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Rocket Games ROC1427 Countdown The Board Game

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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. When it comes to getting the whole family involved in an entertaining activity, you can't beat board games. Get your hands on all-time classics such as Jenga, Monopoly and Cluedo and get the ball rolling on some fun family time. We even have junior versions of these games and an array of brain games to get your kids thinking and help sharpen their minds. Family board games

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. If you’re only interested in receiving the newest games this is the box for you; guaranteeing only the latest games! Buy New Releases Box » Rounds continue with four more Letters Games followed by another Numbers Game then three more Letters Games followed by a third Numbers Game. 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.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: 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). Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM 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. In COOPERATION mode, players control prisoners trying to find Room 25 and escape together before the end of the 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? 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). 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. 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. 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.

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

In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality! NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved. 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).Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside. 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. In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. Not sure what game to buy next? Buy a premium mystery box for two to four great games to add to your collection! Buy Premium Box » 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.

When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game 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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