Rocket Games ROC1427 Countdown The Board Game

£9.9
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Rocket Games ROC1427 Countdown The Board Game

Rocket Games ROC1427 Countdown The Board Game

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts. In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!

In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown. At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board. In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters.Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token. In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room. Lay the board out on the table. Each player is given a sheet from the pad and gets hold of a pen or pencil. The letter cards are separated into two individual piles, vowels and consonants. Each pile is shuffled thoroughly and placed by the side of the board. Players might find it helpful to use a piece of blank paper to assist them. START OF PLAY: Each player has a Reminder Token they can use at any time during their turn, in addition to their actions. They can place the token on any room still hidden anywhere on the board as a reminder. The token is recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.

Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All the rooms slide one rank in the same direction, all the characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central room, and replaces it face-down in its initial location. Warning: Each player looks at ONE room only, even if they play more than one characters. When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player. The Countdown game show has become somewhat of a British institution. The first programme was aired on Channel 4 in 1982 and the game show has over 5,000 episodes behind it, across no less than 65 series, making it one of the longest-running game shows in existence. This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.

PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the gameAfter the thirty seconds has elapsed the players declare how close they got to the target score. All players who achieved this target, score ten points each, with the other players not scoring. If no player has reached the target then the player/s who are closest score seven points if that number is within five of the target or five points if it is within ten of the target. Numbers more than ten away from the target do not score.

Move a character standing in the same room as you to an adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which they land. If the room was still hidden it’s revealed. Characters can't use Push inside the Central Room. Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room. If more than one player has the joint longest word then these players all score. These scores are written in the adjacent Round Box on these player's Score Sheet and are then added to their Total Score Box.

WINNER

This is important for rooms like flooded - where you have to move out of the room before the end of your next action. Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). After the thirty seconds is up all players compare words. The player with the longest word wins the number of points equal to the number of letters in their word. When playing with a single guard, a character must reveal their identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). The player to the left of the youngest player now chooses their set of letters for the second letters game with the player to their left placing the letters on the board.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
  • Sold by: Fruugo

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