of any powers or acquired conditions. This permanent public reveal is a

punishment for choosing a member of the same team.

Note: If a player with the "tackled" condition were to acquire the "blasted" condition, the two

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

Seer

r/b Seer ­ before the game begins, but after character cards have been dealt, everyone is to

close their eyes and publicly reveal their cards for about 30 seconds. All players are to do this

regardless of their character card’s abilities, powers, and starting conditions. Only the Seer

characters may open their eyes and move freely throughout the play areas. Seer characters

begin the game with the "shy" condition. Players with the "shy" condition may not reveal any part

of their card to any player.

Note: "Shy" players can card share their cards to psychologists after a psychologist player has

privately revealed their card to the "shy" player. Another Note: If a player with the "foolish"

condition were to acquire the "shy" condition, the two conditions would cancel one another,

leaving the player with neither condition.

Tip: the best way to address Seer players getting to look at all players’ cards is to have all

players dealt their character cards before separating into the 2 separate rooms. Then have the

30 second mass public reveal, and then separate into separate rooms.

Shy Guy

r/b Shy Guy ­ you begin with the "shy" condition. Players with the "shy" condition may not reveal

any part of their card to any player. Note: "Shy" players can card share their cards to

psychologists after a psychologist player has privately revealed their card to the "shy" player.

Another Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two

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

Sniper / Target / Decoy

At the end of the last round, before all players reveal their character cards, you must publicly announce which player you are shooting. The selected player does not have to be in the same room as you. You win if the player you selected is the Target. If the player you choose is the Decoy or is not the Target, then the selected player gains the "dead" condition.

Socialist (*Capitalist)

red Socialist ­ any player that card shares with you must trade in their character card for a Red

Team card before the beginning of the next round and before revealing any part of their card to

another player. Your power has no effect on primary characters (President, Bomber, Red Fist,

etc.), backup characters for primaries (President’s Daughter, Martyr, Firecracker, etc.) or any

character that is not aligned with either red or blue.

Spy

r/b Spy ­ this is a special character card that is the color of the opposite team. This means, for

example, that the red Spy has an allegiance to the Red Team, but their card is blue.

Stunt Double / Queen

You win if you end in the opposite room as the President and if you gain the “dead” condition.

Survivor / Rival

You win if you are NOT in the same room as the Bomber at the end of the game.

Target / Sniper / Decoy

You win if the Sniper does not shoot you at the end of the last round.

Telepath

grey Telepath ­ you win if you correctly predict the player (not character) that will be the hostage

coming into your room at the end of the last round. To formalize your prediction, you must

publicly reveal your card during the last round of the game and verbally name (or adequately

describe) your prediction. Note: your prediction can’t be the hostage leaving your current room.

You must predict the hostage that will be coming INTO your room.

Tentaclese

r/b Tentaclese­ you have the TENTACLE power: if you are in a room that has fewer players

than the other room, you may leave your current room. You never count as a member of the

opposing room while using the TENTACLE power. Upon entering the opposing room, you must

IMMEDIATELY grab any player of your choosing. Both you and that grabbed player return to the

room from which you just left. In the case where the chosen player is a character who is

unaffected by powers (example: the Immunologist), Tentaclese’s power has been wasted and

you must IMMEDIATELY grab a different player. If Tentaclese uses the TENTACLE power on a

room’s leader, the leader should immediately place the leader card on the ground. At this point, a

new leader is nominated in the same method as the first round. You may use the TENTACLE

power during anytime EXCEPT FOR THE LAST ROUND. This can be done limitlessly.

Note: this card should only be included in the roleset if the two rooms do not have the same

number of players in them.

Thug

r/b Thug ­ you have the THUG power: any player that card shares with you acquires the "coy"

condition. Players with the "coy" condition may only color share even when a character's power

might force a card share.

Note: If a player with the "foolish" condition were to acquire the "coy" condition, the two conditions

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

Time Lord

r/b Time Lord ­ you have the TIME power: publicly reveal your card at any time and verbally

announce, “Time is up!” When calling the end of the round, being sure that both rooms hear the

call to end the round. However, if you ever take longer than 5 minutes to call a round, you lose

your TIME power.

Note: there is no need to keep time in a game if the Time Lord characters are in play except to

prove that they have exceeded 5 minutes and lose their TIME power.

Tinkerer (*Nurse)

red Tinkerer ­ you are the backup character for the Engineer. If the Engineer card is buried or

the Engineer receives the “dead” condition before activating the bomb, you must carry out all

responsibilities associated with the Engineer (card sharing with the Bomber).

Trader

r/b Trader ­ you have the TRADE power: you may trade your card for the buried card. You may

not peek at the buried card, only trade with it. You now assume all powers and the allegiance of

your newly acquired card. A single player can only use the TRADE power once per round. This

means that even if a Trader trades their card for the other Trader card, they can’t use the

TRADE power again until the next round.

Traveler

grey Traveler ­ you win if you are sent to a different room as a hostage at the end of MOST

rounds. This means in a 5 round game, you must change room 3 times to win. In a 3 round

game, you must change rooms twice to win.

Tuesday Knight (*Dr. Boom)

blue Tuesday Knight ­ you have the HUG power: if you card share with the Bomber, the game

immediately ends. Blue Team wins. Note: the HUG power never works on the Martyr. If the

Bomber is buried, the HUG power is never used.

