The Great Escape
The Great Escape Rulebook
Table of Contents
Table of Contents
Introduction
The Great Escape is played in three stages and the cards are divided into three sections.
- Stage 1 – Tunnelling: played using the middle section of the cards.
- Stage 2 – Escape: played using the top section of the cards.
- Stage 3 – Capture: played using the bottom section of the cards.
Stage 1 – Tunnelling
Begin by shuffling the cards and then place the top three cards face up as shown. This is the start of your three tunnels Tom, Dick, and Harry.
- Tom heads North (from the shower block).
- Dick heads East (from Hut 3).
- Harry heads West (from Hut 4).
Extend the tunnels by taking cards from the top of the deck and, obeying the tunnel rules, add them to any of the three tunnels. Once placed cards can not be moved.
A guard or spy card right at the beginning means this tunnel has failed before it even gets started.
Tunnel examples
The booklet illustrates tunnel card types in two panels, "Tunnel Examples" 4A and 4B, each to be read next to the other:
- Card types shown: Standard, Prop, Ventilation (panel 4A); Collapsed, Guard, Spy (panel 4B).
- Prop rule: "At least every third card must be a prop card." Valid sequences are marked with a check mark.
- Ventilation rule: "At least every fifth card must be a ventilation card." Valid sequences are marked with a check mark.
- Incorrect example: "Incorrect – the next card must be a prop card." The card that breaks the rule is marked with a cross.
The example cards are drawn as tunnel pictures and the full sequences are given only as images on the printed page; the rules they illustrate are the Stage 1 tunnel rules below.
Stage 1 – Tunnel Rules
At least every third card within a tunnel must be a prop card and at least every fifth card a ventilation card. You will need to manage your tunnels carefully.
- A standard tunnel can not be placed if it will create a situation where the next card needs to be a prop card and a ventilation card.
- A collapsed tunnel hampers your progress. To continue this tunnel a card must be placed over it.
- A collapsed tunnel may not be placed next to or over another collapsed tunnel. A collapsed tunnel can still be placed even if the next card should be a prop / ventilation card.
- A guard or spy card means a tunnel has been discovered or compromised. You may no longer extend or escape through this tunnel.
- All cards must be placed if possible. If any card can not be placed it is returned to the bottom of the deck.
- If you can successfully create a tunnel ten cards long, without it being discovered, you can move on to stage 2 and start your escape.
Stage 2 – Escape
All cards used for tunnelling are removed from the game.
The next card from the deck is turned face up to reveal the escaping POW and their escape items (top section of the cards).
Continue to turn over cards and place face up until you reveal a guard – the POWs have been spotted escaping and stage 3 begins.
If the spy is revealed add him to the escapees and continue. He may come into play at stage 3.
POW escape items
- Compass: shows the direction in which the POW will travel.
- Identity papers: forged.
- Wire cutters: stolen.
- Disguise: made.
- Train ticket: forged.
- Language: understands guards.
Escape example
Lay the escaping POWs face up until you reveal a guard – the POWs have been spotted escaping.
The example shows the following escapees, with their scores (as printed beneath each card):
- Aberdeen (score 4), Porky (score 4), and the Spy (score -1), in the first row.
- Colonel Briggs (score 3), Hamish (score 2), and Spanners (score 1), in the second row.
- A Guard card is then revealed.
Once a guard is revealed no more POWs can escape and stage 3 begins.
Stage 3 – Capture
The remainder of the deck now represents the guards. Turn over each card to reveal what action they take (bottom section of the cards). Note, the guard spotting the POWs escaping takes no action.
Any POW not captured after all cards have been played receives a medal and an escape score. The spy can not be captured or killed and will always score -1.
Guard actions
- Compass: the guards increase patrols in the direction shown. Any POW heading in this direction will be captured.
- Identity papers: the guards check the identity papers of everyone. Any POW without identity papers will be captured.
- Border security: the guards increase border security. Any POW without wire cutters will be captured.
- Dogs: the guards deploy tracker dogs. One POW (of your choice) is captured.
- Binoculars: the guards are closely watching everyone. Any POW without a disguise is captured.
- Trains: the guards check every train. Any POW with a train ticket is captured.
- Language: the guards question everyone. Any POW unable to speak their language is captured.
- Sniper: the guards have deployed snipers. One POW (of your choice) fails to escape.
- Radio: if the spy is amongst the escapees each time the guards make radio contact with him he will reveal the location of three POWs. Three POWs (of your choice) are captured.
- Medal: each POW that successfully escapes receives a medal. The medal scores combined give you your final escape score.
Capture example
In this example the guard captures any POW heading South West and any POW without wire cutters.
The example shows the same escapees as the escape example (Aberdeen 4, Porky 4, Spy -1, Colonel Briggs 3, Hamish 2, Spanners 1), followed by a stage 3 guard card (Ace, shown with a compass in its bottom section). The printed caption reads: "The guards action / actions are shown at the bottom of the card."
Expansions
The booklet's final page lists the following expansions for The Great Escape:
- The Great Escape – Day 1: "You are appointed as Big X, and it is your duty to harass, confound, and confuse the enemy to the best of your abilities. Cause such a stink in camp that thousands of troops will be tied up looking after you."
- The Great Escape – Recon: "Improve your chances of escape by first gathering vital information about the surrounding area and possible escape routes."