Escape from Colditz
Board game simulating Allied POW escapes from Colditz Castle.
DUCH2006 · CC BY-SA 4.0
Escape from Colditz is a board game first released in 1972 by Gibsons Games of London. It recreates the attempts of Allied prisoners of war to break out of Oflag IV-C, the German prison known as Colditz Castle, during World War II. The game was designed by Pat Reid, who had himself escaped from Colditz as a prisoner, and Bob Brechin. It came out around the same time as the original broadcast of the television series *Colditz* and became popular in its own right. Parker Brothers and several other publishers released licensed versions. The game was especially well received in Spain, where it led to a sequel in Spanish.
The game is for two to six players. One player acts as the German security officer, while the others represent different nationalities of POWs trying to find a way out. The board is a grid of linked circles laid over a plan of Colditz Castle, showing courtyards, rooms, safe areas, cells, and barracks. The box includes five sets of eight tokens for the POWs, sixteen black tokens for the German guards, five Personal Escape Kit cards, five Do or Die cards, 27 Escape Equipment cards, 45 Escape Opportunity cards, 14 Security Opportunity cards, two six-sided dice, a rules sheet, and a historical account of the castle’s wartime role.
To set up, the German security officer places some black tokens on designated spots and the rest in the barracks. The other players, each acting as an escape officer, choose a nationality and place their tokens on the Parade Ground in the inner courtyard. Each escape officer receives a facedown Do or Die card, which stays secret until used. Players agree on a time limit and the number of escapes needed to win.
Play proceeds to the left, with the security officer always moving last. On a turn, the active player rolls two dice and can move any or all of their POWs, dividing the total movement among them. Rolling doubles allows an extra roll, added to the total. Rolling a 3, 7, or 11 lets the player draw an Opportunity card—Escape for POWs, Security for the officer.
Before escaping, an escape officer must first gather a Personal Escape Kit by moving POWs into four rooms that each contain one of the four symbols: food, disguises, maps, and a compass. Once all four symbols are occupied simultaneously, the officer receives a Personal Escape Kit card. At this stage, guards cannot arrest POWs, only block doorways.
Next, the e
- Publisher
- Gibsons Games (UK), Parker Brothers (North America)
- Year released
- 1972
- Designers
- Pat Reid, Bob Brechin
- Players
- 2–6
- Genre
- Board game simulating POW escape
- Notable editions
- Spanish edition Fuga de Colditz; 2016 edition by Osprey Games
Quick Facts
- Genre
- Strategy
- Players
- 2–6
- Setup Time
- 10 minutes
- Playing Time
- 90 mins to three hours
- Random Chance
- Dice rolls
- Skills
- Strategic Planning
Facts from the source article.
Lore & Background
The game was designed by Major Pat Reid, a former Colditz POW who had written books about his wartime experiences, and Bob Brechin. Despite popular belief, it was not an official licensed tie-in to the BBC television series Colditz. The original box featured a swastika, later replaced by a Reichsadler. The game proved very popular in the UK and internationally, with a Spanish edition selling well enough to inspire a sequel, Después de Colditz, in which escaped POWs try to reach neutral countries.
Reader's Guide
Escape from Colditz holds significance as a board game that combined historical authenticity with strategic gameplay, directly involving a former POW in its design. Its release alongside the popular BBC series helped it reach a wide audience, and its success in Spain led to a unique sequel. The game's mechanics—requiring players to gather equipment, avoid guards, and execute escapes—reflected the real challenges faced by prisoners. The 2016 reissue by Osprey Games updated the rules and artwork, ensuring continued interest. The game also inspired a 1990 Amiga video game adaptation by Digital Magic Software. Its legacy includes being a notable example of a licensed historical simulation that remained popular for decades.
Did You Know?
- The game was designed in part by Pat Reid, a former POW who escaped from Colditz.
- The original box featured a swastika, later replaced by a Reichsadler.
- A Spanish-language sequel, Después de Colditz, was created.
Origins & Historical Roots
Escape from Colditz emerged from a unique intersection of personal history and commercial gaming. In 1973, Gibsons Games of London released a board game that simulated the daring escape attempts made by Allied prisoners of war held at Oflag IV-C, the fortress more commonly remembered as Colditz Castle. What gave the project an authenticity few tabletop games could claim was the involvement of Pat Reid, a former prisoner who had himself escaped from the castle during the war. His firsthand knowledge of the facility's layout and the realities of captivity underpinned the game's design. The timing of the release proved fortuitous: the game hit shelves during the first run of the television series Colditz, a popular dramatization of the same period. The two properties fed off each other's audience, and the board game found a ready-made market among fans eager to experience the tension of the show in a hands-on, social format. This synergy between screen and table helped cement the game's place in the 1970s gaming landscape.
