A Campaign for Stratego Legends by Geoff Heintzelman


t he Recovery of the Dwarven Jewel: Surrounded by the mountains that serve as home to the Dwarves, Darheim has served as the capital city of the Kingdom of the Seven Clans for centuries. The castle of the Dwarven kings is located in the center of the city and has been well guarded against the forces of evil. Even through the time of the Divide, the Dwarven guards were ever vigilant to protect their lords and their people. Eight hundred years ago the Dwarves discovered an amazing treasure in the mountains near Darheim. A diamond unlike any other - as large as a dwarf - was found. The most skilled jewelers worked side by side with the Valorian wizards, powerful allies of the Dwarves, to cut and polish the diamond. What resulted from this collaboration is one of the most powerful treasures in the Shattered Lands - a diamond with seven facets, the Gem of the Seven Clans. Not only is the gem beautiful, but powerful as well. The wizards used all of their knowledge to imbue the diamond with tremendous magic. The magic of the Diamond produces a shield around Darheim to protect it from the forces of evil. The powers of the gem combined with the prowess of the Dwarven warriors have rendered Darheim impenetrable to the Gargans and their allies, the Manes, for centuries. All that is about to change.

Ever since King Migol II occupied the throne of the Dwarven kings, the Gem of the Seven Clans has rested in a setting directly in front of the throne. Now King Migol XVIII is the ruler of the Kingdom of the Seven Clans, and the bracket in the throne room is vacant. Aided by the mysterious Qa’ans, who possess strange and unknown powers of sorcery, a group of Gargans and Manes crept into Darheim under the cover of night. After disposing of the surprised Dwarven guards, the Forces of Evil stole the gem and headed back to their own accursed soil. It wasn’t until morning that the disappearance of the relic was discovered and the Gargans had traveled a great distance towards their homeland. A small band of Ancients, Valorians, and Celestia was assembled. Their objective was to get ahead of the Gargan band by moving faster and using knowledge of the land to their advantage. They figured that they could cut off the retreat of the Gargans by intercepting them at the mountain pass that leads back to Gargan territory. Unfortunately, this would necessitate crossing a fetid marsh that has fallen under the power of evil. It was determined by the council of Ancients and Valorians that this risk had to be taken. Not only was the city of Darheim vulnerable to an attack by its enemies, but if the Qa’ans figured out how to use the power of the diamond for their perverted purposes, all the lands of Good would be endangered.

Notes from the Designer:

Although each scenario could be played with only one set of the game, I am including a section for each scenario about using custom armies and boards. After playtesting, I found that following these suggestions makes the campaign much more realistic and enjoyable.

In addition, I believe that each piece is unique. I recommend that each piece be only used once throughout the game. Unfortunately, this is only possible if you have an almost completed collection. I’ve played these by trying to maximize the variety of pieces that I use which makes for an interesting and highly challenging series of games. Have fun!!!
Scenarios:

Battle of the Bog ( scenario 1 )
Ambush in the Mountains ( scenario 2 )
Battle of the Bog, Part II ( scenario 3 )
Siege of the City of the Qa’ans ( scenario 4 )
Notes ( adjustments )


Scenario 1: Battle of the Bog


Background:

The scouting band for the forces of good is cutting through the marsh when they stumble upon an outpost of the forces of evil. The evil army is ill-prepared for a fight, as the Ancients rarely travel through this region. Although the Ancients know that reinforcements are behind them, they must quickly get past this outpost in order to catch up to the thieves with the diamond at the mountain pass.

Setup:

Use four boards in the usual Stratego Legends setup. However, since this in an evil outpost the gray player gets to choose the boards, their placement and orientation. The boards should be set up before choosing pieces and placing the armies. Each player has a full army as normal SL rules, but only uses 15 pieces of the following composition for this scenario:

Evil: Castle, 10, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 1, 2 Magic
or Castle, 9, 8, 8, 7, 6, 6, 5, 4, 4, 2, 1, 3 Magic

Good: 10, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 2 Magic
or 9, 8, 8, 7, 6, 6, 5, 4, 4, 3, 2, 1, 3 Magic

The other 15 pieces of the army are placed in reserve for possible use in the next scenario. All 15 pieces must be placed in the rear three rows of the player’s territory. The players choose the location of the pieces, but the identity of the pieces is still random. Each player may then make up to three switches, including moving a piece to an empty space. Placement of pieces may be crucial to the outcome of this scenario, and whoever wins this scenario has an advantage for the next game.

Gameplay:

As normal play. Beige player moves first. At any time the beige player may concede and surrender Scenario 1 to the gray player.

Winning Conditions:

The Forces of Good must capture the evil castle to win. The Forces of Evil must kill all of the good pieces of base strength 7+ or force the beige player to concede. If the beige player wins, his surviving pieces will be used in Scenario 2. If the beige player loses or concedes all surviving pieces will be used in Scenario 3. Therefore, conceding may be in the beige players favor if it appears he will lose Scenario 1, but wants the pieces to be available for Scenario 3.

