Stratego
(Pronounced Stra-Tee-Go)
A Game of Skill and Strategy for Two
Players.
Stratego
is the American version of the game now popular on the
Continent. While the pieces have military designs and are
maneuvered across the playing board, it is not a war
game.
Stratego
is a fast moving game, which is easy to learn, delightful
to play, and which provides a never-ending variety of
ways to outwit your opponent. The colorful playing pieces
are marked according to military rank which are kept
hidden from the opponent as they are placed and moved
across the board to capture your opponents
"Flag". The rank of the piece is revealed only
when an opposing piece is "struck" or attacked.
The higher ranked piece removes the lesser rank. There
are "Bombs" which "blow-up" and
remove any attacking piece except the "Miner"
who can dismantle and remove the "Bomb". Even
the "Marshal", the highest ranking piece, has a
weakness, in that the lowly "Spy" can remove
him from the game.
The
exciting elements of skillful planning, clever deception,
memory and suspense make Stratego a thoroughly delightful
game.
Rules for Stratego
The
object of the game is to capture the opponents
flag.
To
start the game:
- Place
the board between the players so that the name
Stratego is facing each contestant.
- One
player takes the Red and the other the Blue
playing pieces. Red starts first.
- Each
player gets an army of 40 pieces, in order of
rank from high to low, consisting of:
1
Marshal
1 General
2 Colonels
3 Majors
4 Captains
4 Lieutenants
4 Sergeants
5 Miners
8 Scouts
1 Spy
These
are all movable pieces.
There
are also 6 Bombs and 1 Flag, which are not moveable. Note
that the moveable pieces have a number in the upper right
corner to designate the order of rank. Thus, the Marshal
is ranked 1 (highest), the General 2, the Colonels 3, and
so on to the Spy who is marked with an "S".
- The
players place one piece in each square of their
half of the board. All squares are to be filled
from each end. That is, 10 per row, 4 rows deep.
The two middle rows are to be left unoccupied at
the start of the game.
- The
pieces are placed with the notched ends up and
the printed emblem facing the player in such a
way that the opponent does not know the
arrangement of the pieces.
- Read
the rules of "Movement" and
"Striking" so that an idea of how to
plan the placement of the pieces will be
obtained.
Rules for Movement
- Turns
alternate, first Red then Blue.
- A
piece moves from square to square, one square at
a time. (Exception: Scout see rule 8). A
piece may be moved forward, backward, or sideward
but not diagonally.
- Note
that there are two lakes in the center of the
board, which contain no squares. Pieces must move
around lakes and cannot move where there is no
square.
- Two
pieces may not occupy the same square at the same
time.
- A
piece may not move through a square occupied by a
piece nor jump over a piece.
- Only
one piece may be moved in each turn.
- The
"Flag" and the "Bomb" pieces
cannot be moved. Once these pieces are placed at
the start of the game, they must remain in that
square.
- The
"Scout" may move any number of open
squares forward, backward, or sideward in a
straight line if the player desires. This
movement, of course, then reveals to the opponent
the value of that piece. Therefore, the player
may choose to move the Scout only one square in
his turn, so as to keep the Scouts identity
hidden. The Scout is valuable for probing the
opponents positions.
The Scout may not move and strike in the same
turn. *
- Once
a piece has been moved to a square and the hand
removed, it cannot be moved back to its original
position in that turn.
- Pieces
cannot be moved back and forth between the same 2
squares in 3 consecutive turns.
- A
player must either "move" or
"strike" in his turn.
Rules for "Strike" or
Attack
- When
a red and a blue piece occupy adjoining squares
either back to back, side to side, or face to
face, they are in a position to attack or
"strike". No diagonal strikes can be
made.
- A
player may move in his turn or strike in his
turn. He cannot do both. The "strike"
ends the turn. After pieces have finished the
"strike" move, the player who was
struck has his turn to move or strike.
- It
is not required to "strike" when two
opposing pieces are in position. A player may
decide to strike, whenever he desires.
- Either
player may strike (in his turn), not only the one
who moves his piece into position.
- To
strike (or attack), the player, whose turn it is,
takes up his piece and lightly
"strikes" the opponents piece
while at the same time declaring his pieces
rank. The opponent answers by naming the rank of
his piece.
- The
piece with the lower rank is lost and removed
from the board. The winning higher ranking piece
is then moved immediately into the empty square
formerly occupied by the losing piece.
- When
equal ranks are struck, then both pieces are lost
and removed from the board.
- A
Marshal removes a General, a General removes a
Colonel, and a Colonel removes a Major, and so on
down to the Spy, which is the lowest ranking
piece.
- The
Spy, however, has the special privilege of being
able to remove only the Marshal provided he
strikes first. That is, if the Spy
"strikes" the Marshal in his turn, the
Marshal is removed. However, if the Marshal
"strikes" first, the Spy is removed.
All other pieces remove the Spy regardless of who
strikes first.
- When
any piece (except a Miner) strikes a Bomb (Bang!)
that piece is lost and is removed from the board.
The Bomb does not move into the empty square, but
remains in its original position at all times.
When a Miner strikes a Bomb, the Bomb is lost and
the miner moves into the unoccupied square.
- A
Bomb cannot strike, but rather must wait until a
moveable piece strikes it.
- Remember,
the Flag also can never be moved.
To End the Game
Whenever
a player "strikes" his opponents Flag,
the game ends and he is the winner. If a player cannot
move a piece or "strike" in his turn, he must
give up and declare his opponent the winner.
Some Suggestions For Strategy
From
the above it is clear that the original placement of the
pieces can determine the outcome. It is therefore good
defensive tactics to surround the Flag with a few Bombs.
However, to mislead the opponent, it is recommended to
place a few Bombs at some distance from the Flag.
A
few high-ranking pieces in the front lines is a good
play, but the player who rapidly loses his high officers
stands in a weak position.
Scouts
in the front line are useful to probe the strength of the
opposing pieces.
Miners
are very important near the end of the game so it is good
strategy to place some in the rear ranks.
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