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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. NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts. 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. 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
Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room. Trapped in a prison in which each room has four doors but apparently no exit, the players must try to find Room 25, the supposed exit to this nightmare.
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. 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. 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.
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!
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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. Move ROOM 25 from EXIT zone towards outside the complex with the CONTROL action, once all prisoners are inside. Both sets of Number Cards must be reshuffled and reset before each new Numbers Game. ROUND 15 - THE COUNTDOWN CONUNDRUM 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 » The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.