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Escape from Colditz
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===Gameplay=== The first active player is the one sitting to the left of the German Security Officer. Play continues around the table to the left, with the Security Officer always moving last.<ref name=mbg /> ====Movement==== The active player rolls two dice and can move any or all of their POWs, the total movement of the POWs equaling the total on the dice. If the player rolls doubles, they can roll again and add the second roll to their movement total. If the player rolls a 3, 7 or 11, the player takes an "Escape Opportunity" card (Escape Officer) or "Security Opportunity" card (Security Officer).<ref name=mbg /> ====Obtain personal escape kit==== First, Escape Officers must obtain the four elements that make up a Personal Escape Kit: food, disguises, maps, and a compass. Symbols representing these are scattered around the castle in various rooms. An Escape Officer must maneuver POWs so that they are simultaneously in four rooms containing the four different symbols. Once this is accomplished, the Escape Officer receives a "personal Escape Kit" card.<ref name=mbg /> The guards at this point do not have the power of arrest, so can only block doorways in an attempt to slow down the POWs.<ref name=gp29 /> ====Obtain escape equipment==== Each different escape route requires specific pieces of escape equipment. Once an Escape Officer has a Personal Escape Kit, and has decided on a route, they must attempt to pick up the required pieces of equipment, by either moving two POWs into a room with the symbol of the desired piece of equipment, or moving two POWs into two different rooms containing the same symbol. Escape Officers can also obtain desired equipment by trading Equipment cards with other Escape Officers. If a guard sees a POW entering or exiting a forbidden room, a guard can arrest the POW by moving a guard into the same circle as the POW. Likewise, a POW can voluntarily offer themselves up for arrest. The POW is sent to the cells for solitary confinement, while the guard immediately returns to the barracks. If the arrest happens in the outer courtyard, the Escape Officer must forfeit an Equipment card. The POW in the cells is released if the Escape Officer rolls doubles, or plays an appropriate Opportunity card.<ref name=mbg /> [[File:Escape_from_Colditz_Dutch_edition.png|thumb|right|Cover of Dutch edition, titled ''Colditz'']] ====Attempted escape==== Once the Escape officer has obtained the proper equipment, one of their POWs can attempt to escape. As each piece of equipment is used in the attempt, the Equipment card is returned to the deck. Once the POW has made it past the castle wall, the POW attempts to get to one of the target areas on the edge of the board as quickly as possible. If the POW successfully reaches a target area without being arrested or shot, the POW is deemed to have escaped.<ref name=mbg /> ====Do or die==== As a last resort, an Escape Officer may elect to use the "Do or Die" card, which allows for one escape attempt without the need for any Equipment. Turning over the "Do or Die" card reveals a number between 3 and 7. This is how many dice rolls the player is allowed to make in attempting to move one chosen POW towards a target area. The player rolls the dice the number of times indicated (rolling again if doubles are rolled). If the total of all rolls equals or exceeds the amount of movement the chosen POW needs to reach a target area, the POW successfully escapes. If the amount of movement generated is not enough for the POW to reach a target area, the escape attempt fails and that player is out of the game.<ref name=mbg />
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