Студопедия
Случайная страница | ТОМ-1 | ТОМ-2 | ТОМ-3
АвтомобилиАстрономияБиологияГеографияДом и садДругие языкиДругоеИнформатика
ИсторияКультураЛитератураЛогикаМатематикаМедицинаМеталлургияМеханика
ОбразованиеОхрана трудаПедагогикаПолитикаПравоПсихологияРелигияРиторика
СоциологияСпортСтроительствоТехнологияТуризмФизикаФилософияФинансы
ХимияЧерчениеЭкологияЭкономикаЭлектроника

Box contents

Читайте также:
  1. CONTENTS
  2. CONTENTS
  3. CONTENTS OF THE NETWORK STATEMENT

Your opponent's threatening fortress looms before you. It's now or never. The enemy flag lies hidden somewhere in this fortress. But beware, your opponent has fashioned the fortress into a treacherous maze. The enemy lurks behind every wall and door. You know the enemy has no mercy. But you also know you must press on! Because you have a clear goal: to conquer your opponent's flag!

BOX CONTENTS

• Two plastic fortresses

• 2 x 20 walls

• 2x3 ladders

Stratego playing pieces in red and blue: RED: 1 King (7), 1 knight (5), 1 wizard (3), 1 dwarf (2). BLUE: 1 King (7), 1 knight (5),

1 wizard (3), 1 dwarf (2).

The numbers between brackets are shown on the pieces and on the cards and indicate the strength or rank of the playing pieces. Cards:

2 sets

BLUE: 1 flag, 1 poison cup, 1 King


(7),1 duke (6), 1 soldier (4), 1 princess (1), 2 secret passage cards, 2 pitfalls. RED: 1 flag, 1 poison cup, 1 King (7),

1 duke (6), 1 soldier (4), 1 princess (1),

2 secret passage cards, 2 pitfalls.

 

• Notepad

• Rules of the game

Outline of the game:

First play the introduction game a few times and then dare to get down to the real chal­lenge.

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. There is one important condition: it must be possible to reach your flag. Once the mazes have been made, you enter your opponent's fortress. You start on the first space E5. The piece of notepaper shows a map of the fortress. Use this to keep track of your route. Your turn continues until your opponent indicates that you cannot go any further, because you have reached a wall or run into a poison cup for example. Then it's your opponent's turn. The first player to capture his or her opponent's flag in this manner is the winner.

Preparations:

Each player receives a fortress which he or she clicks open on the side. You 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 right at the bottom, followed by the floor with nine spaces and then the floor with the four spaces at the top.

Make sure that you position the floors with the correct; side facing upwards. You can double-check this by looking at the letters and figures on the side. The corner with space Al must be positioned in the corner of the fortress. Click the floors fast in 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.

Preparations:

The players each receive:

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 25 spaces, the first level has 9 spaces and the top level has 4 spaces. The spaces have let­ters and numbers on the sides so that you can identify them.

This is space C2 and this is space A3 on the first level. The same notation system is used on the pieces of notepaper.


You 'hide' the flag on one of these spaces by placing the card with the flag on it. Your opponent begins his or her search on space E5; of course, it wouldn't be very clever to position the flag in this area. If you did, your opponent would find it very quickly. 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 (See examples on page 26 & 27) You have quite a few barricades or obstacles to make sure it is as difficult as possible to find your flag:

20 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 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.

3 ladders. 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. A player is



not obliged to use the ladder. You can therefore stay on the same level.

2 pitfalls. If a player lands on a pitfall, he or she falls straight down and lands on the space directly under the space with the pitfall. The turn then passes to the next player.

1 King, 1 duke. Two obs­tacles of note. If a player lands here, he or she loses the turn, must return to starting space E5 and misses the next turn. His or her opponent therefore goes twice. The King and the duke remain where they are, so if you land on either of them make a note of exactly where they are on your piece of notepaper.

1 poison cup. If a player lands here, he or she must return to starting space E5 and must the next two turns. His or her opponent therefore goes three times in a row. The poison cup remains where it is.

Draw lots to see who starts. The player who starts places his or her own knight on star­ting space E5 to begin the search. You can move to any of the surrounding spaces, but not diagonally. You could therefore move to space E4 or D5. 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 space and so on. Each player may go again until he or she reaches an obstacle. You must, of course, make a note of where you have been on your piece of notepaper.


Please note: if you have to miss 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.

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 basic game:

In the basic 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:

l flag,

1 poison cup, l duke,

1 soldier,
1 princess,

2 secret passage cards,

2 pitfalls
Playing figures:

1 King,

1 knight,

1 wizard,

1 dwarf.

1 piece of notepaper

The basic game is almost exactly the same as the introduction game. However, you 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 will 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. And the maze is somewhat more compli­cated:

The flag, walls, ladders and pitfallsremain the same. If you land on a pitfall or come up against a wall your turn ends but you do not lose your playing piece. The ranks.The same as in Stratego Original — each piece has a rank. Some have a higher rank than others. If a playing piece with a higher rank runs into a piece with a lower rank, the piece with a lower rank loses and must be removed from the game. Again, as in Stratego Original, the prin­cess is an exception. She beats the King, even if the Kings 'beats' her.

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. The secret passage. There are two cards: the entrance and the exit. In a single move, the pieces can move from one card to the other. That is, if the players know where the pieces are. Because if a piece lands on one of these cards, you do not say any­thing and nothing happens either. There is of course one exception to this rule, the dwarf. If he lands on a card with a secret passage, you have to say so and then also say where the other card is located. All of


the other playing pieces can then use the secret passage.

You can, for example, position your flag on a space surrounded by walls. This space is only accessible via 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 very important. After all, only he can reveal the secret passage.

A new piece: should the dwarf be removed from play before the secret passage is disco­vered or if your wizard is no longer in the game and the enemy flag is 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

Please note: depending on the setup you create, 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 becomes trapped. Once your opponent discovers this, the piece surrenders and is re­moved from the game. He or she then enters the fortress again with a new piece during the next turn.

Storage (see page 25)

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 4). Then close the fortress. The two fortresses and notepad are then placed in the box.


Дата добавления: 2015-08-18; просмотров: 81 | Нарушение авторских прав


Читайте в этой же книге: Призрак | Порт Анжелес | Могу я задать еще один вопрос? – поинтересовалась она вместо того, чтобы выполнить мою просьбу. | Глава одиннадцатая | ЗАГАЛЬНІ ПОЛОЖЕННЯ СПАДКУВАННЯ | Спадкуванням є перехід прав та обов'язків (спадщини) від фізичної особи, яка померла (спадкодавця), до інших осіб (спадкоємців). | Спадкодавець має право встановити у заповіті сервітут щодо земельної ділянки, інших природних ресурсів або іншого нерухомого майна для задоволення потреб інших осіб. | Таємниця заповіту. | Контроль за виконанням заповіту. | Порядок прийняття та відмови від спадщини |
<== предыдущая страница | следующая страница ==>
Усунення від спадкування| Джордж С. Паттон

mybiblioteka.su - 2015-2024 год. (0.012 сек.)