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Osprey Games OSP8935 Escape from Colditz 75th Anniversary Edition Game for 14 years to 18 years,Multicolor,11.6 x 2.8 x 426.72 inches

£13.495£26.99Clearance
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Likewise, if you venture through a door you can’t just take the key with you for some reason, so best be sure the plan is going to work out or else you’ll be wasting time and resources. Remember that the advent of cooperative games was still to come and this is a game of simple mechanics. Originally, the winner was the player who first made two successful escapes and failing this being achieved in the time agreed by the players the winner was the player taking the role of the German Security Officer.

One player agrees to be the German Security Officer, and places some of the black tokens on designated spots on the board, and the rest in the barracks. As infuriating as it can be for the player who gets taken down, watching the Security Officer suddenly rolling doubles and sprinting madly across the board to tackle a POW about to escape is kind of cool.While the Allied players got to run around the castle hoping to nick the stall car, collecting skeleton keys and wire cutters and hoarding Red Cross cigarettes with which to bribe the guards, the German player just marched around with his dogs hoping to fall into a tunnel. He throws his two dice and moves his PoWs in any direction from one adjacent circle to another, counting one digit for each circle. Pop it open and you’ll find historic documents folded inside (along with the wooden playing pieces), just for fun. If any player reaches the agreed-to number of successful escapes, the game is over and that player is the winner. 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.

Rolling five or less allows an Escape Officer to draw an Opportunity card (the German Security Officer draws from a deck of Security Cards).Then, the Do or Die cards are not used, unless you decide [as the option is given] to reintroduce them into the game! In 1972, Invicta Plastics published an unrelated board game designed by 18-year-old Adrian Wild titled Escape from Colditz Castle. Clearly, a lot of care and attention has been paid to respecting the original game and its real-life muse, while also making smart changes to help find a new audience today. You’ve got to be careful, however, because guards can also follow you through windows and holes in the fence, and can opt to remove the token as they do so, cutting off the escape route.

At the end of the Security Officer’s turn a guard is then moved from the office over to the barracks where they can then be redeployed at the cost of one movement point to any guard post. The typical larger, shallower box, easily prone to damage, has given way to a much more sturdy package. The Security Officer, similarly, moves his men, collects Security Cards, and attempts to prevent escapes by arresting PoWs. These cards add a little extra layer to the game, introducing stuff like tunnels, quickly traveling to rooms or even letting guards shoot a POW outside of the castle, removing that piece entirely from the game.by placing one PoW in each of the rooms containing the symbols Disguise, Compass, Food and Documents. Here’s the idea; 1-5 players will take on the role of Escape Officers who must get two of their colored POW pawns out of Colditz castle, escaping into the wilderness and hopefully to safety. He may, however, at any time make an escape attempt and is liable to arrest once it is apparent that he is not moving directly back to the Prisoner's Courtyard. For the purpose of this game, documents, maps and money have been combined together, providing a total of four components to be collected. The logic of this seems slightly odd, as the major part of the game used to be spent in gathering the requisite four items [food, documents, disguise and a compass] to create an Escape Kit, as well as items such as wire cutters, rope, keys and passes to use on your route out of the castle.

Whether or not the PoW holds equipment, the PoW is sent to Solitary and the guard to barracks as above. In another bold escape, a friend’s POW scaled the walls using 90 feet of rope (that’s three rope cards), bolted to the staff car in the courtyard, and drove to freedom, ignoring everything in his path. This board game is as iconic as the story it tells, and we were lucky enough to have played a 1973 first edition that can also be found in the Imperial War Museum, London. In just a few turns, one of those prisoners intentionally ran into a prison guard (which is a way to temporarily remove a guard from the board at the expense of sending a prisoner to solitary), while another prisoner from the tunnel escaped through the fence. To collect a Security or Opportunity card a POW or the Security Officer must roll either a 3, 7 or 11.This gives the game a very cooperative feel, but it is still about seeing who can get 2 of their POWs out first to win, so don’t help the other too much. The fastest time we’ve ever played it in is an hour, and that’s because we set ourselves a time limit. On the edge of the courtyard is a series of rooms that are the source of the many pieces of equipment you’ll need to make your escape, each one bearing a symbol like rope, wire cutters or papers. It is a precondition for a successful escape, however, an Escape Officer may collect the Kit at at any time during the game at his discretion, according to the following rules. Become Allied escape officers – assemble your equipment, plot your escape routes, and coordinate your efforts to avoid the guards.

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