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THE
RULES TO ULTIMATE STRATEGO
(by
Winning Moves)
Alliance Version Your army is camped on a great battlefield. Across from you is your allys army. Opposing you both are the armies of your opponents. When the battle begins, your goal is simple: advance your flag until it is adjacent to your teammates flag. If you can "unite" your flags, you win the game. Of course the two opposing armies are trying to beat you by uniting their own flags. (You can also win by capturing both of their flags.) You and your teammate secretly plan how youll advance your forces and attack your opponents. Youll decide where on the battlefield you hope to unite your flags, how to confuse your opponents, and where to attack them. Reinforcements will arrive, cannons will fire, cavalry will charge and scouts will make long range strikes. The battle awaits you. Equipment Game Board (use the red 4 Player side) 4 sets of Playing Pieces in 4 colors. Note:
The two sets of blue colored Pieces are
"allied" and the two sets of red colored Pieces
are "allied." Before Playing for the First Time Insert
the cardboard Tokens inside each Playing Piece as shown
in Illustration A. Take care to match the color of each
Token with the same colored Playing Piece. Before the Battle Starts Place all 20 of your Pieces in front of you. Now select any 13 of your Pieces and place them, one each, on the 13 spaces of your camp. Your Flag Piece MUST be among these 13 Pieces. (You will learn from experience how best to arrange your Pieces, and which ones to include at the start of the game.) During play, you will bring in the remaining 7 Pieces. For now, keep these 7 Pieces in Reserve. IMPORTANT:
When setting up, and during play, take care to make sure
your opponents do not see the identity of your Pieces,
except when you reveal a Piece involved in an attack. Pre-Battle Plans Before
the game begins teammates should secretly discuss their
"battle plan." It is best to do so in separate
rooms. The topics you discuss are up to you, but they
should include your plans on how to attack the opponents,
how to confuse them of your intentions and - most
importantly - where youll unite your own Flags to
win the game. Its also a good idea to decide on a
code phrase or gesture to use when you think youre
adjacent to your teammates Flag, so you wont
have to reveal it if you are mistaken. How to Play: Decide which player will move first and then play in turn. On your turn, you may move ONE of your Pieces or attack an opposing Piece. Note:
Should you be unable to do either action, the game is
over and you lose. Moving Your Pieces & How to Attack In
this version, Cannons and Flags move differently (as
stated below). For an explanation of how all of the other
Pieces move and how they attack, please refer to the
other side of this Rules Screen (under 2-Player Lightning
Version). CANNONS - No Rank: "" Cannons
move one space per turn, except when attacking. When you
wish to attack with ("fire") a Cannon, it must
move exactly 3 spaces in a straight line and the first
two spaces must be vacant. The opposing Piece in the
third space, regardless of its rank, is defeated and you
capture it. Cannons can fire over lakes, with each lake
space counting as one space. Once you attack with a
Cannon, it must be removed from the board, but you add it
to your Reserves, so you will be able to return it to the
board and attack with it again. A Cannon is captured by
any piece that attacks it. YOUR FLAG - No Rank: "F" Your Flag can advance on the battlefield one space per turn, but is defenseless against any attack. Keep that in mind: any Piece that attacks your Flag captures it. Captured Flags are taken to either one of the opponents two Stockades. Escape: A Flag can move out of a Stockade only if no enemy Piece is standing guard on any of the four adjacent spaces. Rescue:
If you move a Piece to a space adjacent to a Stockade
where your Flag (or your allys Flag) is held
captive, the Flag is rescued and placed immediately on a
vacant space in its camp. Using your Reserves You may enter one of your Reserve Pieces onto any vacant space in your camp according to these two conditions: 1. Instead of moving on your turn, you may enter a Piece from your Reserve. 2.
