Count down play Each player has a limited number of turns that represent the number of hours until their parents return. Each time they throw the dice they individually countdown one hour. This not only means that tension builds as each one approaches the zero hour, but the duration of the game can be varied from the outset as the available time allows.
Progressive playing zones There are three zones of play each with it's own deck of forfeit cards, 'Let's Do It' (planning), 'Full Swing' (running the party) & 'Panic' (clear up) sections. Each player progresses through these zones and each zone offers its own unique prizes and pitfalls. Along the way they will gain or lose Guests, Party Crashers, Cool points & Time!
Climactic Ending As the game progresses two things happen. The stakes rise, with the cool points to be won and lost increasing. But weaker players are automatically favoured so that there is always a chance for any player to win right up to the last few rolls of the dice.
Forfeit customisation Everyone has their own apocalyptic stories from teenage house parties. There is provision in this game to customise some of the forfeit cards to your include own tales or to refer to specific friends or family members. So at any time in game play something familiar may pop up!
Go to What's Next?