If the Forces of Good win - The Ancients have captured the outpost of evil and rescued some of their allies that were captured and imprisoned by their enemies. They quickly continue on through the marsh and manage to beat the Gargan thieves to the mountain pass where they prepare an ambush. Go to
Scenario 2: Ambush in the Mountains.

If the Forces of Evil win - The Forces of Evil have withstood against the Ancients. The Ancients must now await reinforcements in order to continue on to the mountain pass. Unfortunately, the Forces of Evil also send for reinforcements. Go to Scenario 3: Battle of the Bog, Part II.

Notes for Realistic Play:

The beige army should be primarily composed of Ancients (Dwarves) with some Valorians and a few Celestia. The boards should be mostly marsh spaces to reflect the terrain surrounding the evil outpost. To take advantage of the marsh the gray army should be primarily Manes. These choices allow for an evenly matched and realistic game.


Scenario 2: Ambush in the Mountains


Background:

The Ancients have successfully traveled through the marsh and arrived at the mountain pass before the Gargan thieves carrying the diamond. They set up an ambush and look forward to recovering their stolen treasure. The Gargans are merrily making their way back to their own territory. They just have to cross just one more mountain pass, and they will be back to the safety of their homeland. Once there they plan to travel to the city of the Qa’ans so they can solve the magic of the stolen diamond. As they are traveling through the pass they are surprised to hear the battle cries of the Ancients. Somehow they must get the diamond through the pass.

Setup:

Again, four boards are used in the usual Stratego Legends setup. Since his armies are preparing the ambush, the beige player gets to choose the boards, their placement and orientation. The boards are set up before choosing pieces and placing armies. The beige armies will be set up in the middle two rows of his boards, therefore there should only be one lake in the middle two rows. In addition, there cannot be a lake in the back row behind the beige pieces.

The beige army consists of 15 pieces - the surviving pieces from Scenario 1 and enough reinforcements (the prisoners they rescued from the evil castle) to give them the following composition:

10, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 2 Magic
or 9, 8, 8, 7, 6, 6, 5, 4, 4, 3, 2, 1, 3 Magic

The beige pieces must be set up in the middle two rows on his two boards (not in the front or back rows). The gray army consists of 15 pieces as well, none of which need to be carries over from Scenario 1. The composition is the same as for the beige army. The gray player must pick one pawn of Strength 7 or higher to carry the diamond. The identity of this piece should be written down on a piece of paper. The gray pieces can set up anywhere in the back three rows on his boards. As in Scenario 1, the location of the pieces is chosen, but the identity of the pieces is random. Each player is allowed to make 3 switches, including moving a piece to an empty space.

Gameplay:

Gameplay is as normal play with the following exceptions. The gray piece carrying the diamond cannot fly as the diamond is too heavy to carry. In addition, this piece can move no more than two spaces using a charging or slashing action due to the diamond’s weight. This piece is also unable to teleport. The diamond is non-transferable - it must be carried by the same piece for the whole scenario. The gray player takes the first turn.

Winning Conditions:

The Forces of Evil must successfully carry the diamond through the mountain pass. The gray piece with the diamond must break through the beige forces, move across the beige player’s board, and move off of the back row. At this point the piece with the diamond has escaped.

The Forces of Good must capture the gray piece carrying the diamond.

If the Forces of Good win - The Ancients have successfully recover the Gem of the Seven Clans. They triumphantly return to Darheim and place the diamond at the base of the Dwarven throne. The Dwarven capital is again safe from the Gargan hordes, and the Dwarves vow to guard it with renewed vigilance. This is the end of the campaign and the beige player is victorious.

If the Forces of Evil win - The Gargans have escaped the Ancient Ambush and take the diamond back to the city of the Qa’ans. The Qa’ans will then try to unlock the powers of the diamond to use for their own purposes. The Forces of Good have one last hope. They gather a huge army and march towards the evil city to recover the diamond. Go to
Scenario 4: Siege of the City of the Qa’ans.

Notes for Realistic Play:

The beige army should again be composed of mostly Ancients with some Valorians. The gray army consist primarily, if not entirely, of Gargans. The boards should be mostly mountains and forests.

Scenario 3: Battle of the Bog, Part II


Background:

Devastated by the loss of so many of their leaders, the Ancients are forced to withdraw from battle and await the arrival of reinforcements. Unfortunately for them, reinforcements have also arrived for the Forces of Evil. Both sides are forced to dig in and prepare to fight again!

Setup:

The reserve pieces from Scenario 1 are added to the remaining pieces of both armies, including the castle for the forces of good. The reserve pieces represent the arrival of reinforcements. The board setup remains the same as Scenario 1, as the battle is taking place on the same terrain. The players choose the location of the pieces, but the identity of the pieces is still random. Each player is allowed to make 3 switches, including moving a piece to an empty space.

