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Rocket Games ROC1427 Countdown The Board Game

£9.9£99Clearance
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NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved. 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.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. It's always an excellent service with brilliant products at a very competitive price - will use again!

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. 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. 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). 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. 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.

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.

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. 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. Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled).

Rounds continue with four more Letters Games followed by another Numbers Game then three more Letters Games followed by a third Numbers Game. 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. Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.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 But some amongst them might be guardians of the prison, waiting for the right moment to strike. In the cooperative game Room 25, not everyone wants to escape from imprisonment – but who is the traitor? 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).

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