Question about Wesco Talking Dalek Alarm Clock
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Object of the Game:
After the latest battle with the Daleks, the TARDIS is malfunctioning badly and needs vital repair. Race through space and time collecting each of the following 6 TARDIS Repair Component Cards which are needed to mend your faithful time travelling machine.
Communication Array - located in present day London
Wormhole Generator - located 200,000 years in the future on Satellite 5
Temporal Destination Input Device - located 5 billion years in the future on Platform 1
Geographical and Interstellar Destination Input Device - located in Victorian Cardiff
Internal Power Regulator - located in the year 2012 in an Underground Bunker in Utah
External Integrity Stabiliser - located in WWII London during the Blitz
But beware, the Daleks are also roaming through space and are still looking for you. You must avoid them at all costs if you are to be successful in your quest.
How To Play:
The youngest player starts by spinning the spinner and moves their playing piece in any direction, but one direction only equal to the number marked on the outer dial of the spinner. But before you move, you will notice that the spinner also has an inner ring. This is used to move the Daleks. The Daleks can also move in any direction and are moved by the player on your right. Only one Dalek is moved in any one turn, and is moved before you move your Doctor.
Note: The Daleks do not move in the first round of turns.
Once this has all happened and any actions that are required have been completed (see the "On Your Journey" section later), play then moves to the next player in a clockwise direction. Again the player on his/her right controls the Dalek for that move.
On Your Journey:
As you journey round the board you will land on the following squares:
(Purple Swirly) Time Portal - landing on this space allows you to travel directly to any other similar portal space on the board during that move. Once you arrive at your new destination, play moves to the next player. Beware, Daleks can also move through the portals so they may catch you unawares!!
(TARDIS) TARDIS Repair Time Zone - landing on this space allows you to take the TARDIS Repair Component Card associated with that coloured Time Zone. Keep these face down to make it harder for other players to know which ones you have. Continue your journey to collect all 6 that you need to repair the TARDIS. Note: Once all the TARDIS Repair Component Cards belonging to any one Time Zone have been taken, the only way to get one that you require is at a Trading Space Port or if you are the player controlling a Dalek which lands on another player.
(Space Station flying out of square) Trading Space Port - when you land on this square you must immediately travel to the Space Port orbiting that Time Zone. Once there you must trade TARDIS Repair Cards with any other player of your choosing. To initiate a trade, announce which player you wish to trade with and then each player spins the spinner. The one with the highest number on the outer dial can take any TARDIS repair component Card from the loser. As each player keeps their cards face down, you will have to use your memory (or any extra sensory powers you may have) to work out which card would be useful to you. Note: you must have at least one TARDIS Repair Component Card to be allowed to initiate a trade at a Space Port. After trading, return your playing piece to the outer ring ready to continue on your next turn.
(Yellow/Orange shapes) Mystery Planets - when landing on one of these spaces, push and release the flashing blue light on top of the TARDIS. This will initiate a random sound effect which signifies different actions that you will then have to perform. See the Sound Effect Chart at the end. Beware as these mystery planets could also hide actions for the Daleks. Note: If you need to repeat the last sound effect, simply push and hold the flashing light for 3 seconds.
Black Hole - At certain points in the game you may be caught in the grip of a Black Hole. You must move your playing piece to this section of the board immediately and must stay for 2 turns or until you spin a 6 on what would be your turn. Once you are released from the Black Hole, you must journey back to your home Time Zone square.
Note: The Daleks are still moved by the player on your right when you are in the Black Hole.
Moving the Doctors and Daleks:
If on your journey you land on the same square as another Doctor, move to the next available empty space.
If on your journey you land on the same space as a Dalek, the player to your right can take any one of your TARDIS Repair Component Cards and return it to its Time Zone and the Dalek is moved to any available Dalek home asteroid.
If on your journey a Dalek catches you, the player on your right can take and keep any one of your TARDIS Repair Component Cards (if you have one) and you immediately move to your home Time Zone square.
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