Asymmetric Design & the Multi-Stage Escape
The game's central design choice is its asymmetric structure. In a party of two to six players, one person assumes the role of the German Security Officer, while the remaining players each command a group of prisoners representing one of five Allied nationalities. This creates a natural adversarial dynamic: the officer's goal is simply to prevent anyone from escaping before the agreed time limit expires, while the Escape Officers must coordinate movement, gather resources, and execute a plan. The escape process unfolds in distinct stages. First, a player must position their tokens so they simultaneously occupy four rooms containing the symbols for food, disguises, maps, and a compass, thereby earning a Personal Escape Kit. Only then can they pursue the specific equipment needed for a chosen route. Guards can block doorways and arrest prisoners who enter forbidden rooms, sending them to solitary confinement. As a desperate last resort, a player may flip their hidden Do or Die card, which grants a limited number of dice rolls to dash a single prisoner toward a target area. If the rolls fall short, that player is eliminated entirely.
Physical Components & the Castle Board
The box of Escape from Colditz contains a carefully curated set of physical elements that bring the castle to life. The centerpiece is the game board, rendered as a pictorial plan of Colditz Castle laid out over a grid of linked circles. It depicts the inner and outer courtyards, individual rooms, designated safe areas, cells, and barracks, giving players a spatial map to navigate. Five sets of eight tokens represent the five nationalities of Allied prisoners, while a separate set of sixteen black tokens stands in for the German guard force. The card system is layered: five Personal Escape Kit cards, five Do or Die cards, twenty-seven Escape Equipment cards, forty-five Escape Opportunity cards, and fourteen Security Opportunity cards. Two standard six-sided dice drive all movement. Rounding out the contents is a rules sheet and a short historical account describing the castle's function as a World War II prisoner-of-war camp, grounding the abstract mechanics in real context.
Legacy, Licensing & International Reach
Beyond its initial 1973 release by Gibsons Games, Escape from Colditz achieved a broader commercial footprint through licensing. Parker Brothers and a number of other companies published authorized editions, extending the game's shelf life and geographic reach well beyond the United Kingdom. The title found an especially enthusiastic audience in Spain, where it became a standout hit among board game players. That Spanish popularity was significant enough to spawn a dedicated sequel produced specifically for the Spanish-speaking market, a testament to how deeply the game resonated with players in that region. The game's association with the television series Colditz also meant it benefited from sustained cultural visibility throughout the show's run, keeping the Colditz escape narrative in the public imagination. Even in later years, the game continued to attract strategic commentary; in The Games & Puzzles Book of Modern Board Games, writer John Humphries devoted space to tactical advice for the Security Officer, recommending efficient guard deployment and careful tracking of each Escape Officer's equipment holdings. This ongoing engagement in gaming literature speaks to the game's enduring appeal as a well-crafted asymmetric experience.
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Frequently Asked Questions
What is Escape from Colditz?
It is a 1972 roll-and-move board game for 2 to 6 players in which participants role-play Allied prisoners of war attempting to break out of Colditz Castle during World War II. Gibsons Games published the original UK edition, while Parker Brothers handled the North American release.
Who created Escape from Colditz and what inspired it?
Pat Reid and Bob Brechin designed the game, and Reid drew directly on his own experience escaping from Colditz as a captured Allied serviceman. That personal history shaped the scenarios and mechanics players encounter at the table.
How does Escape from Colditz relate to the television series Colditz?
The board game appeared in 1972, around the same window the BBC's original Colditz series first went to air. The shared subject matter created a natural cross-promotion, but the game also built a strong independent following.
What notable editions of Escape from Colditz have been released?
In addition to the original Gibsons and Parker Brothers printings, a Spanish-language edition titled Fuga de Colditz became a particular hit in that market. Osprey Games issued a refreshed edition in 2016 for a new generation of players.
Why is Escape from Colditz considered important in board-game history?
It stands as one of the earliest roll-and-move titles rooted in a specific real-world historical event, giving the genre a narrative anchor that later games would follow. Its multi-decade run across several publishers and continents underscores its lasting appeal.
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