If you win an attack, as a BONUS, you may enter any one
of your Reserve Pieces immediately. WINNING You and your ally have two ways of winning: Your two Flags meet on the Game Board or you capture both of your opponents Flags. 1. UNITING FLAGS: You move your Flag to a space adjacent to an allied Piece, which you presume is your allys Flag: You touch the other Piece and say your code-phrase for "Our Flags Unite". If your ally agrees, the game is over. Shake hands and show the two Flags to your opponents (But if it was a mistake - your ally says that it was not his Flag - play is resumed as if nothing has happened.) 2. CAPTURING FLAGS: The moment you or your ally capture your opponents second Flag (their first one already being held in captivity in a Stockade) the game is over. |
Alliance
"Lightning" Version For 4 Players Playing in Competing Alliances For a
fast-playing 4-player Alliance game, do the following: SET-UP Each player starts with 13 Pieces
and no Reserves. The 13 Pieces each player will do battle
with include: one each of Ranks 3 through 10, 1 Spy, the
Flag, 1 Cannon and 2 Scouts. The remaining 7 Pieces of
each army are out of the game and are not used. PLAY There are two changes: 1. Cannons are not removed when they attack. An attacking Cannon moves to the space vacated by the captured defending Piece and remains in play. 2. Since there are no Reserves, no
additional Piece enters play following a successful
attack. Once captured, a Piece is out of play. WINNING Same as in the 4-Player Alliance Version. |
Lightning Version For 2 Players Your army has taken the field against your opponents army. Soon, a battle will rage that will decide your fate. You must plan your strategy, advance your forces, and capture the opponents Flag before he captures yours! The identity of your forces is hidden from your opponent until either of you attacks. Your forces range from the powerful Marshal (who can only be defeated by the enemys spy) to the lowly Scouts. Scouts can move rapidly to discover your opponents forces, and they can also disarm the deadly Bombs your opponent will likely place to protect his Flag. The Lightning Version of ULTIMATE STRATEGOŽ plays quickly because each of you have only 20 pieces on the board, which leads to more "wide open" play. Skillful planning, a good memory, and clever deception are key to your success. Every time you play, the battle will be different! Equipment Game Board (use the green 2 Player side) 2 sets of 20 Playing Pieces each. One Player uses either Red set; the other Player uses either Blue set. Each army consists of:
Additionally, each army includes 3 pieces that do not move:
Higher numbers indicate higher rank.
The Spy, the Bombs and the Flag have no rank. The
Captains, Scouts and Spy have unique privileges. Before Playing for the First Time: Insert a cardboard Token inside each
playing piece. Take care to match the color of each Token
with a same-colored Playing Piece. For example, a dark
red Token is placed in a dark red Playing Piece, a light
blue Token is placed in a light blue Playing Piece, etc.
Refer to Illustration A. Before the Battle Starts 1. Place the green side of the Game Board on the table with the name ULTIMATE STRATEGOŽ facing each Player. 2. Place this Rules Card across the middle of the Game Board to form a screen so neither you nor your opponent can see how each other arranges his (or her) Playing Pieces. Refer to Illustration B. 3. Place all 20 of your Pieces off the Game Board in front of you. Now place each one on any vacant space within the four rows of spaces on the Game Board closest to you. Place them so that their printed sides face you. IMPORTANT: When setting up, and during play, take care to make sure your opponents do not see the identity of your Pieces, (except when you reveal a Piece involved in an attack). When you and your opponent have
finished setting up, remove this screen from the game
board. How to Play: Decide which player will move first and then play in turn. On your turn, you may move ONE of your Pieces or attack an opposing Piece. NOTE: If you are unable to do either
action, the game is over and you lose. Moving Your Pieces 1. Pieces may be moved one space per turn, except Cavalry Captains and Scouts (see below). Bombs and the Flag DO NOT move. A Piece may move either to the left, to the right, forward or backwards - but never diagonally. Refer to Illustration C. 2. A Piece may not jump over another piece. Only one Piece may occupy a space at a time. 3. Pieces may not move into the lake spaces, nor may they jump over them. 4. A Piece cannot move back and forth between the same two spaces in three consecutive turns. 5. You can only move one Piece per
turn. Attacking 1. If, at the beginning of your turn, an opponents Piece is in an adjacent space you may attack this Piece, if you want to. Note: Captains and Scouts are an exception. Both may move and attack in the same turn (as explained in the next column, to the right). 2. If you want to attack an adjacent opposing Piece, do so by "tapping" your opponents Piece with your Piece and state the rank of your Piece. Your opponent then names the rank of his Piece. 3. The winner of an attack is the Piece of higher rank. In the event of a tie, the attacker wins. 4. If you (the attacker) win, you capture the opponents Piece and move your Piece onto the space vacated by the captured Piece. You keep captured opposing Pieces off the board, near you, for the remainder of the game. 5. If your opponent (the defender) wins when you attack, your Piece is captured and kept by your opponent. The defending Piece stays on its space. A few Pieces have special movement
and/or attacking abilities: CAPTAINS ("Cavalry") - Rank: 6 These horsemen can move two spaces
per turn, either in a straight line, or by changing
direction after the first space moved. Cavalry may attack
as part of its move, but may only attack once per turn.
