Two Rooms
Two Rooms Rulebook
Table of Contents
Table of Contents
Components
Green Room (top of the box), Red Room (bottom of the box)
The two parts of the box are separated and used as rooms during play.
Character Cards x16
Different effects will occur based on the given combination of cards in a room.
a) Card Color: There are two different colors of cards, red and blue. Red cards represent the vampires, while blue cards represent the protagonists.
b) Character Number: The order of character skill activation is based on the number in the top left corner of each card. Skills activate from smallest number to largest number.
c) Skill Icons: The conditions that need to be met for a character's skill to activate are represented by an icon.
d) Skill Text: The description of the character's skill.
e) Character Name
Level Cards x12
The red characters used change based on the difficulty being played. Red Level Cards list out which vampires appear in a given level, as well as any level-specific setup that needs to be done. The Blue Level Cards are used for all levels.
Red Level Cards 1-5 x10 (2 per level)
a) Character Card Overview: An overview of the red character cards used per level.
b) Difficulty Level: The difficulty level (1-5) is noted here. A lower number means an easier game.
c) Setup Character Placement: Information pertaining to character placement during game setup.
d) Special Rules: Any additional rules that differ from the standard rules.
Blue Level Cards x2
These cards are used for all levels of the game.
a) Character Card Overview: An overview of all blue character cards in the game.
The back of each Blue Level Card reads "Level 1-5 - Use this card for all levels."
Wounded Area Card x1
Depending on the order in which skills activate, characters may get wounded. Place wounded characters face up on top of this card.
Summary Cards x2
Cards that display the general flow and rules of the game.
Note: the rulebook's component illustrations of the individual Red Level Card backs, Blue Level Card, Wounded Area Card and Summary Cards are too small to read reliably in the source scan. The per-level setup text and special rules are printed on the physical Level Cards and are not reproduced here. The general flow and rules of the game are given in full in the sections below.
Game Setup
(1) Players sit facing each other.
(2) Place the Red Room and Green Room face down between the players. See the diagram in the rulebook.
(3) Choose the level you wish to challenge and prepare the corresponding Level Cards. If you're new to the game, place a Summary Card within easy reach as well.
(4) Check the Level Card to see which Character Cards are used for that level. From those cards, remove the designated setup characters. Shuffle the remaining cards thoroughly and place them as a deck beside the two rooms.
(5) Referring to the Level Card, place any setup characters face down inside their respective rooms.
(6) Place the Wounded Area Card beside the two rooms on the side opposite the deck.
(7) The most recent player to get scared goes first. Alternatively, use any other preferred method.
Game Flow
Players alternate taking turns. During the other player's turn, you must keep your eyes closed at all times. Conversation during the game is allowed, but you may not discuss matters related to gameplay progression or any information the other player does not and would not know.
(1) The inactive player keeps their eyes closed until it is their turn.
(2) After confirming that the other player has closed their eyes, the active player draws the top card from the deck and checks the character.
(3) The active player decides which of the two rooms to place the drawn character into and quietly opens one of the rooms, looking at all the characters within the room.
(4) The active player activates all the character skills in the room in order from smallest to largest number (including the card they just placed).
(5) After activating all applicable character skills, turn the cards face down again, close the room, and call out a phrase to the other player.
The phrase you use depends on what occurred during your turn:
- If no cards were moved to the Wounded Area: "Closed!"
- If a card other than Vamps was moved to the Wounded Area: "Blood!"
- If Vamps was moved to the Wounded Area: "Escaped!"
- If other cards were moved to the Wounded Area alongside Vamps, you only say "Escaped!"
(6) Confirm that your partner has opened their eyes, then close your own. It is now your partner's turn.
Repeat steps (1) to (6) until the conditions for ending the game are met.
Game End Conditions
The game end conditions are listed below.
-
Nina is moved to the Wounded Area.
-
or
-
There are no cards available to draw at the beginning of the turn, and Vamps is not in the Wounded Area.
