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Get Out of Colditz: The Card Game

Get Out of Colditz: The Card Game Rulebook

Table of Contents

Table of Contents

  • Multiplayer Rules
    • Object of the Game
    • To Win
    • To Start
    • Game Play
    • The Escape Cards (Gold)
    • The Action Cards (Black)
    • For 5-6 Players +
    • Playing in Teams
    • Expansion Pack (Multiplayer)
  • Single Player Rules
    • Object of the Game
    • To Win
    • To Start
    • The Escape Cards (Gold)
    • The Guard Cards (Black)
    • Expansion Pack (Single Player)
  • Official Q&A
    • Single Player Q&A
    • Multiplayer Q&A

Multiplayer Rules

From the official "Multiplayer Rules" document (for 2 to 6 players). The rules document is the primary rulebook.

Object of the Game

The object of the game is to be the first to piece together one or more escape chains to allow a single Escaper a 'HOME RUN' to freedom. You also play Action Cards against your opponents, stopping their own escape attempts. The escape chains are achieved by forming a column of 4 sequential cards in front of you numbered 1-4. Upon laying your HOME RUN Card, you win the game against your opponents! Hints to help you on multiplayer are shown on each card.

To Win

A winning escape chain (multiples allowed) is made from building two sequential ESCAPE CARDS of the same name numbered 1 then 2, then an ESCAPER (3), then a HOME RUN (4) (see the example in the rules).

e.g.: Rope 1 > Rope 2 > Escaper 3 > Home Run 4.

To Start

Shuffle pack. Deal 5 cards to each player face down. Place remaining cards face down in a Draw Pile.

Game Play

All players must lay any No.1 Cards they possess in front of them immediately and must not hold any in hand between turns! One player starts by picking up a card from the Draw Pile, then playing a card (establishing a Discard Pile). You can lay up to 3 sequential cards in one chain on your go (except the HOME RUN – that can only be played on its own turn). Players must not hold onto more than 5 cards after anyone's go – if so, discard any excess card(s) of your choice to the Discard Pile. Note that these excess cards have no effect on opponents when being discarded. If you have less than 5 cards on your go, you may pick up without playing a card.

The Escape Cards (Gold)

Escape Card 1 (No.1) – Rope, Tunnel or Key Escape Cards (plus Disguise, Manhole and Hospital if you have the separately available Expansion Pack*). Laying the card starts a new escape chain which is placed in front of you. You must lay these cards as soon as they come into your possession. You can also lay a 2 and a 3 on your go if you hold them.

Escape Card 2 (No.2) – Complete a new escape chain (always of the same name) ready for your ESCAPER to use.

Escaper Card 3 – ESCAPERS are laid on any completed escape chains and are ready to accept the HOME RUN Card on your next go.

Home Run Card 4 – Lay this card on your Escaper to 'Home Run' and WIN the game outright. You cannot lay this card on the same turn as you lay an ESCAPER. You must wait for your next turn. This gives opponents one last turn to stop you getting a home run and winning!

Special Parcel – Much prized! These cards can be used in place of ANY missing Escape Card 1 or Escape Card 2. If one is used to start or complete a chain it inherits the name of that escape type. If you use two Special Parcel Cards in a row as a 1 and a 2 it has no name – offering extra protection from all SEARCHLIGHT Cards.

The Action Cards (Black)

APPELL! Play this card to have all your chosen opponent's visible ESCAPERS return back to their hand.

TRAITOR! One opponent of choice has to return ALL their played ESCAPE CARDS to the Discard Pile. Ouch!

SHOOT ESCAPER! Shoot one of an opponent's played ESCAPER CARDS by placing it on the Discard Pile.

TAKE COVER! The next opponent misses one go, most frustrating for them – especially if they were close to a home run!

SURPRISE SEARCH! Choose a random card from each opponent's concealed hand UNTIL you hold 5 cards in total. Best used when your hand is low.

