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Rocket Games ROC1427 Countdown The Board Game

£9.9£99Clearance
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Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room. When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player. Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM 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. 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.

In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality! The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.

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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 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. 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: In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 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.

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. This is important for rooms like flooded - where you have to move out of the room before the end of your next action. Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside.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

Rounds continue with four more Letters Games followed by another Numbers Game then three more Letters Games followed by a third Numbers Game. 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 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. 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).

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

PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game 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 SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters.

ROUND 15 - THE COUNTDOWN CONUNDRUM

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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