Usurper

r/b Usurper­ you have the USURPER power: during any round but the last, you may publicly

reveal your card and automatically become the leader. However, your card must permanently

remain publicly revealed for the rest of the game. This means that you can only use this power

once. The Usurper cannot be usurped during the same round in which the Usurper stole

leadership, not even by another Usurper. If 2 Usurpers use their power in the same room during

the same round, whichever Usurper used their power first remains the leader, the other Usurper

wasted their power.

Vampire

r/b Vampire ­ You have the SEDUCTIVE power: any player who card shares with you that has a

color not of your own gains the "seduced" condition. All "seduced" players must do anything with

their card that you ask of them and must vote for or against leaders as you do. This means that

a “seduced” player must color share with anyone you ask them to, publicly reveal their card if

you request them to, and they must even vote to usurp the current leader if you do.

Victim (*Intern)

grey Victim ­ you win if you are in the same room as the Bomber at the end of the game.

Villain (*Hero)

grey Villain­ you win if you are in the same room as the President and the opposite room as the

Bomber. If you win, the both Red and Blue teams lose.

Voyeur

r/b Voyeur ­ at any time, you may look at the buried card.

Note: Voyeur characters should not have to prove that they are a Voyeur. If someone peeks at

the buried card and they are not the Voyeur, they are cheating and should be hastily stoned.

Werewolf

r/b Werewolf ­ you are considered one of the 2 alpha wolves and you have the WEREWOLF

power: any player that card shares or color shares with you gains the "bitten" condition. Any

player that card shares or color shares with a "bitten" player is then also "bitten." All “bitten”

players must answer any question EITHER of the alpha wolves ask as honestly and

informatively as possible.

Note: newly "bitten" players don’t receive any special "bitten" cards or indicators. Therefore, it is

important for players to indicate that they are "bitten" when card or color sharing with another.

Players need to also indicate which player is the known alpha wolf. This way all a newly “bitten”

player knows whose questions must be answered honestly. This is usually done by whispering

something along the lines of, "I'm bitten and now so are you. Ted is one of the alpha wolves, so

if he asks you any questions, answer the best you can."

Another Note: if you have the “bitten” condition and you believe you are being asked a question

by EITHER of the players that to your knowledge are alpha wolves, you must do your best to

answer honestly. Therefore, there is a benefit to not knowing who the other team’s alpha wolf is.

Note: asking players about what they plan to do in the future is a waste of a question. Changing

your plans doesn’t make you dishonest. It makes you fickle.

Wife (*Mistress)

grey Wife ­ you win if you are in the same room as the President at the end of the game and the

Mistress is not.

Witness (*Marshall & Fugitive & One­ Armed Man)

red Witness ­ if you card share with the Marshal, the game immediately ends. Red Team wins.

Xenohunter (*Xenomorph)

blue Xenohunter ­ you have the XENOHUNTER power: after any member of the blue team

publicly reveals their card to the entire room, you may give them your Xenohunter card. The

player to whom you give your Xenohunter card is removed from the game with your card. This

means that using your XENOHUNTER power will permanently remove your card from the game,

not you.

Xenomorph (*Xenohunter)

red Xenomorph ­ you have the XENOMORPH power: the first member of the blue team that

color or card shares with you gains the “impregnated” condition and you must give them your

Xenomorph character card. This means that using your XENOMORPH power will permanently

remove your card from the game, not you. A player with the “impregnated” condition must not do

anything with the Xenomorph card they hold, including showing the card to others or using

powers associated with the card. They just have to hold onto it. However, a player with the

“impregnated” condition can still use their own card as per usual. At the end of the game,

everyone in the same room as blue player with the “impregnated” condition gains the “dead”

condition.

Yellow Assassin

yellow Assassin ­ you are on the Yellow Team. If the President does not gain the "Dead"

condition and you are in the same room as the President Yellow Team wins, but Blue Team

loses. If the the President, Bomber, and you all end in the same room, then the Yellow Team,

Blue Team, and even Red Team lose. You also have YELLOW power. Any player that card or

color shares with you joins the Yellow Team. New members of Yellow Team maintain their

powers and conditions, but their allegiance (and therefore win condition) changes to Yellow

Team. However, the YELLOW power does not work on primary characters (e.g. President,

Bomber, Red Fist, etc.).

Yog Sothoth

green Yog Sothoth ­ you win if any player color or card shares with you. If you win, all other

players lose.

Zombie

green Zombie ­ you begin with the "zombie" condition. The "zombie" condition changes a

player’s allegiance to Team Zombie. Team Zombie wins if all players without the “dead”

condition at the end of the game are on Team Zombie. Any player that card shares or color

shares with a member of Team Zombie gains the "zombie" condition. New members of Team

Zombie maintain their powers and conditions, but their allegiance (and therefore win condition)

changes to Team Zombie. This means that any previous win conditions for a player are replaced

with the Team Zombie win condition.

Note: newly transformed Zombie players do not exchange their current character cards for

Zombie cards. Therefore, it is important for players to indicate that they are on Team Zombie

when card sharing or color sharing with another player. This is usually done by whispering

something along the lines of, "I'm a Zombie, and now so are you. Play it cool, man. Let's win

this biznitch."