You are on page 1of 6

TM

TM

MULTIPLAYER
TM

The all-new card game based on the real life escape attempts
by WWII allied prisoners from Colditz Castle. You can play on
your own (Single Player) or with any number of players up to
six (Multiplayer). So let the escapes begin and the best of luck!

MULTIPLAYER RULES TO START


Shuffle pack. Deal 5 cards to each
(for 2-4 players plus)
player face down. Place remaining
The object of the game cards face down in a Draw Pile.
is to be the first to piece
GAME PLAY: All players must lay any
together one or more
Cards they possess in front of them
escape chains to allow a
immediately and must not hold any
single Escaper a ‘HOME
in hand between turns! One player
RUN’ to freedom. You also
starts by picking up a card from Draw
play Action Cards against
Pile, then playing a card (establishing
your opponents, stopping
a Discard Pile). You can lay up to 3
their own escape attempts.
sequential cards in one chain on your
The escape chains are
go (except the HOME RUN – that can
achieved by forming a
only be played on its own turn). Players
column of 4 sequential
must not hold onto more than 5 cards
cards in front of you
after anyone’s go – if so, discard any
numbered 1-4. Upon laying
excess card(s) of your choice to the
your HOME RUN Card, you
Discard Pile. Note that these excess
win the game against your
cards have no effect on opponents
opponents! Hints to help
when being discarded. If you have less
you on multiplayer are
than 5 cards on your go, you may pick
shown on each card.
up without playing a card.
TO WIN
THE ESCAPE CARDS (GOLD)
A winning escape chain (multiples
allowed) is made from building two
ESCAPE CARD
sequential ESCAPE CARDS of the Rope, Tunnel or Key
same name numbered then , Escape Cards (plus
then ESCAPER , then HOME RUN Disguise, Manhole and
(see example to the right) Hospital if you have the
e.g: Rope 1 > Rope 2 > Escaper 3 > separately available
Home Run 4.
Expansion Pack*). Laying the card THE ACTION CARDS (BLACK)
starts a new escape chain which is
placed in front of you. You must lay APPELL!
these cards as soon as they come into
Play this card to have all
your possession. You can also lay a
your chosen opponent’s
and on your go if you hold them.
visible ESCAPERS return
ESCAPE CARD back to their hand.

Complete a new TRAITOR!


escape chain (always One opponent of choice
of the same name) has to return ALL their
ready for your played ESCAPE CARDS to
ESCAPER to use. the Discard Pile. Ouch!
ESCAPER CARD SHOOT ESCAPER!
ESCAPERS are laid on any Shoot one of an opponent’s
completed escape chains played ESCAPER CARDS
and are ready to accept the by placing it on the
HOME RUN Card on your Discard Pile.
next go.
HOME RUN CARD TAKE COVER!
Lay this card on your The next opponent misses
Escaper to ‘Home Run’ and one go, most frustrating
WIN the game outright. for them – especially if they
You cannot lay this card on were close to a home run!
the same turn as you lay an ESCAPER.
You must wait for your next turn. This SURPRISE SEARCH!
gives opponents one last turn to stop
Choose a random card
you getting a home run and winning!
from each opponent’s
SPECIAL PARCEL concealed hand UNTIL you
hold 5 cards in total. Best
Much prized! These cards used when your hand is low.
can be used in place of
ANY missing or CONFISCATION
Escape Cards. If one is ORDER!
used to start or complete a chain it
Choose and keep a visible
inherits the name of that escape type.
card – either ANY of an
If you use two Special Parcel Cards in
opponent’s played ESCAPE
a row as a and it has no name
CARDS or from the top of
– offering extra protection from all
the Discard Pile. If you confiscate an
SEARCHLIGHT Cards.
opponent’s ESCAPE CARD, their chain and their consequences. Another
collapses at that point. Any cards DIVERSION can be played on a
on the end return to the respective DIVERSION to reverse it and so on. The
owner’s hand, remainder of their chain next natural player then has their go.
stays put.
RANDOM SEARCH!
MAJOR SEARCH!
(Expansion Pack only*)
Nominate one player to
show EVERYONE their Return one whole escape
entire hand! This is really chain (column), including
useful if you want to play its Escapers from an
a COMMANDEER Card on opponent of your
your next go! choosing!

SEARCHLIGHT! FOR 5-6 PLAYERS +


Discard one You can decide beforehand a target
opponent’s end total of Escapers to become the
ESCAPE CARD of the outright winner to prolong any game.
type named. This will With more players, you will find an
be the or Card escape attempt becomes a much
depending of how much of the escape more difficult challenge (but not
chain exists. Any ESCAPERS on end impossible).
return to the owner’s hand. Remainder
of chain stays put. So for 5 or more players
you can opt to use
COMMANDEER! your DIVERSION CARD
placed the top of any
Ask any ONE opponent
Escape Chain to protect
for a particular card from
the cards underneath
their hand (e.g. ‘SPECIAL
from any Action Card apart from the
PARCEL’). If they hold the
CONFISCATION ORDER.
card they must give it to
you. If they do not, too bad! An opponent confiscating your
Diversion Card will leave your chain
DIVERSION!
unprotected once more. Unless of
You can play this card course you can Divert it with another
QUICKLY at ANY TIME Diversion Card!
even if it’s not your turn. It
The separately available Expansion
‘burns’ or stops the effect
Pack will also add more possibilities –
of any Action Card (not
ideal with more players.
opponent’s ESCAPE CARDS) just laid
5-6 players plus - use diversion PLAYING IN TEAMS
card to protect a chain:
The Get out of ColditzTM game is great
played in teams too! You can all decide
Escape chain how many HOME RUNS constitute an
protected with a outright winner.
DIVERSION With 4 or more players you can form
CARD national teams (e.g. British, French,
Polish, US etc.) whereby you can also
add to your partner’s escape chain to
help your team win AND protect your
team from other teams’ Action Cards!

Unprotected
escape chain EXPANSION PACK
(*Available separately)
By using the 56 card Expansion Pack
you can add all-new escape attempt
cards and more escape attempt
opportunities to your single, or
multiplayer games.

If you add the Expansion Pack to the


original deck of Get out of Colditz
cards, you will need to agree how
many escape attempts signify an
outright winner as escapes do become
more frequent. For instance, in the
single player game at least 6 escapers
making home runs should be your
minimum target!
PURE ESCAPISM

www.GetoutofColditz.com
Please visit the website for instruction videos, shopping,
information, tips and details of an ONLINE version of the
game. You can follow Get out of ColditzTM on Facebook,
Instagram and Twitter. Use #GetoutofColditz hashtag!

© Wisdom Design Ltd 2020

You might also like