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

In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. 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. This is important for rooms like flooded - where you have to move out of the room before the end of your next action.

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. In COOPERATION mode, players control prisoners trying to find Room 25 and escape together before the end of the countdown.Each player has thirty seconds to try and reach the target number using any or all of the six numbers just once by means of any combination of addition, subtraction, multiplication and division. 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. Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room. After 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. exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).

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. The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown. 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: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.

Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside. 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. The player to the left of the next player choosing cards takes the four large numbers cards and mixes them up before placing them face down on the table. This player also shuffles the twenty smaller Numbers Cards and places them in a separate pile on the table. This player then writes down in secret a three digit target number in the Target Box on their Score Sheet for Round 5. 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. 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.In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!

Answer general knowledge questions for the chance to guess whether your next card is higher or lower. With enjoyable yet challenging questions and giant playing cards, this consummate quiz combo will provide hours of enjoyment for both family and friends. Rounds continue with four more Letters Games followed by another Numbers Game then three more Letters Games followed by a third Numbers Game.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. PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game Trapped in a prison in which each room has four doors but apparently no exit, the players must try to find Room 25, the supposed exit to this nightmare. NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.



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

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