If a Cavalry Piece attacks after moving one space, his
turn is over. SCOUTS - Rank: 2 Scouts may move any number of vacant
spaces in a straight line (but not diagonally). A Scout
cannot jump over a Piece in its path. A Scout cannot jump
over a lake space. Scouts can move and attack another
Piece from a great distance on the same turn, provided
only empty spaces lie in between the Scout and the Piece
being attacked. This makes them powerful threats to
opposing Bombs, Spies, and Flags. The Scout is the only
Piece which is not defeated if it attacks a Bomb. SPIES - No Rank: "S" Spies move just like normal Pieces
(one space per turn). The Spy loses to any other Piece it
attacks, or is attacked by, except when it attacks
another Spy, Flag or an opposing Marshal (Rank: 10). If
the spy attacks any of these Pieces, it wins the attack. BOMBS - No Rank: "" Bombs may not move (or attack) once
placed on the game board. If any enemy Piece, except a
Scout, attacks a Bomb, that Piece is defeated and
captured. A Scout survives if it attacks a Bomb. Win or
lose, after a battle the Bomb is always out of the game
and is retained off the board by its owner. FLAGS - No Rank: "F" A Flag cannot move once placed on
the game board, so a Flag may never attack. Any Piece
that attacks a Flag captures it and wins the game. Rescue When you move any of your Pieces
onto a square in the opponents back row, you may
Rescue any Piece from among those previously captured by
your opponent. Immediately place the Piece you Rescue on
any space on your half of the Game Board. That ends your
turn. Note: Scouts may not make a Rescue. You can make
two Rescues per game. One Piece cannot make both Rescues. Winning You win if you attack (and therefore capture) your opponents Flag. You also win if your opponent has no move to make. |
Campaign Version For 2 Players This
version plays exactly like the Lightning Version, with
one important exception. Now you command two allied
armies. One is on the battlefield at the start of the
game. The other army enters the game one piece at a time,
enabling you to add to your attacks or bolster your
defense! The object of play is to capture both opposing
Flags. Set-up Each player commands two
color-related armies. Begin by placing all 20 Pieces of
one army on the green side of the Game Board, as in the
Lightning Version. Keep your second army off the board,
in reserve. Play Play is exactly like the Lightning
Version, except that on each turn, you have the option of
moving a Piece on the Game Board, or bringing in a new
Piece from your second army. Any new Piece you add to
your forces must be placed in a vacant space anywhere in
the four rows closest to you. The very first Piece you
add to the board MUST be your second armys flag.
You must show it to your opponent to verify that it is
the flag before you place it on the board. Naturally,
since your opponent will know where this flag is located,
youll have to be prepared to protect it from the
inevitable attack to come! Whenever you win an attack,
you earn a bonus - you may place a new Piece on the board
at the end of your turn. Winning You win if you are the first player to capture both opposing Flags. However, if the opponent has only one Flag on the Game Board and you capture it, you win immediately. |