CONFISCATION ORDER! Choose and keep a visible card – either ANY of an opponent's played ESCAPE CARDS or from the top of the Discard Pile. If you confiscate an opponent's ESCAPE CARD, their chain collapses at that point. Any cards on the end return to the respective owner's hand, remainder of their chain stays put. Another DIVERSION can be played on a DIVERSION to reverse it and so on. The next natural player then has their go.

MAJOR SEARCH! Nominate one player to show EVERYONE their entire hand! This is really useful if you want to play a COMMANDEER Card on your next go.

SEARCHLIGHT! Discard one opponent's end ESCAPE CARD of the type named. This will be the Escape Card 1 or Escape Card 2 depending on how much of the escape chain exists. Any ESCAPERS on end return to the owner's hand. Remainder of chain stays put.

COMMANDEER! Ask any ONE opponent for a particular card from their hand (e.g. 'SPECIAL PARCEL'). If they hold the card they must give it to you. If they do not, too bad!

DIVERSION! You can play this card QUICKLY at ANY TIME even if it's not your turn. It 'burns' or stops the effect of any Action Card (not opponent's ESCAPE CARDS) just laid and their consequences. Another DIVERSION can be played on a DIVERSION to reverse it and so on. The next natural player then has their go.

RANDOM SEARCH! (Expansion Pack only)* Return one whole escape chain (column), including its Escapers from an opponent of your choosing!

For 5-6 Players +

You can decide beforehand a target total of Escapers to become the outright winner to prolong any game. With more players, you will find an escape attempt becomes a much more difficult challenge (but not impossible).

So for 5 or more players you can opt to use your DIVERSION CARD placed the top of any Escape Chain to protect the cards underneath from any Action Card apart from the CONFISCATION ORDER.

An opponent confiscating your Diversion Card will leave your chain unprotected once more. Unless of course you can Divert it with another Diversion Card!

The separately available Expansion Pack will also add more possibilities – ideal with more players.

(The rulebook illustrates this with a diagram: an escape chain protected with a DIVERSION card on top, contrasted with an unprotected escape chain.)

Playing in Teams

The Get out of Colditz game is great played in teams too! You can all decide how many HOME RUNS constitute an outright winner.

With 4 or more players you can form 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!

Expansion Pack (Multiplayer)

(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!

Single Player Rules

From the official "Single Player Rules" document. It uses the same card deck as the multiplayer game, with a Guard deck in place of opponents.

Object of the Game

You are held in Colditz Castle, a WWII German POW camp reserved for the elite of escapers and special prisoners. The object of the single player game is to piece together one or more escape chains to allow a total of three Escapers (together or one at a time) a 'HOME RUN' to freedom. The escape chains are achieved by forming a column of sequential cards in front of you numbered 1-4. Upon your third Escaper escaping, you win the game against the Guards!

To Win

A winning escape chain (multiples allowed) is made from building two sequential ESCAPE CARDS of the same name numbered 1 then 2, then an ESCAPER(s), then a HOME RUN (4) (see the example in the rules).

e.g.: Tunnel 1 > Tunnel 2 > Escaper 3 > Home Run 4.

To Start

Divide the pack into 2 decks – Gold bordered ESCAPE CARDS, and black bordered GUARD CARDS. Deal yourself 5 cards from the Escape Cards deck to establish your hand. Place both decks face down. Start by picking up one card from the Escape Pile then play ONE card (either lay one card in front of you to start off a new escape chain OR discard one card to form a new Discard Pile). After your go, draw a Guard Card noting its penalty (sometimes they won't apply!) and place on the Discard Pile. If you have less than 5 cards at any stage you may draw without playing. Turns alternate between drawing from Escape and Guard Piles. When the Guard Pile is gone it's the END OF THE GAME!

The Escape Cards (Gold)

Escape Card 1 (No.1) – Rope, Tunnel or Key Escape Cards (plus Disguise, Manhole and Hospital if you have the separately available Expansion Pack*). With these cards you can start a new escape chain which is placed in front of you.

