In stock
Quicksand
Restock
RESTOCK
While we wait for the arrival of more units of this item, you can now buy and guarantee one of those units. The estimated time of arrival at our warehouse can range from 1 week to 2 months.
An order that contains at least one "Restock" item will only be sent when it is complete, because only one shipment is included.
To receive now other items that we have in stock, we recommend placing a separate order.
Publisher Horrible Guild
Language
Language dependence (0-4) 0. No necessary in-game text
Player Count 1 2 3 4 5 6 7
Playing Time 0 to 30 minutes
Designer Hjalmar Hach, Lorenzo Silva
Minimum age 8
Categories Real-time
Mechanics Cooperative Game
Number of cards
56
Sleeves 70x70
Description
To set up, choose one of the 20+ scenarios, then lay out the gear tiles in the specified path and place the appropriate sand timers — which have different amounts of sand in them — on the first gears of the path. (The path might have obstacles on it based on the particular scenario.) Gears feature both a color (orange, yellow, gray) and a shape (square, circle, crescent). Each player starts with a hand of three cards, with a card showing one of the three colors, one of the three shapes, or a sand timer.
Once the game starts, players play a card in turn to try to advance the sand timers and keep them from running out, refilling their hand after they play. When you play a color or shape card, you flip all of the sand timers currently on this color/shape, advancing them one space on the path if that next space is empty. When you play a sand timer card, you flip any one timer, advancing it, if possible. (If no timers are on gears matching the played card, nothing happens.)
If a sand timer runs out, flip it and place it next to the gear on which it was previously located. If someone plays a sand timer card, they can recover this timer by flipping and placing it back onto the gear — but only if that tile is empty. If a set-aside timer runs out again, players lose the game.
Once a timer reaches the last open space on the path, played cards matching that gear's color/shape will flip it — and if it runs out, you lose the game with no chance of recovery. If the sand timers fill the final gear tiles on the path without this happening, you win!
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