Overview

The Perfect Escape requires all of the cards used in that escape. This means that a player has all of the necessary PLANNING or ESCAPE cards.

Plan your escape route here:


ESCAPE ROUTE CHART

inmate_b_2    inmate_b_12

A player can use their ALCATRAZ INMATE card to substitute for the PLANNING card in the specific escape on that card.

inmate_b_6

GILES is the only ALCATRAZ INMATE the has a substitution for an ESCAPE card, MILITARY UNIFORM. This is because in his escape attempt he used the MILITARY UNIFORM he assembled for 10 years to sneak onto the supply boat for his escape.

modelprisoner_a

A player can also use a MODEL PRISONER card to substitute for one PLANNING card in an escape. The player needs to indicate to the other players which PLANNING card they are substituting.

A MODEL PRISONER in Alcatraz Prison had more freedom than a regular prisoner. They were allowed onto the main grounds of the prison, and could make an escape from there. So by having a MODEL PRISONER card, a player can make a GROUNDS escape from the yellow circles on the game board.

LEARN MORE ABOUT USING MODEL PRISONER CARDS:


MODEL PRISONER CARDS

escape_gd_8_20

To use a GROUNDS escape requires either a MODEL PRISONER card or the GARBAGE DETAIL card. Because a Perfect Escapes require 4 ESCAPE cards, the only time a Perfect Escape can be made with the GARBAGE DETAIL card is in a 3-player game. In a 3-player game, players are allowed to hold 5 ESCAPE and 5 PLANNING cards.

LEARN MORE ABOUT GROUNDS ESCAPES:


GROUNDS ESCAPES

Perfect Escape

Each escape is listed by number. The ALCATRAZ INMATE card that can substitute for a PLANNING card is shown with that escape.

MODEL PRISONER card substitutions for PLANNING cards are not shown because a MODEL PRISONER card can substitute for any one PLANNING card on all escapes.

escape_arrow1  DAY escape # 1 – Recreation Yard escape

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escape_workd_5_17  escape_tower_9_21 escape_fence_1_13  escape_gd_8_20

escape_arrow4  NIGHT escape # 4 – Ty Martin & Doc Barker Escape

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planning_barspreader_6_18 escape_nocount_7_19 escape_sl_11_23 planning_wrench_4_16 escape_alarm22_3_15 escape_wr_10_22

escape_arrow6  GROUNDS escape # 6 – GARBAGE DETAIL escape

Player must hold one of these cards:

escape_gd_8_20    modelprisoner_a

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escape_workd_5_17 planning_pipe_9_21 escape_tower_9_21 escape_fence_1_13 escape_gd_8_20

escape_arrow7  DAY escape # 7 – Model Industries escape

inmate_b_4    inmate_b_6

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escape_tower_9_21 planning_hacksaw_1_13 escape_workd_5_17 planning_pipe_9_21 escape_fence_1_13 escape_mu_4_16

escape_arrow8  DAY escape # 8 – Laundry escape

inmate_b_12

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escape_workd_5_17 planning_wirecutter_5_17 escape_tower_9_21 escape_fence_1_13 planning_prybar_11_23 escape_fogd_12_24

escape_arrow9  GROUNDS escape # 9 – John Giles escape

inmate_b_6

Player must hold one of these cards:

escape_gd_8_20    modelprisoner_a

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escape_fence_1_13  escape_tower_9_21 escape_workd_5_17 escape_mu_4_16

escape_arrow12  GROUNDS escape # 12 – DENSE FOG escape

Player must hold one of these cards:

escape_gd_8_20    modelprisoner_a

cheatsheet12

escape_fence_1_13 copy-of-escape_tower_9_21 planning_prybar_11_23 escape_workd_5_17 escape_fogd_12_24

escape_arrow13  NIGHT escape # 13 – Frank Morris & John Anglin Escape

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escape_nocount_7_19 planning_vacc_10_22 escape_sl_11_23 escape_alarm22_3_15 planning_plasterpaint_12_24 escape_lv_6_18

escape_arrow14  NIGHT escape # 14 – Cellhouse Roof Escape

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planning_buffercord_8_20 escape_sl_11_23 planning_scourpowder_2_14 escape_alarm22_3_15 escape_nocount_7_19 escape_gascan_2_14

To:


ALCATRAZ

To:


Tips & Tricks

To:


RULES