Re: need camporee pr...
Norman J MacLeod (normac4101@AOL.COM)
Mon, 2 May 1994 18:45:24 EDT
There has been quite a lot of mail in my "in-box" asking for
the rules to Stratego as played for a wide game. I adapted the
rules that are here from a mixture between the rules I learned
with a Dutch Group in combination with the rules played by the
Benelux District, BSWE County of the UK Scout Association.
The game can be played with any number of teams. This way you
can keep the interest level high, and you can key the number of
teams to the number of players. The teams should be small enough
that you can have at least three lives per person (although this
can be helped along by increasing the number of chits available.
The Team Token can be a flag, however we played with colour
coded letter-size pages #60 paper, which is pretty stiff, and
kept it in a ZipLoc freezer bag. This set-up is stiff enough
that it can't be folded without the coloured token still showing
in a player's hand. We got a variety pack of super-bright
coloured #60 paper at an office supply centre that didn't cost a
whole lot, and made one set from each colour (we still have more
than enough for the next time). I used a Windows word processor
and a laser printer to make the tokens and chits.
Set up the chits in numbers that are fairly reasonable for the
game's organisation (1 Field Marshall, 2 Generals, 3 Colonels, 4
Majors, 6 Captains, 10 Lieutenants/Leftenants (your choice), 15
Sergeants, 25 Corporals, 10 Engineers, 40 Privates, 5 Bombs, and
5 Spies make a pretty decent set, but you can decide how you
want to set it up.
Provide the adult administrators with a set of the game rules
and brief them before the Scouts arrive at your game's centre
We divided the teams after the Scouts had picked up all the
litter on the activity field (inducement to get a good clean-up
done quickly and more or less willingly, though a few Scouts
left the area when they learned that this was the "admission
fee" to the game...). We first placed the four adult
administration teams in four corners, away from the herd, and
made certain the Scouts knew which team was which number (and we
still had Scouts asking which was which after the count). Then
we had the Scouts form a single line, and went down the line
making the teams by counting, "One, Two, Three, Four" to divvy
them up. I find the swiftest and least confusing way to do this
is to actually move down the line, nudging each Scout in the
general direction of the team corner he or she will belong to...
ESSENTIAL! - Make sure you have a whistle that can be heard all
over the area of play (I used an asynchronous referee's whistle
that will put out a good 100 decibels or so of extremely
piercing sound), and establish FIRM boundaries.
These are the game instructions as we gave them to the Patrol
Leaders on Friday evening (to ensure they had time enough to go
over the rules and reduce the time required to get the game
Stratego is a wide game that can be played with two or more
teams. Each player has a coloured chit that identifies who he or
she is in the game. We are giving you the game play rules early
so that you will have every opportunity to study them and get to
know the game before you play.
Please follow all instructions immediately. The sooner you do
what you need to do, the more time you will have to play.
We will play the game after the Scouts' Own service on Sunday
morning. All areas of the facility are fair play zones with the
Buildings are Out of Bounds.
Campsites are Out of Bounds.
Car parks and equipment storage areas are Out of Bounds.
You will be given a token for your team that the other teams
will be attempting to capture. This token will be placed
wherever your team decides to place its administrative area.
(You don't want the other teams to know where this is.)
Two adults will supervise your administrative area.
Teams will be selected by counting off. Please co-operate with
this process, because the sooner your teams are chosen the
sooner we can begin.
Your team's administrators (the two adults) will have a bag of
chits for your team.
The Game Leader will give you a start command. From this point
you have five minutes to hide your administration area and the
two adult administrators. The token has to remain in the
administrative area within 20 feet of the administrators, who
are not allowed to move the position. Once the game begins, you
are not allowed to move your administrative area. As soon as you
are in position, you will reach into the administrators bag to
get your first chit. (Administrators will do something to make
sure there is a fairly good mix of ranks for the start of the
game.) You can use any spare time to come up with a strategy for
finding the other administrative areas.
The Game Leader will blow a whistle once. This is your signal
that the game will begin in two minutes.
When the whistle blows again, the game begins.
You are trying to capture the tokens from opposing teams. You
are also trying to gain points for your team by "capturing"
other players. A "capture" begins when one player TAGS another.
Tackling is NOT allowed!
When you tag a player from another team, both players show each
other their chits. If you are "captured", you have to give up
your chit. "Capture" rules are:
The higher number "captures" the lower number EXCEPT for the
Any player except the FIELD MARSHALL can "capture" the SPY.
The SPY "captures" the FIELD MARSHALL.
The BOMB "captures" anyone except the ENGINEER.
The ENGINEER "captures" the BOMB.
When you are "captured", you give your chit to the other player.
You DO NOT give up any chits you have "captured".
If you have been "captured", you have to return to your
administrative area for another chit. You are NOT allowed to try
to find another team's administrative area while you do not have
your own team's chit. Remember that you are trying VERY hard not
to let anyone from another team know where your administrative
area is and sneak back accordingly. You are OUT OF PLAY until
you have another chit in hand. This means that you cannot chase
other players while you do not have a chit (although you CAN
allow them to waste time by chasing you).
When you return to your administrative area, turn in any
"captured" chits to your administrators. Get a new chit and go
out again. Remember that other teams will be trying to find your
administrative areas by looking for the area everyone is coming
from, and plan your route back into play accordingly.
If your administrators are out of chits, you are required to sit
quietly in your administrative area until the game is over.
If you find another team's administrative area and token:
You take the token to the Game Leader immediately. (You have to
have your own chit to be eligible to "capture" the token.) You
are NOT allowed to put the token in a pocket. You MUST carry the
token in your hands. The token is NOT to be removed from its
If a player is "captured" while holding the token, the token
must be given up with the chit.
If you "recapture" your own token, you need to return it to your
administrative area immediately. Again, you are not allowed to
put the token in a pocket, you MUST carry it in your hands.
If you "capture" someone who is carrying a token, you are
allowed to take it to the Game Leader immediately.
The Game Leader will blow the whistle two times (two long
blasts) to signal the end of the game. When this happens, all
players and administrators return to the game start area
immediately (on the RUN, guys!). The Game leader will end the
You are not playing by the rules ( A Scout is Trustworthy, and
cheating will not be tolerated.)
One of the Team Tokens is turned in.
The game's time limit is reached.
When you are all at Game Centre, you are required to turn over
the chits you have "captured", along with your own chit.
All the "captured" chits are counted up to arrive at your total
score for the game.
Once counted, all the chits will be turned back to their teams.
Once we have the scores figured out, we play again! The more
time you dally, the less time you will have to play!
Terry Howerton Sakima Group, Inc. SCOUTER Magazine Kansas City