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Stratego Fortress

Stratego Fortress Rulebook

Table of Contents

Table of Contents

  • Rules of the Game
    • Box Contents
    • Outline of the Game
    • Preparations
    • Introduction Game
    • The Main Version
    • The Maze Gets Far More Exciting
    • Swapping and/or Sacrificing Playing Pieces
  • Storage
  • Expansion
  • Stratego Family

Rules of the Game

Box Contents

  • Two plastic fortresses
  • 2 x 3 floors for the fortresses, in various sizes
  • 2 covers for the towers
  • 2 x 20 walls
  • 2 x 3 ladders
  • 4 red and 4 blue Stratego playing pieces
  • 2 x 4 stickers for the playing pieces (see the sticker application guide in the rules)
  • 2 sets of cards, in red and blue
  • 1 notepad
  • Rules of the game

Red and blue playing pieces (the numbers in brackets are shown on the pieces and on the cards and indicate the strength of the playing piece):

NameStrengthNumber (each colour)
King71
Knight51
Wizard31
Dwarf21

Red and blue cards (each set):

NameStrengthNumber (each set)
Flag-1
Poison cup-1
King71
Duke61
Soldier41
Princess11
Secret passage-2
Pitfall-2

Outline of the Game

Stratego Fortress can be played in two versions: the introduction game, with simple rules and a short game duration (around 20 minutes), or the main version. The main version is a real challenge using all the playing pieces and all the obstacles (around 45 minutes). Players are advised to try the introduction game a few times before starting on the main version.

Both players receive a fortress and everything they need to build a maze. While in the end the maze you build must lead to your flag, it must be as difficult as possible to find. But there is one important condition: it must be POSSIBLE to reach your flag.

The players then enter their opponent's fortress with a playing piece to search for their opponent's flag.

The first player to capture his or her opponent's flag in this manner is the winner.

Preparations

Stick the red stickers on the red playing pieces and the blue stickers on the blue playing pieces.

Each player receives a fortress, which he or she clicks open on the side. Position your fortress with the closed side facing your opponent.

Next, you have to "build up" your fortress by clicking in the floors. The biggest floor is positioned at the bottom, followed by the floor with nine spaces and then the floor with four spaces at the top.

Make sure that you position the floors with the right side facing upwards. You can double-check this by looking at the letters and figures on the side. The corner with space A1 must be positioned in the corner of the fortress. Click the floors fast into the grooves, making sure that the small ridges fit into the openings.

Finally, you have to click the round "lid" onto the top of the tower. This prevents your opponent from peeking over the tower into your fortress.

Introduction Game

Each player receives:

  • 20 walls
  • 3 ladders
  • 6 cards: 1 flag, 1 poison cup, 1 King, 1 duke and 2 pitfalls
  • 1 playing piece with knight (5)
  • 1 piece of notepaper

The setup:

Position your fortress in such a way that your opponent cannot look into it. You can see three levels. The bottom level has twenty-five spaces, the middle level has nine spaces and the top level has four spaces. The spaces have letters and numbers on the sides so that you can identify them.

  • On moving, the players must give the departure and arrival spaces. This makes it easier to follow the move (e.g. "I'm going from space E5 to space E4"). If the playing piece is not on space E5, the other player can immediately point this out and indicate where the playing piece is located (this is compulsory).
  • Should a player land on a space with a ladder leading to another level (up or down), the level (bottom, middle or top) must be indicated along with the other coordinates (e.g. from space C2 bottom to space C2 middle). The coordinates are the same for all three levels. If you switch levels, the coordinates always remain the same. For example, a playing piece can go from space A2 top to A2 middle.
  • This is space C2 and this is space A3 on the middle level. The same notation system is used on the pieces of notepaper.

The players "hide" their flag on one of the spaces of one of the three levels by placing the card with the flag on it there. You create a maze with as many crafty schemes as possible using the walls, ladders and cards. In the end, however, it must be possible for your opponent to get to your flag. Please note: the players have to use all their cards, ladders and walls!

