The Game
It's 1938 and you've been sentenced to serve time in the notorious Alcatraz prison. The island is filled with the most dangerous criminals. Some are sentenced to life, but you don't plan on staying that long.
Get ready to escape Alcatraz with nine routes based on real life attempts.
Don't get caught on land.
Don't get killed in the water.
"Alarm 22" was the secret code used by the prison guards to alert one another of a potential escape.
GAME FEATURES
Play as historic inmates: The likes of Al Capone, Machinegun Kelly, Birdman and more
Use nine real escape routes - All real paths taken by Escapees, Attempt to succeed where they failed
Features actual tools used in escapes - Such as scouring powder, bar spreaders, hack saw and more
Real Alcatraz island layout - Designed by the creator of the Alcatraz Scale model outside of pier 33 Alcatraz Landing
Retailer Partners
GAMEPLAY SUMMARY
ALARM22 IS A COMPETITIVE, DICE ROLLING, AND CARD COLLECTING GAME For 2-4 PLAYERS. PLAY BEGINS AT THE WARDEN JOHNSTON, the boat NAMED AFTER THE LONGEST SERVING WARDEN OF ALCATRAZ.
THERE ARE THREE PHASES OF THE GAME:
PROCESSING, DOING TIME AND ESCAPE
PROCESSING
PLAYERS TAKE TURNS ROLLING TWO D6 DICE TO MOVE UP TO THE PRISON AND FIGHT WITH EACH OTHER IF THEY LAND ON THE SAME SPACE. THE GOAL IS TO ARRIVE FASTEST AT THE MAIN CELL HOUSE IN ORDER TO HAVE THE ADVANTAGE OF CHOOSING AN INMATE CARD. SOME INMATE CARDS COME WITH A TOOL, REPRESENTING A TOOL THAT AN INMATE USED IN A REAL ESCAPE ATTEMPT.
DOING TIME
oNCE 2/4 PLAYERS ARRIVE AT THE CELLHOUSE, THE PLAYERS BEGIN “dOING TIME” BY TAKING TURNS CIRCLING THE BOARD THROUGH THE MESS HALL, RECREATION YARD, LAUNDRY, AND MODEL INDUSTRIES BY ROLLING TWO D6 DICE ON THEIR TURN. LANDING ON COLORED ARROWS GRANTS A CARD OF THAT COLOR. THE GOAL HERE IS TO COLLECT PLANNING AND ESCAPE CARDS. EACH PLAYER MAY HAVE UP TO 4 OF EACH COLOR CARD, ALL THE WHILE CONSULTING THEIR ESCAPE CHART IN ORDER TO PLAN THEIR BEST ESCAPE ROUTE.
CERTAIN CARDS LIKE MODEL PRISONER GIVE YOU SPECIAL ACCESS TO GROUNDS ESCAPES. GUARD CARDS CAN BE GOOD OR BAD NEWS WHEN LANDING ON BLACK SPACES. ROLLING SNAKE EYES GRANTS THE WARDEN CARD, WHICH ACTS AS A FAVOR THAT CAN BE CASHED IN, NEGATING A TROUBLESOME GUARD CARD DURING AN ESCAPE.
ESCAPE
WHEN A PLAYER HAS COLLECTED THE APPROPRIATE CARDS AND FEELs READY THEY ANNOUNCE THEIR ESCAPE AND MOVE THEIR PAWN TO THE ESCAPE ARROW SPACE BASED ON HISTORIC ROUTES USED BY REAL LIFE HISTORICAL PRISONERS. eACH TURN THEY NOW ROLL THEIR SINGLE COLORED D6 DICE, iF THEY LAND ON ANY MARKED SPACES, THEY MUST HAVE THE CARD IN THEIR HAND TO PROceed. sUCH CARDS PREVENT BEING CAPTURED, SHOT, OR SUFFERING HYPOTHERMIA.