RulesPal
Chat
Rulebook
Stratego Tournament thumbnail

Stratego Tournament

Stratego Tournament Rulebook

Table of Contents

Table of Contents

  • Preparation
    • Ranks
  • In Brief
  • Gameplay
  • To Attack
  • The Ranks
  • The Winner
  • Tactics and Strategy

Preparation

  1. When the game is played for the first time, the ranks (made of cardboard) are placed in the game pieces. Make sure that the correct color is put in the pieces (i.e. a red rank in a red piece of play).

  2. Decide who plays with which suit (color).

  3. Place the game board with the word 'Stratego Tournament' facing the players on the table in such a way that the red pictures of the pieces on the game board are facing the red player and the blue pictures are facing the blue player.

  4. Place Duke John's castle on the middle two rows of the board between the two players. The castle prevents players from viewing each other's positions.

  5. Each player places his 12 pieces on the first four rows (consisting of 40 fields) on his side of the board. This may be done entirely according to his own 'strategic' insight. The pieces are placed on the board in such a way that the opponent cannot see the rank. So with the back to the opponent. The two middle rows (the ones with the lakes) remain free. No pieces may be placed here.

  6. The game board shows the ranks in the correct order (from highest to lowest), with the number of each rank and the corresponding values. This value indicates the height of the rank. The knight on horseback is the highest in rank with a value of 6, the knight on foot is 5. The damsel has the lowest rank with 1. Only the rook and the Duke have no value because they fulfill a special role. The setup is an important part of the game. Winning or losing can depend on it. At the end of these rules are some tips.

  7. Take away the castle divider.

Ranks

Piece (rank)ValueNumber per player
Dukenone1
Knight on horseback61
Knight on foot52
Guardian42
Serf32
Archer22
Maiden (damsel)11
Tower (rook)none1

In Brief

The game is played by two players. Both have an army of 12 pieces. These pieces have different ranks with corresponding values. The players each have a Duke. The aim is to defend your own Duke and to conquer the Duke of the opponent. This is done by first making a secret, battle-ready position after which the battle can begin.

Gameplay

  1. Move a piece by moving it one square to the left, or one to the right, one forward, or one backward. (The serf is an exception; more on this later.)

  2. Only one piece can be on a field (space), pieces cannot jump over other pieces, and pieces cannot move diagonally.

  3. Pieces may not enter or jump over the two lakes in the center of the board.

  4. A piece may be moved back and forth between two fields (spaces) a maximum of 5 times without interruption.

  5. The Tower and the Duke may never be moved and therefore remain in their positions throughout the game.

  6. For the serfs and archers special rules apply. They are the only pieces that can attack over a large distance. The fields (spaces) in between must be free.

To Attack

  1. When a piece is directly in front of, next to, or behind an opponent's piece, that piece may be attacked.

  2. Attacking is done as follows: Take your own piece, tap the enemy piece and call out the rank (or value) of your own piece. The opponent then calls out the rank (or value) of his/her piece.

  3. The piece with the lowest rank loses and disappears from the board. If the attacking piece wins, it takes the place of the captured piece. If the defending piece wins, it simply remains where it is. In that case, the attacking piece is removed from the board.

  4. If the pieces have the same rank, then all the pieces are removed from the game. Except when an archer attacks another archer with his bow and arrow. In that case, the attacked archer disappears from the field.

  5. Attacking is never mandatory.

  6. The serf

    Serfs are the most lightly armed troops. Serfs are very agile and this makes them a factor that should not be underestimated on the battlefield.

    The serfs may move and/or attack over a maximum of three fields. The player can decide for himself whether the serf moves and/or attacks over 1, 2 or 3 fields. This may be done both horizontally and vertically or a combination of these (hence...the serf cannot move diagonally directly, but may conceivably end up in a diagonal position from his starting position by a combination of vertical and horizontal movement).

    They cannot jump over their own or enemy pieces. They also cannot jump over the lakes.

    ** After an attack on the first or second square, a serf may not move further.

  7. The archer

    Archers can attack the first or second square next to, in front of, and behind them. When they attack the first square, their value is 2 because they cannot use their bow in a man-to-man fight.

    When they attack the second square, they shoot their treacherous arrows with which they win against all other opponents. In that case, also against other archers. The tower is an exception to this. Because their arrows bounce off the hard stones of this castle, the archers are defeated here just like the other men.

The Ranks

  1. The knight on horseback (6) defeats a knight on foot (5) and all lower ranks. A knight on foot (5) defeats a guard (4) and all lower ranks. This continues until the maiden (1). The ranks are depicted in the correct order on the game board and at the beginning of these rules.

    Remember, an archer (ordinarily worth a value of '2') attacking a piece two squares away with a bow WINS the conflict, as the archer's bow gives the piece the power of '7'.

  2. The towers (rooks)

    Any piece that attacks a rook is defeated.

    The rook may not be moved.

  3. The maiden (1)

    The maiden has a low combat value. Every opponent who attacks her is stronger. But she has a special gift. She understands the art of seduction and this makes her a fatal woman. When she seduces (attacks) the opponent's knight on horseback (6) with her charms, he surrenders and stops the fight/is removed.

    If a knight on horseback (or any piece with a higher rank) attacks the maiden first, then the maiden does not win.

  4. The Duke

    The Duke can be taken by any other piece. Therefore, this includes an approaching serf or seductive maiden!

The Winner

The player who overpowers the opponent's Duke wins.

If the opponent can no longer move, the game is won: this is the case if the opponent only has his tower (rook) and the Duke left. The opponent's army has thus been immobilized.

Tactics and Strategy

From the above it is clear that the positioning can be decisive for the outcome.

The Duke is the most important piece: it is therefore wise to always take care of his protection. An archer is a strong piece, despite its low value.

A serf is a surprisingly strong piece in the endgame and is very suitable for overpowering the enemy's archers -- so try to keep the serfs hidden.

The damsel can play a decisive role on the battlefield, provided that she is maneuvered into a favorable position.

During an attack, the archer can be moved 1 or 2 squares. If the archer is only walking, he may only be moved 1 square. The archer, like all other pieces, may only move or attack horizontally or vertically.

[‘Archer Attacking’ Examples:

a.) If an archer {value 2} is next to a guard piece {value 4} – that is, the guard piece is in a 'first' square, in the next space to the archer – and the archer attacks, the archer cannot use the bow and therefore the archer loses to the guard {4 is greater than 2}.

b.) If the archer is two spaces away from a guard piece, the archer may attack with the bow. The archer WINS {despite having a lower value than the guard, the bow is invincible}, and moves to the second square where the guard was located.

A bow shot from the archer wins against all pieces, except for the tower – essentially, a bow shot makes the archer worth a value of '7' !]

  • As noted earlier, a serf or archer may attack from a greater distance. The intervening squares must be free.