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Subject: The Great Escape - basic rules with some local variants rss

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Nick Cooper
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Hi there, dug this game out of the attic and ended up playing it with the kids. They enjoyed it, but we couldn't help thinking that the original rules were sketchy in several places, and that some of the cards lead to abuse of the rules. With that in mind, here is an 'expanded' rule set for the game... hope you approve!

=THE GREAT ESCAPE : expanded instructions=

=CONTENTS=

Game board
2 die
14 back Gestapo/Sentry pieces
24 coloured POW pieces (4 each of red, blue, yellow, green, white and brown)
1 pack of POW Chance cards
1 pack of German Security cards

=INTRODUCTION=

THE GREAT ESCAPE is based on the exploits of Prisoners Of War (POWs) in their attempts to escape from German prison camps during the Second World War It is a game for 2 to 7 players.

=OBJECT=

The object of the game is for the POWs to escape from the prison camp to England, Sweden or Switzerland.

One of the players must be elected to play the part of the German Security Officer. The other players are the different national teams of POWs.

=WINNING THE GAME=

POW players can win the game if they succeed in leading all four of their team to freedom in England, Sweden or Switzerland. If there are more than one POW players, the winner is the first POW team to lead all four of their pieces to freedom.

The player elected to play the Germany Security Officer can win the game if they confine HALF the total number of POWs to Solitary at any one time!

=SETUP=

Each player throws two dice and the one with the highest score becomes the German Security Officer.

POW players then place all four of their pieces on the black rectangle in the centre of the board (the Parade Yard).

The number of Gestapo/Sentry pieces that the German Security Officer has is dependent on the total number of players (including the German Security Officer!):


Number of players Number of Gestapo/Sentry pieces
2------------------------------>4
3------------------------------>6
4------------------------------>8
5------------------------------>10
6------------------------------>12
7------------------------------>14

The German Security Officer pieces are divided into two groups – Sentries and Gestapo.

Sentries patrol the orange and red areas of the board, and may not leave these areas.

Gestapo patrol the outer green areas and the blue squares of the board, and may not leave them, including the white escape squares that lead to England, Sweden or Switzerland.

It is up to the German Security Officer to decide how many of their pieces will be Sentries, and how many will be Gestapo.

=TO PLAY=

The player on the left of German Security Officer rolls the die.
They may move one or more of their team up to the total. For example, the player rolls 7. They could elect to move one of their pieces 7 spaces, or two of their pieces 3 spaces each, and another of their pieces 1 space.

POWs and Sentries pieces can only move up, down, left or right – never diagonally.
Gestapo pieces can move in ANY direction.

After moving, the player takes 1 card from the relevant Chance pack; POW players take from the POW Chance pack, the German Security Officer takes from the German Security pack. Cards taken from the pack cannot be used in the same turn they were taken!

=ESCAPE=

POWs must remain in the orange area until they acquire and play a Rope card to climb the wall.
In order to escape from the red area, POWs must acquire and play a Wire Cutter card.
POWs players may acquire a Tunnel card. This allows one POW piece to move directly from any space in the orange area to any green space which is adjacent to the black perimeter around the red area.
Once in the green area, POWs may not pass or end their go upon the blue squares that mark the escape routes, unless they acquire and play a Pass card. Remember that Gestapo pieces can land upon the blue squares, and can use them to leap-frog a POW!

=USING CARDS=

A player may use any number of the cards they hold during their turn.
The cards can be played at any time during their turn, i.e. before moving, during moving, or after moving.
Once played, cards are returned to the bottom of the relevant pack.
A player may only hold 4 cards at any one time; additional cards are returned to the bottom of the pack.
POW players may trade cards to assist each other!

=ARRESTING POWs=

Sentries and Gestapo pieces can arrest POWs pieces in the Orange, Red or Green areas by leap-frogging over them in the course of their move. A Sentry or Gestapo piece can only arrest one POW in this manner during their turn, i.e. it is not possible for the same piece to leap-frog multiple POWs! However, it is possible for the German Security Officer to arrest multiple POWs if they have a high enough die roll, and have enough Sentries and/or Gestapo to allow each of their pieces to arrest a POW piece.

Example: the German Security Officer has a Sentry piece next to a POW piece in the orange area, and also has a Gestapo piece 4 spaces away from a POW piece in the green area. The player rolls 8. The German Security Officer is able to arrest the POW next to Sentry piece by leap-frogging it, and can also use the remainder of his dice roll to arrest the other POW piece with the Gestapo piece.

POWs arrested in the Orange or Red areas are returned to the black rectangle in the centre of the board (Parade Yard), and are free to move from it on their next turn.
POWs arrested in the Green area are returned to the Solitary area. POW pieces can only leave Solitary if:

- the player plays an Escape From Solitary card, in which case the piece is allowed to move directly over the grey wall spaces without the assistance of a Rope card
- another of the player’s pieces escapes to either England, Sweden or Switzerland. If this happens, one POW piece is returned from Solitary to the Parade Yard.

=BARRACKS=

The German Security Officer may find that Sentry and/or Gestapo pieces are returned to the Barracks spaces. They may not use these pieces (they are confined to Barracks!) until the player plays a “Call In One Reinforcement” card. Once this card is played, one piece can be moved from either of the Barracks to any of the white swastika spaces in the relevant area, or can be moved from the Barracks as normal.

Remember that Sentry pieces (in the Orange and Red areas) are always sent to the Sentry Barracks, and that Gestapo pieces (in the Green area) are always returned to the Gestapo Barracks,

=CARDS: ADDITIONAL EXPLANATIONS=

-Arrest Any POW In Green/Orange/Red Area-
This card allows the German Security Officer to arrest ONE POW piece in the relevant area.

-Defuse Mine-
POW pieces cannot move diagonally, and therefore cannot cross the minefield unless they play the Defuse Mine card. Once this card is played, it allows the POW to move safely across the minefield FOR THAT TURN only – i.e. the POW piece must cross the minefield in its entirety during that turn. If the POW piece cannot move completely across the minefield, the POW piece is deemed to have been caught and is sent to Solitary.

-Roll Call-
This card only affects POW pieces in the Orange area.

-Tunnel-
A POW player playing this card is able to move any piece in the orange area to any green space adjacent to the black perimeter line that marks the boundary of the red area.

-Visit From High Command-
The POW player who plays this card selects the Sentry or Gestapo piece to be returned to Barracks.

=TACTICS=

-Blue squares-
POWs may not pass or land upon the blue squares unless they have a Pass card. Gestapo pieces CAN land on the blue squares – which means they can leap frog and arrest any POW unfortunate enough to be left at the blue square without a Pass card!

-Die Rolls-
Players do not have to move their entire dice roll.
Players do not have to get exact number to enter England, Sweden or Switzerland.

-Grey Wall Spaces-
POW pieces can remain on the grey wall areas, and are exempt from any German Security cards that affect the orange or red areas.

-Minefield-
The Gestapo pieces can move diagonally, and therefore can move through the minefield!
POW pieces cannot move diagonally, and therefore cannot cross the minefield unless they play the Defuse Mine card. Once this card is played, it allows the POW to move safely across the minefield FOR THAT TURN only – i.e. the POW piece must cross the minefield in its entirety during that turn. If the POW piece cannot move completely across the minefield, the POW piece is deemed to have been caught and is sent to Solitary.

-Arresting POWs by Sentry/Gestapo Pieces-
POW pieces can only be arrested if the Sentry/Gestapo pieces can leap-frog them. Move two or more pieces together prevent this, and/or use walls/corners to stop it happening!












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