
Scenarios are a great way to learn and enjoy Stratagame. When players engage in a scenario, certain rules are modified in order to cast the scenario. Besides such modifications, all normal Stratagame rules apply during scenarios (ex: Resources provide no advantages on the first turn, 3.3- A, etc.). During a scenario, only those Squares included in the ‘Playing Surface’ can be occupied by Units. Fleet movement is also restricted to those seas inluded in the Playing Surface. At the beginning of each scenario, players receive a certain number of Bases (including the HQ), cards and Production Points (PP) in order to build their army. PP are spent simultaneously by all players before the Placement. Purchased playing pieces are revealed only when a player does his Placement on the Board. Victory conditions vary from one scenario to another. Each scenario has a maximum number of turns at the end of which players ceasse to play and determine the winner. The game ends after the last player’s Movement. Finally, during scenarios, players cannot perform Conscription (3.2 -A) and must place their Bases one by one after having placed their HQ.
2- Special rules:
The First player places his HQ in I22. After having placed his HQ, he goes on to place his remaining Bases anywhere on the Board. After that, the two other players place their Bases one by one anywhere on the board. Unit placement is performed as per the normal rules. The First player is the only one who can purchase the Heavy Armor during this scenario. That is, even if he does not own 3 factories.l number of the First player’s Bases, the game is a tie.
1- Initial Placement :
3- Victory:
At the end of the fourth turn, the player who owns (captured) most of the First player’s Bases wins the game (The First player’s HQ counts as 2 Bases). The First player wins by retaining control over the majority of his Bases. As in the case of the HQ rule (5-B), captured First player’s Bases can be reclaimed by him when he attacks and captures an enemy Base. If at the end of the game two players control an equal number of the First player’s Bases, the game is a tie.
THE ANVIL : Players: 2 Turns: 4
THE CLAMP : Players: 3 Turns: 4
Download the Stratagame scenarios sheet here:
1- Initial Placement :
2- Victory:
At the end of the 4th turn, The player with the most Resources wins the game. If both players have an equal number of Resources, the player with the highest number of Bases wins.
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Playing surface: 1-11/A-U
Playing surface: 12-33/A-U
Scenario 2
Scenario 3
CODE MORSE : Players: 4 Turns: 4
2- Special rules:
All Ground cards are removed from the deck for this scenario. Only Spy, Sea and Air cards strategies can be used by players. Fleet cost is at 2PP for the duration of this scenario. Heavy Armor cannot be purchased during this scenario.
Scenario 1
3- Victory:
Players must own (capture) as many Naval Bases in as many Sea Zones as possible. At the end of the fourth turn, players count their Victory Points (VP) for each Sea Zone. A player gets 4 VP if he owns all of a given Sea Zone’s Bases, 3 VP if he owns most of the Sea Zone’s Bases, 2 VP if he owns more than one but not most of the Sea Zone’s Bases. Finally, a player will get 1 VP if he owns at least one Base in a Sea Zone. Each players count their VP in each Sea Zone. If the calculated number of VP comes down to a tie between two or more players, the player owning the most Sealocks wins the game. If a Naval Base is placed in a Square touching 2 Sea Zones (ex: A8), the player must decide at the end of the game in which Sea Zone his Base will be calculated.
Playing surface: 1-22/A-U