Thursday, January 22, 2015

Reader, I was given the board-game “Escape from Colditz Castle” at Christmas 1974 by my parents. I’ve loved it ever since. In my opinion, it’s greater than Monopoly if calibrated correctly. Thankfully a second copy came my way by virtue of a garage sale – the cards of the original are falling apart!

As designed, the game itself is not perfect. Having played it for decades, here are some suggestions to streamline it further and make it less arduous for the German player (who’s on a hiding for nothing).








Drop the Do or Die phase. It adds nothing


Drop the Escape Kit phase. It’s laborious.


A piece of equipment can be claimed by one, not two prisoners being in the requisite room. This speeds up the game no end. After claiming the equipment, they still must return immediately to home-turf and risk arrest in doing so.


Tunnel Detector is the most important card from the German point of view. If he or she lacks it, prisoners escape with impunity. That makes the ‘Sabotage’ Card even more important. Use it optimally. It can empty the Castle of prisoners.


The German player is at a fundamental disadvantage. He or she gets one roll of the dice whereas the prisoners get one each. Consequently if there’s a mass break-out, what are they to do? Here’s one solution. Imbue one of the German sentries with extra power (we call him “Hitler”). If he arrests a prisoner, he does not need to return to barracks. Nor can he be diverted. Consequently you can park him next to the exit-hole for the Theatre or Canteen tunnels to devastating effect. This evens up the game - he is a terminator. Demarcate him by the application of a drop of paint or “white out”.


Kommandant, don’t place too many men in the Inner Castle - you can only do so much to slow the acquisition of equipment. The main game is in the Outer Castle. Deploy your men in clusters once a “hot-spot” becomes evident (you must always assume that your opponent will have Diversion Cards in hand – hence the importance of “Hitler”).


Another way to make it less unfair for the German is this: reduce the number of Opportunity Cards that can be held by a prisoner from three to two.


Kommandant, place your arrestees in the jail closer to the main gate – it takes more effort on the part of the Allied players to get their men back to home-turf. If they deviate in their journey back, re-arrest them.


Kommandant, Roll Call cards can be very handy if played at the right time, particularly if the game is being played with a time-constraint.


When the Kommandant tables a “Search the XXXXXX” card, any prisoners in that room are automatically sent to jail – they do not have to be apprehended by sentries.


Allies - hang on to Diversion Cards for dear life. They will get you out of the Castle with a bit of luck!


Don’t bother trying to escape via the walls from the Officers and Orderlies’ Quarters on the side facing the main gate and staff car – you need to too high a throw on the dice for that. And then you have to worry about Pass Detector.


Better pressure points are the Dentist, the Sickbay’s veranda and the Office. Escape from these locations is nearly impossible to stop if you throw a high enough score on the dice.


The same could be said of the Smaller Bridge. It has two German outposts in the vicinity too. In our family, two people have escaped from it over the years and miraculously so. Don’t waste your time.


Remember - it’s all about Rope and Wire-Cutters - Passes & Keys are less important. You can never have enough Rope!!!


Stretch the German player. Once you have sufficient equipment, place one of your players on the periphery and wait for a big score on the dice.


Re the Staff Car card: the prisoner in question has to make his way physically to the vehicle in question – and pay a Pass on the way out.


I hope this helps. The game itself is such fun and protean enough to accommodate rule-changes to its betterment. And if you see an old copy at a garage sale, let me know!!!