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Things From Another World
PRISON(ERS)
PRISON(ERS)
by (Self-Published) (2023)
Player Count
2 to 4

Player Ages
14+

Playing Time
2 hours to 3 hours
Categories
  • Card Game
  • Deduction
  • Memory
  • Designers
  • Grzegorz "Iwano" Iwa?czyk
  • Mechanisms
  • Area Movement
  • Memory
  • Area Control / Area Influence
  • Card Play Conflict Resolution
  • Communication Limits
  • Deduction
  • Family
  • Admin: Unreleased Games
  • Theme: Jail / Prison (Modern)
  • Crowdfunding: Gamefound
  • Rating: 4/10 from 1 users

    Description

    There are two opposing player camps in the game. One is the player (s) who play for the prisoners. The second is the player on the side of the prison.

    The game consists of 10 rounds. Each round consists of a basic movement of prisoner tokens (first camp) and penitentiary tokens (second camp) in areas on the main board to collect items tokens or to make it difficult to collect it.Additionally, both camps have the option of placing a special prisoner card (first camp) and a penitentiary card (second camp) in most rounds, which strengthen the effects of tokens when collecting item tokens or making it difficult to collect them.

    In addition, in some rounds there are some extra functions, such as the necessity to provide information by the prisoners' camp to the opponent how much has been collected for the plan at a given moment, or the possibility of exchanging the collected item tokens from the main board for those needed for a specific escape plan from outside the board etc.

    At the beginning of the game, the first camp draws the escaping prisoner card (1, 2 or 3 escaping cards) and additional suspect prisoner cards. He/They also draws an escape plan card that shows which item tokens he/they must collect for the plan. The second camp sees all these cards, but doesn't know who is escaping and with what plan.

    The goal of the game for the first camp is to collect all items for the plan within 10 rounds for the appropriate prisoners or a special field on the main board in such a way that the second camp does not guess who is escaping and how. The object of the game for the second camp is to guess these unknowns within 10 rounds.
    The game may end with a victory for one of the camps but there also can be a draw.

    -description from designer

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