Escape Card 2 (No.2) – Complete a new escape chain (always of the same name) ready for your Escaper(s) to use.

Escaper Card 3 – One ESCAPER Card can be laid on any completed escape chain on each separate go. You can keep adding escapers depending on how brave you feel! Alternatively 'bank' them one at a time to play it safe. If you own the Expansion Pack, there are '2 x Escaper' Cards which help you build a greater total of Escapers more quickly!

Home Run Card 4 – Lay this card on your ESCAPER(s) to 'Home Run' that number to freedom (they are safe until end of the game). Count up your total number of Escapers after the game.

Special Parcel (?) – Much prized! These cards can be used in place of ANY missing Escape Card 1 or Escape Card 2. If one is used in a chain it inherits the name of that escape type. If you use two Special Parcel Cards in a row as a 1 and a 2 it has no name – offering extra protection from all Searchlight Cards.

The Guard Cards (Black)

APPELL! Roll call! Place all played Escapers in a 'Solitary Confinement' row in front of you. On your next go(es) take one Escaper from Solitary back into to your hand instead of taking from the Draw Pile until it's empty.

TRAITOR! An informer has given all your plans of escape away! Place ALL played escape chains (yes – every card!) on the Discard Pile.

MAJOR SEARCH! Discard one card from either your hand or the played cards to Discard Pile immediately!

TAKE COVER! Miss your go. This means the Guard has another turn and you have one less go in your bid for freedom.

SHOOT ESCAPER! Bang! One played ESCAPER Card has to go on the Discard Pile.

SURPRISE SEARCH! Surrender one card of your choice from your HAND to the Discard Pile.

CONFISCATION ORDER! Surrender any one of your PLAYED cards to the Discard Pile.

SEARCHLIGHT! Surrender one of your played ESCAPE CARDS of the type named to the Discard Pile. This will be either the Escape Card 1 or Escape Card 2 depending how much of the escape chain exists. Sorry – any ESCAPER(s) on the chain also end up on the Discard Pile!

COMMANDEER! If held, one SPECIAL PARCEL Card from your HAND must be placed on the Discard Pile.

DIVERSION! Surrender (only) the very last played card from any escape chain to the Discard Pile.

RANDOM SEARCH! (Expansion Pack only)* Lose one complete escape chain of your choosing!

RAMPING UP THE DIFFICULTY! Standard Pack: Easy = 3 Escapers, Expert = 4, Great = 5, Legend = 6. Expansion Pack: Get at least 6 out!

Expansion Pack (Single Player)

(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!

Official Q&A

From the official "Q&As for Single & Multiplayer" document ("Here's a few questions that have come up and the answers!"). These are the publisher's clarifications and are part of the rules. In the source, card numbers appear as "No1" and as a plain "1" in places; they are rendered here as No.1 and as Escape Card 1.

Single Player Q&A

When is the End of the Single Player Game? When the Guard Pile is exhausted, you pick up your last Escape card and play out.

I had a few cards in my hand at the end of the game – can I play them? Yes. You can add remaining hand to create or finish escape chains. This can result in a last minute Escape when the Guards have gone!

At the end of the game there were a few undrawn Escape cards in the draw pile – is this normal? Yes, it's common for some cards to be left. After your last go these cannot be used.

I have less than five cards. Can I pick up a few to get back to five? You can only pick up one card at a time on each go.

Do I have to play a card on my go? You don't have to play a card on your go, but you do have to pick one up. If you pick up and don't play, your hand will increase by one card – handy to get back to a full hand. Also if picking up a card takes your hand over 5 cards, you will need to lay one to retain 5.

Can I add more than one Escaper card to the end of my chain? Yes, but always one at a time, on your go.

(The source heading for this question begins with a stray backslash, which has been dropped.)

