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£29.14
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Arrives: Sep 26 - 30 Details
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Escape the Dark Castle Board Game

4.9 out of 5 stars 73 ratings

Price: £29.14 & FREE Delivery
New (3) from £29.14 + FREE Shipping
  • Simple, approachable rules, tested on newcomers and non-gamers with great success
  • High nostalgia value for older players, evocative of retro choose-your-path gamebooks
  • No musclebound heroes or buxom heroines, an equal mix of male and female characters
  • A distinct art style unlike anything on the market today, a unique collectors item
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Frequently bought together

  • Escape the Dark Castle Board Game
  • +
  • Escape the Dark Castle Adventure Pack 1: Cult of the Death Knight: Expansion
  • +
  • Escape the Dark Castle Adventure Pack 2: Scourge of the Undead Queen Expansion
Total price: £64.40
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  • Warning: Not suitable for children under 36 months

Product description

Escape the Dark Castle is a casual, cooperative game of retro-atmospheric adventure.

Players take on the roles of prisoners, wrongfully incarcerated in the depths of The Dark Castle. Whether its the Abbot, the Tailor or the Cook, each prisoner is represented by a character card and a custom character dice showing that prisoners unique endowment of Might, Cunning and Wisdom the games three traits.

Embarking on a desperate quest to escape, the players must work together to overcome the castles many horrors, traps, and challenges - each of which is represented by an over-sized chapter card. 15 of these chapter cards are drawn at random from a larger deck to create a unique castle at the beginning of each game.

Gameplay involves one player revealing a new chapter card each turn, in a motion like turning a page of a storybook. There is no turn order. Instead, players decide as a group who will turn the next chapter card, and there are often grisly consequences for the one that does. When a card is turned, the next chamber or passageway into which the prisoners have stumbled is revealed.

Once revealed, the chapter card will explain the situation facing the group and what must be done to get through it. In the style of choose-your-path adventures, most chapters offer the group a choice about how to proceed. Bribe the drunken guards or attack them? Charge the beast or lure it out? Steal from the kitchen stores or keep moving?

Each chapter is a unique mini-game and a variety of mechanics are required to complete them, from push-your-luck dice rolling to the playing of item cards collected along the way that bolster players tactical abilities.When the players choose to enter (or fail to avoid) combat, all players roll simultaneously to make an attack against the enemy. They need to collectively muster the right combination of Might, Cunning and Wisdom to defeat the foe in question, or risk taking damage.

The goal of the g


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