You have quite a few barricades to make sure it is as difficult as possible to find your flag: 20 walls.

  • Walls: You position the walls between two spaces. This serves to block your opponent, and he or she loses the turn. If you have placed a wall between spaces C3 and C4, for example, and your opponent wants to go from C3 to C4, you then say that this is not possible because there is a wall there, and he or she loses the turn.
  • Ladders (3): You need the ladders to get from one level to the next. If your opponent lands on a space where there is a ladder, you have to say so. Please note: this also applies if the ladder is going down (i.e. if it is directly under the space concerned). A player is not obliged to use the ladder. You can therefore stay on the same level.
  • Pitfalls (2): If a player lands on a pitfall, he or she drops straight below, landing on the space directly under the space with a pitfall. This does NOT mean that the turn passes to the next player.

For the sake of clarity:

  • You do not lose your turn if you fall into a pitfall.
  • A pitfall on the bottom level is meaningless.
  • A ladder leading to a pitfall cannot be used.
  • If two pitfalls are positioned on top of one another (on the top and middle levels), the playing piece drops straight through to the bottom level.
  • If an obstacle (e.g. a poison cup) is positioned beneath a pitfall, the obstacle's powers remain intact.
  • King and duke: Two obstacles of note. Players landing on these are "beaten" and must return to the starting space E5 and skip a turn. Their opponent therefore goes twice. The King and duke remain where they are, so if you land on them, make a note of exactly where they are on your piece of notepaper.
  • Poison cup: If a player lands here, he or she must return to the starting space E5 and must skip the next two turns. His or her opponent therefore goes three times in a row. The poison cup remains where it is.

Please note: if you have to skip one or more turns and your opponent lands on a space with a King, duke or poison cup, you're in luck. You may join the game immediately and your opponent must suffer his or her punishment.

Playing the introduction game:

Draw lots to see who starts.

The player who gets to start takes his or her piece of notepaper and starts on space E5 (i.e. he or she does not play in the fortress with the playing pieces). The notepaper shows a map of the fortress which is used to explore your opponent's fortress. Your opponent takes your knight and places it on space E5 in his or her fortress. Your opponent moves your knight according to your commands and indicates whether this is possible for each move, subject to the obstacles in place.

The knight can move to surrounding spaces in either direction, with the exception of diagonal spaces. In other words, moving from space E5 to space E4 or space D5 is possible. Make your choice and let your opponent know what it is. If you do not run into an obstacle, you can move to the next surrounding space, and so on. You can also backtrack to a previous space. Each player may go again until he or she reaches an obstacle.

Of course you keep track of where you've been on your map, making a note of obstacles encountered, such as walls and/or ladders.

If you encounter an obstacle, you have to skip a turn and the other player continues. He or she also uses a piece of notepaper and starts the search. You get his or her knight, which you place in your fortress on space E5.

Play continues in turn until either player discovers his or her opponent's flag.

  • NB: the players therefore move their opponent's playing pieces. The blue playing pieces move around the red fortress and the red characters explore the blue fortress.
  • Players may not look into their opponent's fortress; it can only be explored using the map on the piece of notepaper.
  • The cardboard cards are used to defend the flag. They may not be moved once play has started. This also applies to the walls and ladders.
  • As the game progresses, you will identify more and more obstacles and empty spaces. Within the space of a turn, a playing piece can therefore move quite a distance through the fortress without encountering any danger.
  • The cardboard card with a King on it is only used during the introduction game.

The flag: If you land on the flag, your opponent must tell you, and you win the game!

Once you have finished setting up your fortress, double-check to see that your opponent can indeed reach your flag! If your flag cannot be reached, you lose the game.

The Main Version

In the main version of the game, you make your maze even more exciting! What's more, you have to be even more careful during your search.

