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Escape from Colditz

Escape from Colditz
Genre(s) Strategy
Players 2–6
Age range 12 and up
Setup time 10 minutes
Playing time 90 mins to three hours
Random chance Dice rolls

Escape from Colditz is a strategy card and dice-based board game produced by Gibsons Games and first released in 1973. It was licensed to Parker Brothers in the US in the mid-1970s. The game was devised by successful escaper Pat Reid, based on the prisoner-of-war camp (Oflag IV-C) at Colditz Castle in Germany during World War II.

From two to six players may take part in the game, one of which must always be the Germans; the others choose to be one of five nationalities (Allies) represented by different coloured playing pieces. Each Allied player has a number of prisoners under their control.

Historically, during the war, the guards were always outnumbered by the prisoners, and there were no American POWs until very late in the war. The order of movement begins with the player to the German player's left and proceeds clockwise about the table. The Germans always move last in the sequence. Once one round is over, play repeats at the German player's left and continues until the game is over.

The playing pieces are moved by the score on the throw of two dice. Doubles allow the player to an additional throw. No player is required to use any or all moves and the movement allowance can be split between two or more of his pieces. They cannot be saved for later turns or transferred to other players.

In order to escape, each prisoner must first obtain an "escape kit", composed of food, disguise, compass and forged papers by visiting various rooms in the castle or by using "Opportunity Cards". Once collected, this kit is not lost or expended.

Other equipment or materials must also be obtained in order for a player to make a successful escape attempt: wire cutters; lengths of rope; forged passes; and keys. These are gained, like the escape kit, by visiting rooms or using Opportunity Cards. Unlike the escape kit, these cards can be confiscated at certain times by the German player and once used are expended and placed back in the pile.

Opportunity cards (taken from a shuffled pile) are gained on a roll of 3, 7 or 11 (not counting rerolls due to double throws). These present the player with additional opportunities for escape. Some cards allow "free" equipment to be gained (without visiting the rooms required). Additional cards allow players to use one of the three tunnels shown on the map, hide escape equipment to avoid confiscation, steal the Staff Car, move to safe hideaways, escape solitary or avoid being shot during an escape attempt. Players may keep their opportunity cards secret or secretly show each other their hands in order to assist each other's escapes.


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