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Rocket Games ROC1427 Countdown The Board Game

£9.9£99Clearance
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Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled).

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). 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. The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown. 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. 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.When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player. 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. 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

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. 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: 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. PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the gameAll 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. 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 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).

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. 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).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 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. In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters.

Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside. In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality! 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. 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.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.

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