Showtime Presents: The Great Cable Challenge (1980)
Speeltijd: 30
Min. Leeftijd: 10
Spelers: 2 - 4
Uitgever: Showtime Entertainment
Ontwerpers: (Uncredited)
Kunstenaars: Onbekend
Mechanismen: Roll / Spin and Move
Min. Leeftijd: 10
Spelers: 2 - 4
Uitgever: Showtime Entertainment
Ontwerpers: (Uncredited)
Kunstenaars: Onbekend
Mechanismen: Roll / Spin and Move
Beschrijving Tonen Opmerkingen Tonen Prijstrend
Showtime Presents: the great Cable Challenge. The Exciting New Game That Tests Your Skill (And Luck) As A Cable TV Operator!
OBJECTIVE:
Players take turns rolling a die and moving along the spaces on the board from "Franchise Hearing" to "Launch" then on to "Success" to win the game.
Players landing upon "Cable Break" spaces must draw a cable break card and immediately carry out it's instructions. Some of these are to be used only after "Launch". Upon landing on any of the four red spaces, a player must stop and end his or her turn. At his or her next turn, the direction that the
Player must take will be determined by the roll.
On the last red space on the board a player must stop and then, on each subsequent turn, roll the die continuously until reaching a combined total of 7 or 11. If 11 is exceeded the Player must wait until his or her next turn to try again. The first Player to reach the "Success" circle with no Cable Break Cards in his possession has met the Cable Challenge and wins the Game.
OBJECTIVE:
Players take turns rolling a die and moving along the spaces on the board from "Franchise Hearing" to "Launch" then on to "Success" to win the game.
Players landing upon "Cable Break" spaces must draw a cable break card and immediately carry out it's instructions. Some of these are to be used only after "Launch". Upon landing on any of the four red spaces, a player must stop and end his or her turn. At his or her next turn, the direction that the
Player must take will be determined by the roll.
On the last red space on the board a player must stop and then, on each subsequent turn, roll the die continuously until reaching a combined total of 7 or 11. If 11 is exceeded the Player must wait until his or her next turn to try again. The first Player to reach the "Success" circle with no Cable Break Cards in his possession has met the Cable Challenge and wins the Game.
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ag.gameitem.lastUpdated: 2025-04-25 08:31:35.634