What we’re looking for are cards that speak to these different groups and help them craft better experiences for their specific games. This means that when we put together a playset, what we’re looking for isn’t just a group of awesome cards, though we do that too. In short, Two Rooms is a lot of different things to a lot of different people. And we have hardcore players who want to test their ability to build a coalition, plan a strategy under pressure, and execute. We have more structured groups, like churches and schools, who use the game because of its icebreaker qualities.
We have party game players who want a game with a lot of chaos, movement, and talking. We have classic Werewolf and Resistance players who just want another social deduction game to toss into their line-up. Playtesting has shown us that we have a huge variety of players who play Two Rooms for vastly different reasons. Weird, right? The reason we included so many cards in the base game (110, if you're counting), was not that we expected every player to methodically work through every character, it was so that different groups of players could build a set out of those cards that would be a perfect fit for their group.
Two Rooms and a Boom isn’t a game, It’s a toolkit