Gameplay:

As normal SL.

Winning Conditions:

The first player to capture the other player’s castle wins the game.

If the Forces of Good win - After a long, valiant effort the Ancients have managed to overrun the evil outpost. They quickly finish their journey through the marsh and arrive at the mountain pass. Much to their dismay, they find that the Gargan thieves have already escaped to their homeland. By now they have surely arrived back at the city of the Qa’ans. The only hope for the Forces of Good is to lay siege to the cursed city and hope they can find the diamond. Go to
Scenario 4: Siege of the City of the Qa’ans.

If the Forces of Evil win - The Forces of Evil triumph and drive the remnants of the Ancients’ army back into the Dwarven kingdoms. Sadly, the Forces of Good have now expended too much of their strength trying to get through the marsh, and cannot gather an army large enough to threaten the Qa’ans in their own territory. They bitterly accept their defeat and prepare Darheim for the inevitable attack by the Forces of Evil. They pray that the Qa’ans cannot solve the mystery of the Dwarven Gem. This is the end of the campaign and the gray player is victorious.

Notes for Realistic Play:

As Scenario 1 above.

Scenario 4 - Siege of the City of the Qa’ans


Background:

A massive army for the Forces of Good has stormed through the lands of the Gargans and arrived at the gates of the City of the Qa’ans. The Forces of Evil have been preparing for this attack and their army is well prepared. The soldiers rush towards each other and the battle is joined.

Setup:

This scenario is similar to the 4-player game in the SL rulebook. Each player has two full armies at his disposal and the game is played on a total of eight boards. The boards are setup as in the 4-player games (2 x 4). Each player chooses the boards, their orientation, and their placement for his side of the gameboard. The armies are setup as the normal rules with each army getting two switches (so each player gets four total). The gray player must pick one pawn of Strength 8 or higher to carry the diamond. The identity of this piece should be written down on a piece of paper.

Gameplay:

As in Scenario 2, the gray piece carrying the diamond cannot fly, as the diamond is too heavy to carry. In addition, this piece can move no more than two spaces using a charging or slashing action due to the diamond’s weight. This piece is also unable to teleport. The diamond is non-transferable, it must be carried by the same piece for the whole scenario. The player which takes the first turn is chosen randomly. Each player is considered to be in control of two armies (although death curses apply to the entire board), one army on the four left boards and one army on the four right boards. When a piece moves from one side of the boards to the other it is considered to have switched armies.

Each army must move in turn. For example, the beige player moves a piece on the left boards, then the gray player moves a piece on the boards across from the army that has just moved. The beige player then moves a piece on the right boards, and gray follows. (This is all similar to the rules for multi-player SL, but one person is controlling both armies of one color.) When a castle is captured, all pieces on those four boards for that color operate at -1 strength. This remains in effect until the opposite castle is captured, at which point their strength is returned. For example, if the gray player captures the beige castle on the left boards, all beige pieces on the left four boards are -1 strength. Beige pieces that move onto the left boards also become -1 since they are assumed to have switched armies. If the beige player captures the gray castle on the left boards, his pieces are again at normal strength. This represents the morale of the individual armies.

Winning Conditions:

The Forces of Evil must capture both beige castles. The Forces of Good must capture the gray piece carrying the diamond.

If the Forces of Good win - Not only have the Ancients and their allies recaptured the Gem of the Seven Clans, but they have dealt a terrible blow to the strength of the Forces of Evil. They return to the Dwarven Kingdom and celebrate their victory knowing that Darheim is again safe from attack. Their celebration is short-lived for they know that the Gargans, Manes, and Qa’ans will rise again. This is the end of the campaign and the beige player is victorious.

If the Forces of Evil win - The Forces of Evil have devastated the legions of the Ancients and their allies. It will be a long time before they dare to attack the City of the Qa’ans again, more than enough time for the Qa’ans to discover all of the secrets of the Gem of the Seven Clans. Once this jewel is twisted for their nefarious uses, the safety of the lands the Ancients, Valorians, and Celestia are threatened. This is the end of the campaign and the gray player is victorious.

Notes for Realistic Play:

As mentioned above, this scenario is most fun when each piece is considered unique and only one of each individual piece is used. With this in mind, the gray army should include many Qa’ans.

Notes


Notes:

If you only have one set for SL, this scenario can be easily adjusted with the following modifications. The gray player can choose a piece with a strength of 7 or higher to carry the diamond. If the gray castle is captured, all his pieces operate at a strength of -1. If the beige castle is captured, the Forces of Evil win. Otherwise, the rules are as above and in the SL rulebook.

If there are any questions about the campaign or if you need a rules clarification, please contact me at
heintzelman@alumni.duke.edu. Hope you enjoyed my campaign!

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Notes: