The film Escape from New York is a cult classic, a film that is a weird relic in its way, aging more poorly for its simplistic views of the technology of the future than for any social aspects or commentary. A convict named Snake Plissken is sent into the penal colony of Manhattan to rescue the President from the prison gangs that run the island, leading him to team up with three untrustworthy people he meets there to try to complete the mission and escape with the President and a cassette tape (!) with critical information.
It’s perfect fodder for a cooperative board game, and indeed Pendragon Game Studio has produced just such a product, bringing on designer Kevin Wilson (Descent, Cosmic Encounter) to create it. Escape from New York the board game is solid enough and reasonably true to the theme once you get it on the table and set up, but this thing is a massive table-hog with too many components, and the rulebook is way too long and convoluted for a midweight game.
Players play as the four main protagonists of the film – Snake, Maggie, Brain, and Cabbie, with the game using the actors’ actual likenesses on cards and tokens. The game plays 1 to 4 players, although there are no separate solo rules; I assume you just play as a single character in that case, or control any number of characters you’d like. The players will start at the Library in the center of the large board, revealing adjacent spaces before moving into them, fighting prisoners, picking up items, and eventually reaching the Points of Interest spaces where they might meet any of the three Boss enemies (Duke, Romero, and Slag), find the President, or discover something else of importance. The goal is to get the President and the tape and the diagram of one of the bridges off the island, then get all player tokens to the start of the bridge, after which any one player can move everyone off. You need to do this before the Timer deck reaches the final card, which is the only way the players can lose.
That’s the most clever aspect of Escape from New York: You can’t die during the game; you can just run out of time. Players’ actions are all determined by their cards, with each character getting a unique deck and players beginning the game with their entire decks in their hands. If you take damage from a prisoner or a boss, you discard that many cards at random, rather than losing hit points. To pick up your discard pile, you must advance the Timer deck by one card, so this is a drastic choice you want to use only when necessary. Losing a lot of cards to damage results in moving through the Timer deck more quickly.
When you reveal an empty space that isn’t a Point of Interest, you take a tile from either the City or Central Park decks and flip it over, revealing icons that show what you’ll find there. Usually that’s one or two prisoners, but sometimes it’s an item, sometimes it’s a manhole that lets enemies move around more quickly, and sometimes it’s an event symbol that tells you to flip and reveal the top card of the event deck.
On your turn, you play two cards from your hand, choosing them both at the start of the turn before you know the outcome of the first card. Most action cards will advance the Noise tracker on the New York board; when that reaches ten you move a Mission cube, and when all four mission cubes are in the right box you flip and resolve another Timer card. Then you flip two cards from the New York deck, one of which advances the Noise tracker by one space, the other of which tells you an action to take that somehow makes things worse for you. All enemies in adjacent spaces will move into your token’s space if possible. Then the next player goes.
By now, you probably have some sense of just how many components there are in Escape from New York, and I haven’t even mentioned the roadblocks, cars, levels, special action cards, or personal objectives. (It’s semi-cooperative, as any player can turn traitor and try to win by themselves.) The rulebook itself doesn’t even cover everything – I found at least one icon without any explanation, and I wasn’t the only one confused about where the Duke is supposed to appear – and it explains many of the rules completely out of order of how you’d encounter them. A game with this many moving parts needs a quick summary to explain the basic rhythm and then a clearly organized list of explanations of all of the constituent parts of a turn and icons players might encounter. It’s not actually a heavy game, but it looks like one, and sets up like one, and the overlong rulebook (it’s at least 24 pages) makes it feel like one. It’s a shame on some level, because the game is way more accessible than it will seem to new players. All the card text is self-explanatory, and most of what you’re doing is moving, fighting, or “tricking,” a way to move prisoners out of your way without killing them. The setup has close to 20 distinct steps. Even bagging it up is a drag. Despite all of that, I would still recommend the game to players who like a heavier cooperative experience than Pandemic, and certainly to gamers who like the film. (Oh, I saw a video sponsored by the company in advance of the crowdfunding effort where the scapegrace describing the game called the movie “a very old film.” I got so mad I threw my Timex Sinclair 1000 out the window.) I can’t imagine bringing this to my table very often, though, given the setup and the time it’ll take to explain all the parts to new players.
Keith Law. I thought you were dead.
Wow…that is a big upgrade on the old TSR board game (https://boardgamegeek.com/boardgame/731/escape-from-new-york). It looks like a nightmare, but it might be my kind of nightmare.