![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
| Now recognized as the #1 Stratego site on the Internet! |
INTERNATIONAL
STRATEGO FEDERATION
GAME RULES
ISF Part A: ISF
Context 1.1 1.2 1.3 1.4 1.5 |
| 2
Changes in ISF Game Rules 2.1 2.2 2.3 2.4 |
| 3
Overlooking ISF Game Rules: ISF Court of Appeal 3.1 3.2 3.3 3.4 |
| Part
B: Arbitration and Penalties 4 Arbitration and Punishment during the match 4.1 Calling in an Arbiter 4.1.1 4.1.2 4.1.3 4.1.4 4.2 Authority of
the arbiters 4.2.2 4.2.3 4.2.4 4.3 Insolvable disputes between players If the arbiter has
no grounds (that is: no proof or clue on the board or
witness information) for making an objective decision in
a conflict situation between two players, the arbiter
will hand back the responsibility of finding an agreement
back to the two players concerned. With the help of the
arbiter they can look for an acceptable solution. If they
do not manage, the arbiter can propose a final solution.
If this is not accepted, the chief-arbiter can either
enforce this solution or declare loss for both players (1
point). An example of insolvable disputes is
a conflict on whether a player did or did not move a
bomb. 4.4 Unsporting behavior Examples of unsporting behavior include:
It is not
considered unsporting behavior if a player does not
undertake meaningful initiatives during the match. 4.5 Penalties 4.5.1 4.5.2 4.5.3 4.5.4 4.5.5 |
| Part
C: On the Board 5 Jumbo Stratego Original Game Rules The ISF Game Rules are based on the latest (English) version of the Jumbo Stratego Original Game Rules. The Jumbo Stratego Original Game Rules which are not incorporated in any other article are listed below. 5.1 Preparation 5.2 Moving 5.3 Attacking 5.4 The ranks |
| 6
The sequence of a single move A full turn consists of two Moves, one by each player. A Move comprises one of the following sequences of activities: 6.1 Moving without attacking
6.2 Moving, attacking and losing your piece
6.3 Moving, attacking and winning your opponents piece
6.4 Moving and attacking with equal pieces
|
| 7
Moving / touching pieces 7.1 7.2 7.3 7.4 7.5 |
| 8
Attacking 8.1 8.2 8.3 8.4 8.5 |
| 9
Tipping over pieces 9.1 Tipping over own pieces 9.1.1 9.1.2 9.2 Tipping over pieces of the opponent 9.2.1 9.2.2 9.2.3 9.2.4 9.2.5 |
| 10
Five Moves on Two Squares: Two-Squares Rule 10.1 10.2 |
| 11
Repetition of Threatening Moves: More-Squares Rule 11.1 11.2 11.3 Definitions: Continuous chase: the same player is non-stop threatening one or more pieces of his opponent that is/are evading the threatening moves. Chasing move: a move in a continuous chase that threatens an opponents piece that was evading during the continuous chase. Hereby:
|
| 12
The end of the match 12.1 A game ends
12.2 A player wins the match when:
12.3 A match ends in draw when:
|
| 13
Leaving the board after the end of the match 13.1 13.2 13.3 13.4 |
| Part
D: Besides the Board 14 Use of clocks (in case of matches played with clocks) 14.1 14.2 14.3 14.4 14.5 14.6 14.7 |
| 15
Leaving the board during the match 15.1 15.2 15.3 15.4 |
| 16
Bluffing Psychology, bluff and misleading maneuvers are considered important aspects of Stratego. Bluffing consists of all verbal communication (talking) or non-verbal communication (acting, mimic or feign) which is intended to mislead your opponent. All forms of bluff are allowed at any time during the game, unless prohibited by any other rule. Abuse will be considered unsporting behavior and can be penalized accordingly. |
| 17
Using papers Players are allowed to use notes for deploying their troops during the setup phase. During the rest of the match, players are not allowed to make or use notes in any way, neither on paper, nor with the help of any electronic device. |
| 18
Spectators 18.1 18.2 |