A Campaign for Stratego Legends by Logram


t he Conquest of the Shattered Lands: "And so it came to pass the land was once again both united and divided in one fell stroke. The Divide had fallen and the battles of old were joined anew. And behold, both sides boldly declared that this conflict, which truly began at the dawn of known time, would come to an end. Every able-bodied being rallied behind their respective banners, grimly determined to do their part. Even the Celestia and the Qa’ans made new homes on the Shattered Lands, resolute in their new found cause. The conflict was mighty and the loss was immense for all involved, but amidst it all they knew that only one side would emerge triumphant. . . ."

NOTES:

The Conquest of the Shattered Lands is a campaign designed to decide the fate of the entire Shattered Lands. As such, it has special rules for both the battles themselves, and for what happens between battles. A complete set (of 204 pieces) is suggested for this campaign, but not required. See Optional Rules for solutions to problems incomplete sets may provide. Also, while I've tried to test this as much as possible, it's a large project to test and I'm sure I missed a few possible complications. If you see any or have ideas for improvement please let me know. I hope you enjoy it.
SETUP:

1. The included map of the Shattered Lands shows the layout of the land. Using two sets of markers (such as coins, checkers, etc.), mark all 12 territories on the left half of the Divide as belonging to Good and all territories to the right as belonging to Evil.

2. Battles not played on Castle territories are called Skirmishes, and are fought on only two boards, rather than the usual four. Custom armies for these battles must follow the following structure and should total 15 pieces:

3. Base Number Value/Number of Pieces

10/1
9/1
8/1
7/1-2
6/1-2
5/1-2
4/1-2
3/1-2
2/1-2
1/1
Magic/2-3

4. Additional Custom Army rules:

a. When playing a Skirmish, armies may contain no more than 1 piece with Distance Strike OR Vision and there may be no duplicate pieces within an army.

b. When playing on a Castle territory, defending armies must include a minimum of 7 pieces from the races indicated by the map for that territory. At least one Command piece (explained below) must be of the specified race.

GAME PLAY:

1. Flip a coin to determine who is the Attacking Player. The winner of the toss must declare an attack on any enemy territory adjacent to one of his own. (Note: A territory counts as adjacent if the two territories share a flat side--no diagonal movement.)

2. If playing a Skirmish, choose two battle boards at random from all available boards and place face down, end to end. If fighting in a Castle territory, setup is done as normal, except the army without a castle fields with one empty space of their choice.

3. If the territory indicated on the map has a colored circle (indicating a higher percentage of a certain terrain type) the Defending Player declares any terrain type. The boards are then turned over and for the entire battle, the declared terrain type counts as the terrain type indicated by the colored circle. If there is no terrain circle on the map, the boards remain as normal.

4. Armies are then set up on the boards in the same random fashion as normal, allowing two exchanged pieces after setup is complete. Armies must be sure to follow Setup rule #4.

5. In a Skirmish, a player must destroy all of his opponent's Command pieces (his 8, 9, and 10) in order to win. In the case of a tie (players lose Command pieces at the same time), the army with highest total remaining strength (total of all base values of remaining pieces) wins. For this calculation, Magic = 0. If this result is a tie, the Defending player is declared the winner.

6. If the Defending Player has a Castle, he must capture all of his opponent's Command pieces (including all three 8’s), while his opponent must capture the castle to win (destroying the Defender's Command pieces is ineffective).

7. If a Defending Player's army is beaten, the Attacking Player claims that territory for his own and should replace the counter on the map with his own. If it is a Castle territory, he claims it for his own and, if attacked, must use one of his own castles in it's place during battle. If the Attacking Player is defeated, the territory remains the property of the Defending Player.

8. After the battle has been completed, if necessary, the territory exchanged, the Defending Player than becomes the Attacking Player (and vice versa) and play continues.

ADDITIONAL RULES:

1. If a player has lost control of a Castle territory, his custom armies must then no longer contain any pieces from the race indicated by that territory (i.e., if Cloud Citadel is lost, Spirits may not be used until the castle is retaken). Players may not use pieces from the opposing force, regardless of castle possession.

2. If both castles from the same Nation (Qa’ans, Celestia, etc.) are captured by the opponent, no pieces from that Nation may be used until at least one of the castles is retaken.

3. For this campaign, the Woodland Tower’s usual Action is replaced with the following: "Reveal Woodland Tower to force an opponent to reveal any 1 of his Command pieces of your choice. Use this action only once per game."

4. Players may only pass between islands by the black bridges linking them.

WINNING CONDITIONS:

The game is won as soon as one player manages to simultaneously hold at least 7 castles, of which at least 3 must be your opponent's.

OPTIONAL RULES:

Incomplete Sets:

Because of the smaller army sizes, the campaign should still be highly playable without full sets. The biggest possible complications can be addressed as follows:

a. Castles: If a player does not have the necessary castle for a certain territory, he may use any available castle by simply referencing it on the reference sheet as the necessary castle.

b. Races: If a player does not have the necessary minimum number of pieces (7) for a Castle territory's specified race, he should indicate this to his opponent and play with all pieces from that race that he has available.


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