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

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. 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. 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). NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved. In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters.

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. Rounds continue with four more Letters Games followed by another Numbers Game then three more Letters Games followed by a third Numbers Game. A player can also choose to program only one action. During the Action phase they will be able to choose if they play it during the first action turn or during the second one. Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.

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The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance). Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside. 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. Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.

In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality! 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. 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. The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.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. Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner). Countdown 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. This is important for rooms like flooded - where you have to move out of the room before the end of your next action.

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:

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When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player. In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. 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. Move your character to an adjacent room. If the room is still hidden, it is revealed when you reach it. The room will stay revealed for the rest of the game. A room effect applies every time a character enters it.

PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game 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. Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM

Diaries & Calendars

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. 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).



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
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