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
- 1 game board of Colditz Castle
- 2 dice
- 1 round marker
- 16 black Guard pawns
- 5 sets of 8 POW pawns (American/blue, British/red, Dutch/orange, French/brown, Polish/green)
- 5 sets of Escape Attempt markers
- 16 Security cards
- 47 Opportunity cards
- 27 Escape Equipment cards (keys, ropes, wire cutters, passes)
- 5 Escape Kit cards
- 5 Do or Die cards (classic rules only)
Setup
- Decide how many rounds to play (50 recommended for new players, 40 or fewer for experienced). Place round counter on that number.
- One player takes the role of German Security Officer. Others each play an Escape Officer of a different nation.
- Take POW pawns per player count: 2P = 8 each, 3P = 7 each, 4P = 6 each, 5P = 5 each, 6P = 4 each.
- Separate Escape Equipment cards into four piles face-up beside the board. Give one Escape Kit to every Escape Officer.
- 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.
- 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:
- Roll dice and sum the result for total movement.
- Move POWs/Guards by splitting movement among your pawns as desired.
- Play cards, assemble equipment, or attempt escape as applicable during your turn.
- After all Escape Officers go, the Security Officer takes their turn, then moves the round marker down one.
Actions
Movement
- Roll both dice; combined total = movement points to distribute among your pawns.
- Pawns cannot move through spaces occupied by other pawns (exception: tunnel spaces).
- Rolling doubles allows a re-roll, added to total (max 2 re-rolls per dice roll).
- Rolling doubles on a movement roll also lets Escape Officers free one POW from solitary per double (costs 1 movement point each).
- Security Officer moves Guards the same way, plus can redeploy Guards via guard posts (1 movement point to move to any guard post from Barracks, or to Commander’s office from any guard post).
Drawing Cards
- If your movement roll is 5 or lower, draw one card (Security card for Security Officer, Opportunity card for Escape Officers).
- Maximum hand size is 3 cards. If you draw a 4th, one must be used or discarded before turn ends.
- Cards may be played at any point during your turn unless marked “interrupt.”
Equipment Cards
- Gained by placing two POWs in rooms with matching symbols (one POW in each of two rooms, or two POWs in either room).
- Declare you’re making the item, take the card, and send both POWs to the Appel area.
- Equipment can be traded freely between Escape Officers (except during Security Officer’s turn).
Escape Kits
- Require four components: food, documents, compass, disguise (each found in two different rooms).
- Need one POW in each of four room types simultaneously. Declare, take the card, send those four POWs to Appel.
- Each Escape Officer can hold only one Kit at a time. Kits cannot be confiscated.
Using Equipment
- Key: Move through door spaces.
- Pass: Move onto inspection points.
- Rope: Move down a 30ft drop (one rope) or 60ft drop (two ropes).
- Wire cutter: Cut through barbed wire where connected spaces exist on both sides.
- When using rope or wire cutters, place an Escape Attempt marker allowing your nationality (and Guards) future access.
Arrest
- Guards arrest a POW by moving into their space.
- In the inner courtyard, POWs can only be arrested if their Escape Officer holds Escape Equipment.
- In the outer courtyard, outside the castle, or on guard posts, POWs are always liable for arrest.
- Arrested POW goes to solitary. If in outer courtyard or outside, Escape Officer also discards one Equipment card.
- The arresting Guard goes to Commander’s office (returns to Barracks at end of Security Officer’s turn).
The Appel Card
- Must be played before Security Officer’s movement roll.
- Escape Officers may refuse to return POWs to Appel. If they do, Security Officer may conduct a general search instead of moving: roll dice, any POWs within range of any Guard are arrested.
Tunnels
- Opened by playing the matching tunnel Opportunity card and moving two POWs in.
- Once open, any Escape Officer’s POWs can use it.
- Tunnel collapses if fewer than two POWs remain at end of any turn; remaining POW goes to solitary.
- Guards can only enter tunnels if Security Officer plays “Tunnel Discovered” card for that tunnel.
Scoring / Victory Conditions
- Escape Officers win: When two POWs of the same nationality escape (reach any target outside the castle with an Escape Kit). Game ends at end of that round; that Escape Officer wins. Shared victory if multiple achieve this same round.
- Security Officer wins: If no Escape Officer gets two POWs out before rounds expire.
- An Escape Kit is needed for each escape (two POWs escaping same turn can share one Kit).
Special Rules & Edge Cases
- Pawns cannot move through other pawns (exception: moving over POWs inside a tunnel).
- POWs cannot end movement on searchlight spaces. Guards cannot end on walkway spaces, Appel, or safe areas.
- Safe areas protect POWs from arrest and Security card effects. Guards may not enter safe areas unless they contain an Escape Attempt marker.
- POWs released from outer solitary are exempt from arrest if their Escape Officer has no equipment and moves them directly toward the inner courtyard.
- Escape Attempt markers can be removed by Guards as they pass over them (at their discretion).
- Other Escape Officers may replace an Escape Attempt marker with their own by using equipment on the same route.
- Guards may not move in reverse direction through drops or wire fences.
- POWs can force arrest by moving into a Guard, even without equipment.
- With 6 players, “Escape Kit (part)” cards are removed from Opportunity deck and given to Security Officer; Escape Officers draw one after each successful escape.
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