Both players receive:

  • 20 walls
  • 3 ladders
  • Playing cards: 1 flag, 1 poison cup, 1 duke, 1 soldier, 1 princess, 2 secret passage cards, 2 pitfalls
  • Playing pieces: 1 King, 1 knight, 1 wizard, 1 dwarf
  • 1 piece of notepaper from the notebook

The main game is almost exactly the same as the introduction game. You do, however, have four playing pieces to use to find the flag. If one of your playing pieces lands on a stronger enemy piece, it loses and must be removed from the game. You really have to be careful with your pieces and think carefully about which piece you use to enter the fortress first. This is because you may only enter the fortress with one piece at a time. You therefore choose which piece is brave enough to go first.

Please note! A playing piece that loses to a defensive card can re-enter the game. However, this will cost you two turns. For the rules, see the section on Swapping / Sacrificing a Playing Piece. Defensive cards that have been "beaten" cannot re-enter the game.

The Maze Gets Far More Exciting

The maze gets far more exciting. The flag, the walls, the ladders and the pitfalls remain the same. If you come up against a wall, your turn ends, but you do not lose your playing piece.

The ranks. The pieces have a rank; some have a higher rank than others. If one of your playing pieces lands on a space with a card of a higher rank, the playing piece loses and is removed from the game. Should a playing piece land on a space with a card of a lower rank, the card is removed from the game.

Please note! The princess is an exception to this rule. If the King lands on a space with the princess, the princess beats the King even though the King has a higher rank. The King is nonetheless removed from the game; the princess stays where she is and the turn goes to the other player.

The poison cup. Any piece that lands on a poison cup must be removed from the game. Only the wizard is an exception to this rule. The wizard beats a poison cup. If the wizard lands on the poison cup, the poison cup must be removed from the game, and the player continues his or her turn.

The secret passage. There are two cards; they serve in both directions and as entrances and exits. Once the location of one of these cards is known, all of the playing pieces can be moved in one go from one card to the other.

Discovering the secret passage: If a playing piece lands on one of these cards, you do not have to say anything and nothing happens. There is of course one exception to this rule: the dwarf. If the dwarf lands on one of the cards with a secret passage, you have to say so, along with indicating where the other card is located. All of the playing pieces can now use the secret passage and be moved in one go from one card to the other.

Tip: You can, for example, position your flag on a space surrounded by walls, with a secret passage leading to it. This space can only be accessed through the secret passage. And the secret passage can only be discovered by a piece with a lower rank: the dwarf.

The dwarf. The dwarf is a very important piece. After all, only he can reveal the secret passage.

In a nutshell:

Playing pieces CAN be moved.

Playing piecePowers
KingStrength 7 - highest rank, but the princess "beats" him.
KnightStrength 5
WizardStrength 3 - "beats" the poison cup
DwarfStrength 2 - reveals the secret passage (entrance and exit), after which all playing pieces can pass through.

Cards CANNOT be moved.

CardPowers
FlagThe game ends when the flag is found. But it must be possible to get to the flag.
DukeStrength 6
SoldierStrength 4
PrincessStrength 1 - "beats" the King
Poison cupBeats all playing pieces except the wizard. The wizard beats a poison cup.
Secret passageCan only be revealed by the dwarf. Both cards served as entrances and exits.

Swapping and/or Sacrificing Playing Pieces

Pitfall: Playing piece drops to the level below. But you do not lose your turn.

Ladder: If a playing piece lands on a space with a ladder, your opponent must say so. This applies to ladders going up AND down. A ladder going down is therefore under the space. You do not have to use the ladder.

A wall: An obstacle, and you lose your turn. The playing piece remains in the game.

A new piece: Should the dwarf be removed from play before the secret passage is discovered, or should your wizard no longer be in the game while the enemy flag remains hidden behind a poison cup, all is not lost: you can win back a piece that has been removed from the game. This will cost you two turns. Your opponent may therefore go three times in a row.

