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Professor Evil and The Citadel of Time
  • Professor Evil's Time Citadel: A Thrilling Treasure-Hunting Game

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Professor Evil and The Citadel of Time

$47.99  $26.00
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Professor Evil has a time machine and is stealing the best historical items from past and future times. Your team's mission is to confiscate these items and return them to their rightful time spots. You must infiltrate the mansion and grab four items before Prof. Evil hides four in places you can't reach. Fortunately, the old guy is a bit dim - if he catches you in the mansion, he'll just send you out the front door and forget about you. Each turn, draw and show two cards from your small deck, then keep one based on what you think will help. Then take three actions like opening a door, moving between rooms, disabling a trap, or grabbing a treasure. Using a card is only an action if it says so. You can repeat actions as needed, but you can't enter a room with Prof. Evil and can't leave the house on your own once you're in. After your turn, Prof. Evil moves. Roll three dice to move him: one advances his secondary figure on the clock by five or ten minutes, and the other two decide where and how far he goes. As he moves, he closes doors and reactivates inactive traps. Each treasure has a time value and one or more traps. Three treasures are placed on the board, along with blue, red, and green tokens on both the treasures and the clock at the matching times. If Prof. Evil reaches a token on the clock, that treasure is lost. You must deactivate all the traps on a treasure before grabbing it. The game board starts with eight traps, half active and half not. Collect a treasure, and a new one is added. Collect four treasures before Prof. Evil to win the game.

How to play: First, understand your goal - to collect four treasures before Professor Evil does. Each turn, start by drawing two cards from your deck and pick one that will be useful. Then, take up to three actions like opening doors, moving between rooms, disabling traps, or grabbing treasures. Remember, using a card as an action only counts if it says so. When moving Professor Evil, roll three dice. One die moves his secondary figure on the clock, and the other two determine his movement on the board. As he moves, he closes doors and reactivates traps. Traps and treasures: Each treasure has a time value and traps on it. Place tokens on the treasures and the clock according to the time values. If Professor Evil reaches a token on the clock, the corresponding treasure is lost. You need to deactivate all the traps on a treasure before you can grab it. The game board starts with eight traps, half active and half inactive. Rules to follow: You can't enter a room with Professor Evil. Once you enter the house, you can't leave on your own. Have fun playing and try your best to win by collecting four treasures before Professor Evil does!
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