My Escaper got sent to Solitary by an Appell card. When can I draw him out? When you Escaper or Escapers go into solitary you can take them out one card at a time from your next go. You can leave them there temporarily and chose to carry on taking from the Escape draw pile if you prefer. Threat the solitary as another draw pile.

What is the maximum number of Escapers possible? The maximum number is 14 if you have the expansion pack. Any number over 9 is extremely difficult!

The Confiscation Order Card says lose a visible card? – Which one? You chose strategically which one played card to forfeit.

The Random Search (Expansion Pack) card says lose one Escape Chain – which one? You chose strategically which chain to forfeit.

How does the Shoot Escaper card effect the 2X Escaper (expansion pack) card? The marksman shoots the card the same as an Escaper Card (single) and it goes onto the discard pile.

Can I lay multiple escape chains? Yes it's a great strategy. Remember you can only lay one card on your go.

Can I swap out Special Parcel Cards for the card its standing in for, back into my hand or shift from chain to chain? No. Special Parcel cards can be used to stand in for a 1 or 2 card once.

Can I reorganise my laid escape chains? No. Once cards are down they are not adjustable.

Can I lay down more than one card in a chain on my go? No. You play one card at a time in single player.

Does a Diversion Card take away a card I played two turns ago? No, only the one laid on your last go.

Do I need an Expansion Pack, and how do I get one? You do not need an Expansion pack to enjoy Get out of Colditz. Adding an Expansion pack adds a few more historically accurate popular escape attempt types, searchlight cards, and adds scale and length to the games.

How can I get hold of an Expansion Pack? They will be/are available from the www.getoutofcolditz website or by searching online.

How do I separate my standard cards from my Expansion pack? There is a discreet 'e' on the front face of each Expansion pack card.

Multiplayer Q&A

At the very beginning everyone is obliged to lay any held No.1 cards before the game starts, is that your go? At the very start, before play, everyone has to first lay their 1 cards, and it is not a 'go'. Play then starts as normal.

I picked up a No.1 card during play, and have laid it. Is that my go? Yes, that is your go.

If I'm obliged to lay a 1 card upon picking it up in play, can I still play an action card? No, having to lay the 1 is your go.

Can I lay an Escape card AND play an Action card on my go? No. You can only play one type of card, adding to your escape attempt OR playing an Action card against your opponent.

Can I play more than one Action card on my go? No, one at a time.

Can I really play a diversion card (or more than one) when it's not even my turn? Yes – that's part of the fun and surprise built into the game! As many as you like, and whenever you like.

Can a Special Parcel card previously used as a No.1 of one type, be used as a No.1 of a new type? If for instance you used a Special Parcel as a No.1 card and laid a Rope 2 upon it, the Special Parcel card 'became' a No.1 Rope. If a Rope Searchlight card happens to remove the Rope 2 card from it, the Special Parcel card becomes 'unspecified' and can be used as ANY base No.1 card once more.

Can I create multiple chains? Yes, it's a great strategy. Remember you can only add cards to one chain on your go.

Can I lay sequential cards to my chain on my go? Yes. For instance if you hold a 2 and a 3 card in your hand, and on your go you are fortunate enough to draw a 1, you can lay the 1, 2, 3 and another 3 if you have them, in one chain on your go. Remember the Home Run 4 can only be laid on its own separate go, allowing opponents one round to do something about your Escaper 3 being ready to home run!

Can I lay two Escapers in a single chain in one go? Yes, in one chain.

Can I ask the group for a specific card with my Commandeer card? No, you ask one person, so try to figure out who is most likely to have the card you want.

Do I need an Expansion Pack, and how do I get one? You do not need an Expansion pack to enjoy Get out of Colditz. Adding an Expansion pack adds a few more historically accurate popular escape attempt types, searchlight cards, and adds scale and length to the games.

How can I get hold of an Expansion Pack? They will be/are available from the www.getoutofcolditz website or by searching online.

How do I separate my standard cards from my Expansion pack? There is a discreet 'e' on the front face of each Expansion pack card.