Alcatraz
Alcatraz Rulebook
Table of Contents
Table of Contents
Contents
1 game board, 8 guards, 16 prisoners, 1 x 8-sided dice
Purpose of the Game
The first player to reach the escape boat with three of their prisoners wins the game.
Game Preparation
The 8 prison guards are placed on the squares marked accordingly.
Each player picks 4 prisoners in one colour and places them in the joint prison cell.
Diagram: the board diagram marks the rows and the columns; "Row" and "Column" are labelled on the diagram. The guards are shown on their marked starting squares and the prisoners on the squares at the prison cell end of the board.
Margin note: Each player: 4 prisoners, guards placed on appropriate squares.
Playing the Game
The youngest player goes first.
The first player to move, places any of their prisoners onto an empty square, moving as many places as desired or possible. During subsequent turns the player can decide whether to continue playing with the prisoner already on the game board or whether to release another prisoner from the prison cell.
If the prisoner moves onto a square in a row watched by a guard (and that is always the case except for the row immediately above the prison cell), the guard moves towards the prisoner by the same number of squares by which the prisoner moved.
Margin note: Guard moves the same number of squares as the prisoner.
If the guard finishes on or moves over a square with a prisoner, this prisoner is considered captured and must return to the prison cell. From here, he may of course start another attempt to escape.
Margin note: Captured prisoner must return to the cell.
The players take turns in a clockwise rotation.
A move always consists of:
- Moving one's own prisoner.
- Moving the guard in the appropriate row.
How do the prisoners move?
- The prisoners can move either horizontally or vertically in any direction.
- A change of direction within one move is not allowed. The prisoners can therefore only move in one row or one column during any one move.
- A prisoner must not land on a square already occupied by another prisoner.
- Other prisoners may be overtaken. The square occupied by another prisoner counts in the number of squares you can move.
- Guards can not be overtaken.
- A player must not move in such a way that the guard would capture them. However, it is sensible to manoeuvre one's own prisoners so that the other players will be captured.
- During subsequent turns each player can decide whether to continue playing with the prisoner already on the game board or whether to release another prisoner from the prison cell.
Margin notes on this page: Prisoners can be moved vertically or horizontally. No change of direction within one move. One figure per square. Overtaking prisoners: yes. Overtaking guards: no. A prisoner is not allowed to move in a way that would lead to his own capture. Prisoners can be moved onto the game board at any time.
How do the Guards Move?
- A guard only moves horizontally in his row when:
- a prisoner has completed his move in that row
- a prisoner is moving in that row, or
- the alarm is raised.
- Guards always move towards the prisoner by exactly the same number of squares by which the prisoner moved. One exception is when the alarm has been raised.
Diagram caption: "The prisoner cannot make this move because the guard cannot move three squares in the direction of the prisoner."
Margin notes: Guards only move horizontally in rows. Guards move the same number of squares as prisoners.
Escape Boat
In order to get onto the boat, the prisoner must first stand on one of the nine marked squares in front of the boat. During his next turn the prisoner is allowed to move straight onto the boat, provided guards are not blocking the way, i.e. placed in a direct line between the prisoner and the boat.
Margin note: The escape boat can only be reached via the marked squares.
Alarm
If a prisoner steps onto the boat, the alarm is raised immediately and a guard is alerted. To do this, the player sitting to the left of the prisoner that has reached the boat, throws the dice. The number thrown indicates the row in which a guard is moved. The player throwing the dice then decides what direction the guard will advance and the guard then moves to the end of that row. All prisoners captured en route must return to their cell. This is the only time a player can move the guard in a direction so that his own prisoners will be captured. Of course if it is possible, it is better to move the guard so only other players are captured and are returned to the prison cell. After this manoeuvre the player who threw the dice takes his normal turn.
Margin note: Prisoner in escape boat sets off alarm.
End of the Game
The first player who manages to get three prisoners onto the escape boat is the winner and the game is over.
Margin note: End of game: 3 prisoners in escape boat.
Additional Ways to Play
- Tacticians who don't like nasty surprises may play the game without the alarm. In this case guards do not move when a prisoner steps onto the boat.
- The basic arrangement of the guards can be changed as required, however the following should not change.
- One guard should be on the middle square in the row closest to the boat,
- One guard should be in each row, except
- The bottom row closest to the prison cell is kept free of guards.
Margin notes: Playing without the Alarm. Basic arrangement of the guards.
Examples
A Prisoner Is Captured
Player O advances their prisoner three squares from the prison cell along the chosen column towards the boat. The move ends in row 7. The guard in row 7 now moves 3 places towards O and in the process captures prisoner X. X then returns to the prison cell.
Diagram: shows the move described above, with the guard in row 7 moving towards O's prisoner and capturing X's prisoner.
A Prisoner Escapes Onto the Boat
Player X is on one of the marked squares in front of the escape boat. As a guard is in a direct line between him and the boat, X is not allowed to step onto the boat. Player O on the other hand, can immediately step onto the boat during his next turn as there isn't a guard between O and the boat.
Diagram: shows the position described above, with a guard lying between X's prisoner and the boat, and no guard between O's prisoner and the boat.