-
or
-
At the end of the turn both George and Louis are in the Wounded Area. Defeat
-
At the end of the turn Vamps is in the Wounded Area, and Nina is not in the Wounded Area. Rescue Nina Phase
Note: the printed rulebook shows the "Defeat" result on the George and Louis condition only. The first two conditions lead to defeat as stated in the Turn Overview below.
Turn Overview
- Draw the top card of the deck and confirm the character.
- Open the door to one of the rooms and place the drawn character inside.
- Check all of the cards in the open room and activate the skills of each card in order from smallest to largest number.
- Flip all cards facedown, close the room, and state either "Closed", "Blood", or "Escaped".
- Confirm your partner has opened their eyes, then close your eyes until your partner says one of the turn end phrases.
Continue taking turns back and forth until the conditions for ending the game are met.
- If Nina is in the Wounded Area or there are no more cards left to draw at the start of a given turn: Defeat.
- If Vamps is in the Wounded Area: the player who didn't move Vamps into the Wounded Area carries out the Rescue Nina Phase, stating where they think Nina currently is.
- If Nina is not in the stated location: Defeat.
- If Nina is in the stated location: Victory.
Rescue Nina Phase
If a player moves Vamps to the Wounded Area during their turn, the next player will perform the Rescue Nina Phase instead of their usual turn.
Players do not need to close their eyes during this phase, but are still not allowed to discuss any information related to the game.
The player performing the Rescue Nina Phase states whether they think Nina is currently in the Green Room, the Red Room, or the Deck, and checks to see if they are correct.
- If the player is correct: victory!
- If the player is incorrect: defeat...
Character Skills
Character skills consist of Conditions and Targets/Effects. The details differ for each Character Card.
Cards that do not have a listed character skill have no abilities of their own, but they may still be affected by the skills of other cards.
Conditions
If the cards present in the room (including the card drawn during the current turn) satisfy the condition of a character skill, its effect is activated. If the condition is not met, the effect does not activate.
- Skills without a condition always activate, regardless of the other cards present in the room.
Targets and Effects
Select applicable targets from among the cards in the room (including the card drawn during the current turn), and resolve the effect.
- If the effect specifically refers to the deck, then the target is chosen from the deck instead of from the cards in the room.
- If a card specifies that the player may choose the target of an effect, the card with the skill itself may also be chosen as the target.
Types of Effects
- Attack: The targeted card becomes wounded. Wounded cards are moved face up from the room to the Wounded Area.
- Move to the adjacent room: Move the targeted card face down to the room that was not opened this turn. Do not check the cards in that room, and do not activate any skills there.
- Return to the deck: Place the targeted card on the bottom of the deck. Do not shuffle the deck afterward.
- Place in this room: Place the targeted card into the currently open room. Continue activating the characters in the room, including the newly placed card.
Character icon shapes
The character's icon shape differs based on the skill that the card has:
- Characters with "Attack" skills: a jagged, spiked icon (blue or red).
- Characters with "non-Attack" skills: a door-shaped icon (blue or red).
- Characters without skills: a diamond-shaped icon (blue or red).
Character Card Overview
| No. | Character | Skill |
|---|---|---|
| 1 | Black Bat | No skills. |
| 2 | Red Bat | No skills. |
| 3 | Frilly | If there are 3 or fewer cards in this room, move the top card of the deck to this room. |
| 4 | Ouchie | If there are 2 or more blue cards in this room, move the highest numbered blue card to the bottom of the deck. |
| 5 | Fancy | If Louis is in this room, attack Louis. |
| 6 | Vamps | If there are 3 or more cards in this room, attack the highest numbered blue card. |
| 7 | Gemmy | If Nina is in this room, move Gemmy and Nina into the adjacent room. |
| 8 |
Q&A
- There is no time limit for each turn.
- You may count the cards left in the deck during your turn. The number may help you better understand the current situation.
- If both Vamps and Nina are moved to the Wounded Area during the same turn, the game ends in defeat.
- Even if the deck runs out, as long as Vamps is moved to the Wounded Area on the same turn, the Rescue Nina Phase can still be carried out.
- If there is no applicable target for a character skill, the skill does not activate. (For example, if there are no red cards in the room, but the conditions for activating Louis' skill are met, the effect is skipped.)