Escape from Colditz

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Overview

Escape from Colditz is an asymmetric game where one player is the German Security Officer trying to prevent escape, while the other players are Allied Escape Officers (American, British, Dutch, French, Polish) trying to get their POWs out of Colditz Castle. Escape Officers collect equipment, plan routes, and execute daring escapes using keys, ropes, wire cutters, and passes. The first Escape Officer to get two POWs to escape targets wins. The game is played over a set number of rounds; if no one escapes in time, the Security Officer wins.

Components

Setup

  1. Decide how many rounds to play (50 recommended for new players, 40 or fewer for experienced). Place round counter on that number.
  2. One player takes the role of German Security Officer. Others each play an Escape Officer of a different nation.
  3. Take POW pawns per player count: 2P = 8 each, 3P = 7 each, 4P = 6 each, 5P = 5 each, 6P = 4 each.
  4. Separate Escape Equipment cards into four piles face-up beside the board. Give one Escape Kit to every Escape Officer.
  5. Shuffle Security and Opportunity decks face-down beside the board. Deal one Security card to the Security Officer and one Opportunity card to each Escape Officer.
  6. Set up POWs in the Appel area per the starting diagram. Security Officer deploys Guards: one per Escape Officer to inner courtyard guard posts, 2-7 to outer courtyard guard posts, remainder in Barracks.

Turn Structure

Starting with the Escape Officer to the left of the Security Officer and going clockwise:

  1. Roll dice and sum the result for total movement.
  2. Move POWs/Guards by splitting movement among your pawns as desired.
  3. Play cards, assemble equipment, or attempt escape as applicable during your turn.
  4. After all Escape Officers go, the Security Officer takes their turn, then moves the round marker down one.

Actions

Movement

Drawing Cards

Equipment Cards

Escape Kits

Using Equipment

Arrest

The Appel Card

Tunnels

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Rolling doubles: Re-roll (max 2 extra rolls); Escape Officers also free 1 POW from solitary per double (costs 1 movement)

Draw a card: Movement roll of 5 or less; max 3 cards in hand

Equipment: 2 POWs in matching rooms to assemble; freely tradeable between Escape Officers

Escape Kit: 4 POWs in 4 different room types simultaneously; 1 per Escape Officer; cannot be confiscated

Arrest: Guard moves into POW space; inner courtyard only if Escape Officer holds equipment; outer courtyard always

Win (Escape Officer): 2 POWs of same nationality reach escape targets with Escape Kit

Win (Security Officer): Time runs out with no double escape