"For You, Tommy,
the war is over."

A POW Solo Game

By Matthew Hartley

Introduction

It is World War II. You are an Allied serviceman captured by the Germans, and held in a POW camp in Germany. There are only three ways to leave the camp - escape, liberation, or death.

Capture Date Determination

The game begins with the player determining when during the war he has been captured. Roll 1 D6 on the table below:

    Score Year
    1 1939
    2 1940
    3 1941
    4 1942
    5 1943
    6 1944

Than roll 1 d12 to determine month of capture, 1 is January, 2 February etc. At a pinch, 2 D6 can be used instead of a d12.

Health Level

The level of the POW’s physical and mental well-being are determined by rolling d6 + 3. The POW's Health level will vary during the game, so it is important to keep a record of it. A low starting health level indicates that the POW was captured wounded, a higher level indicates a healthier and more determined POW. If the POW’s Health falls to 1, he is effectively permanently hospitalised and may only perform “Malinger” actions until Liberated. If the POW’s Health falls below 1, he is dead.

Turns

Each turn represents one month of the war.

The POW should keep a record of the months which have passed since capture, as liberation is possible in 1945 (see below).

During the turn, the PoW must perform one (and only one) of the three possible actions below. Each action required the POW to

ActionEffect
Plan EscapeRoll 2d6 = or less Current HealthGain 1 point of Escape Kit
Over Current HealthDisheartened, reduce Health by 1 point.
Natural Double (2 1’s, 2 2’s etc.)Discovered / Betrayed, lose all Escape Kit points and reduce current Health by 3
LoiteringRoll 2d6 = or less Current HealthNo Effect
Over Current HealthIllness, injury, or depression. Reduce Health by 1
Natural Double (2 1’s, 2 2’s etc.)Beaten by guards, injured in accident, or seriously ill. Reduce Health by 2
MalingeringRoll 2d6 = or less Current HealthIncrease Health by 1 (Max. 9)
Over Current HealthNo Effect
Natural Double (2 1’s, 2 2’s etc.)Accused of theft from or betraying fellow PoWs. Beaten. Lose d3 Health.

Loitering” includes following all the normal camp routines and activities, without being particularly assertive. Basically, keeping your head down.

Malingering” includes getting yourself into the camp hospital (legitimately or not), fawning to guards, and possibly stealing from your comrades.

Escape Attempts

At the end of any turn a POW may attempt an escape.

The POW must have at least 1 point of Escape Kit before an attempt can be made.

The POW rolls 1 D6 for each piece of Escape Kit he has. If any of the rolls score a 6, then the attempt has been successful and the PoW has escaped to freedom.

If the POW doesn’t roll any 6’s his attempt fails. He loses all his Escape Kit points and reduces his Health by d3 points.

Liberation

If the POW survives to 1945, each month his camp may be liberated. At the beginning of each turn, roll d12. If the score is equal to or less than the current month number, the camp has been liberated and the POW is free. Otherwise the game turn continues.

Although 1945 holds the possibility of liberation, it also has increased risks for the PoW, as the supply situation worsens, and prisoners are moved from camp to camp.

Each month in 1945, the POW must make a separate and additional roll of 2 d6 against his current Health level at the end of each turn. If the score is greater than his current Health, then Health is reduced by one, otherwise the roll has no effect.


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