Roll to Escape
Roll to Escape Rulebook
Table of Contents
Table of Contents
Set-Up
Make sure each player has a matching player sheet (version 4.2) and fill out their information (name and crime).
Cut out the nine cards (or write the names on scrap paper) to form a nine card deck. You also need 3 six-sided dice.
Each player needs a method of writing on their sheet, and of communicating with each other. All players need to see the three cards drawn each round and the three dice.
Gameplay
Draw three cards face-up and roll the three dice. Players may use up to all three dice in those three rooms according to the rules of that room (on the cards). This may be three dice in one room, or split in some other way. The other rooms are considered 'guarded'. Using dice in rooms will help complete parts of the plan. If a letter is completed in a room, cross it off your escape plan. You don't need to complete it in another room. You don't need to use all three dice every turn.
First player to complete all six steps in any order wins. There can be ties. All other players immediately lose, although you can play for second, third, etc. if you wish.
Privileges
Each room has access to two 'privileges' (shared and private). You only get one privilege per room according to the rules of that room (after gaining one, cross out the other).
If you gain a shared privilege, you get to cross out a number and use it in any room. Choose another player; they cross out the same number and also get to place it in any room.
If you gain a private privilege, circle it. You may use it by crossing it out starting next turn. One lets you use a die twice on a future turn; the other lets you use a room that is guarded (i.e. not one of three cards drawn). You may use multiple private privileges at once.
Rooms
The nine room cards. Each room's rule is printed on its card, as below. Each room's two privileges are the shared and private privileges described above.
Infirmary
Cross out number. If you cross out three numbers surrounding a letter, cross out that letter. Complete letters by crossing out both. Gain a privilege by doing the same.
Storehouse
Write number in any box. Columns and rows cannot have more than one of the same number. Fill in all six marked boxes to complete that letter. Gain a privilege by filling in all boxes on that half.
Library
Exchange number for listed letter, and mark that space with a dot. Place letter in any box. Finish a commonly known word of that length to complete that letter. Gain a privilege by using each number in that row.
Laundry
Write number in any wedge. Opposite wedges must contain the same number. Fill all four marked wedges to complete that letter. Gain a privilege by filling all wedges on that half.
Visitor's Center
Write number in any box. Numbers must always be greater than all numbers to their left in that row. Fill in all four marked boxes to complete that letter. Gain a privilege by filling that row.
Yard
Cross out number. Connect it vertically or horizontally to any other crossed out number. Complete letter by crossing all marks with at least one line. Gain a privilege by doing the same.
Shower
Exchange number for listed line shape. Place line in any box so that at least one end connects to an edge or another line. Fill all marked boxes to complete that letter. Gain a privilege by connecting two symbols with lines.
Workshop
Write number in any box. Pairs of numbers must add up to a number in third space. Fill in all five marked boxes to complete that letter. Gain a privilege by filling in that column.
Mess Hall
Write number in any box. All numbers in each column must be odd or even. Adjacent numbers cannot be identical. Fill in all five marked boxes to complete that letter. Gain a privilege by filling in that column.
Player Sheet Key
From the version 4.2 player sheet (companion copy, page 2). The printed sheet shows the six escape plan steps, the privilege tokens, and the room layouts as diagrams; only the printed words are transcribed here.
Escape Plan
The six parts of the plan, to be crossed off in any order:
- C – collect intel
- F – forge papers
- B – bribe contacts
- D – distract guards
- E – escape the building
- G – get across the river
Shared Privileges
Numbered 1 to 6. Each shared privilege reads "in any room" (see Privileges above).
Private Privileges
Three "Ignore a Guard" and three "Play Die Twice", as described in the Privileges section above.