Swapping and/or sacrificing playing pieces:

Swapping a playing piece: If a player returns with his or her playing piece to space E5, he or she can swap this piece, or another playing piece, with which to enter the fortress again. The turn then passes to the next player.

Re-entering the fortress with a "beaten" piece: If a player wishes to re-enter the fortress with an already "beaten" piece, he or she must skip two turns. His or her opponent may therefore go three times in a row.

Sacrificing a playing piece: Please note: depending on your setup, you can "capture" an enemy piece. You position a pitfall on one of the higher levels. You then create a space surrounded by walls directly below this space. The piece that falls into the pitfall therefore becomes trapped. Once your opponent discovers this, the piece surrenders and is removed from the game.

This is known as "sacrificing" a piece. Your opponent can then re-enter the fortress with a new piece from space E5 during his or her next turn.

If the player starts with a "beaten" or "sacrificed" piece, he or she must skip two turns.

Tip: At the start of the game, place all the playing pieces on top of the lid of the tower. These pieces have not yet been used. "Beaten" or "sacrificed" pieces go back in the box. This enables the players to quickly see if their opponent has to skip two turns on entering the fortress with a new piece.

Outline of the game:

  • Playing piece bumps into a wall: Turn passes to the other player. The playing piece stays where it was.
  • Playing piece lands on a card with a higher rank or a poison cup: The player chooses a new piece. If the piece has been "beaten" or "sacrificed", skip two turns.
  • Playing piece returns to space E5 and is swapped: Swapping a "beaten" or "sacrificed" piece means skipping two turns. Swapping with a piece from the tower means starting the next turn.
  • Sacrificing a playing piece: The turn passes to the other player. The player chooses a new piece. If the piece in question has been "beaten" or "sacrificed", skip two turns. An unused piece means starting the next turn.

NB: If a player has to skip turns, and his or her opponent has to skip turns too, the opponent may play again.

Please note: Depending on your setup, you can "capture" an enemy piece. You position a pitfall on one of the higher levels. You then create a space surrounded by walls directly below this space. The piece that falls into the pitfall therefore becomes trapped. Once your opponent discovers this, the piece surrenders and is removed from the game. He or she then re-enters the fortress with a new piece during the next turn.

Storage

All of the pieces fit into the fortress. The four playing pieces click onto the bottom. The cards can be divided over two square spaces. The three ladders go in the narrow space and the 20 walls fit into the other space. At the bottom of these spaces you will see little drawings of a ladder and a wall.

Then place the floors in the fortress, but pay attention to the following three aspects:

  • Which side has the odd-shaped corner with the sharp point?
  • Which side must face upwards? The playing side is the side on which the letters and figures are clearly visible. They are less clearly visible on the underside, and they are shown in reverse.
  • Slide the floors with the holes over the pins into the fortress.

The smallest floor goes over the playing pieces; it must be positioned with the playing side facing upwards and the odd-shaped corner facing the centre (see illustration 2). The middle-sized floor must be positioned with the playing side facing downwards and with the odd-shaped corner facing the centre (see illustration 3). The lid is positioned in the corner between the two smaller floors (see illustration 4). The biggest floor goes over the other floors with the playing side facing upwards and the odd-shaped side above the lid (see illustration 5). Then close the fortress. The two fortresses and notepad are then placed in the box.

Expansion

Stratego Fortress is easy to expand. You can make up new traps and dangers yourself. If you have two game sets, there are lots more options. You can join the two fortresses and play with one flag. Of course, to cross from one fortress to the other, the players will have to find the bridge!

Jumbo is curious to find out more about the traps and dangers you come up with. Please send an e-mail message to [email protected]. We'll make sure other players get to share your experiences.

Stratego Family

There are two more exciting games in the Stratego Family. If you like Fortress, we thoroughly recommend that you try your hand at Stratego Original. Visit www.jumbo.eu for more information.

Jumbo wishes you an exciting battle and lots of playing pleasure!