Stratego go go

From Ludocity
Stratego go go
Designer: The Haberdashery Collective
Year: unknown
Players: 14-30
Stuff required: Team colours (7 in each of two colours), two team colour flags, role sheets
Crew required: Two to three
Preparation: Ten minutes.
Time required: Twenty minutes per round, three rounds often good
Place required: A space around 8m x 3m
Activities: strategy, teamwork
This is a playable game - it's finished, tested and ready to play.
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

Stratego inspired game for 10 - 20 players, using the asymmetric powers and hidden abilities mechanics from that game, but adding running around in person. Each team has a full stack of role cards, and each member may carry one at a time. Having selected one, they enter the playing area, and try to make progress towards the other team’s flag. If they reach it, their team wins. If they encounter an opposition player on the way, they may be challenged, in which case both players reveal their cards, and the challenge is resolved accordingly. The winner remains on the field, the loser must discard their role card and depart, but may pick up a new role if their team has any left.

Rules summary

  • Players carry one role card.
  • All players on a team may move when told by the referee, one standard pace.
  • When players come within arms reach of an opposing player, they may initiate combat.
  • Combat is won by the role with the superior strength, unless special rules override.
  • Equal strengths means both defeated.
  • A defeated player surrenders their role card and leaves the field. They may re-enter play.
  • The winner remains and keeps their role on display.
  • The game is won when a player touches the opposing team’s flag.
  • If the flag is guarded, a player must defeat one of the guards before being able to claim it.
  • Players may enter play in any movement so long as they have a role card, are touching their base, and there are fewer players than the limit in play.
  • Most roles are just a strength, there are three specials:
    • Assassin - defeats a Monarch, loses to all other cards.
    • Trap - defeats all cards, but may not attack or capture the flag.
    • Engineer - disarms the Trap, loses to all other cards.



Players should be divided into two teams, and each team given a deck of role cards. Each team sets up a base at one end of the playing area, and a flag on the same line, but some distance away from their base, and can then figure out a strategy and allocate role cards accordingly for the initial disposition. Players may only carry one card at a time, and may not change it.

Entering play

A player may enter play if they have a role card, and are touching their base when it is time to move. There is a maximum number of players per team on the field at once of 7. If 7 players from a team are in play, no more may enter.


Players make moves simultaneously by taking a step when the referee’s countdown completes. Players may not run, take giant steps, or move other than on instruction. The play area is unlimited, so there is no ‘out of bounds’. Players who take larger steps should be warned, and made to move back to where they ought to be.


If two players are within arm’s reach, one may challenge the other. At this point, they reveal their cards to each other, and determine which card wins. The loser relinquishes their card, and returns to their base. The victor retains their card, and must keep it on display while still alive. Movement will be suspended while combat is resolved, because the outcome may affect player’s movement plans.

  • Roles of equal strength result in mutual destruction.
  • Traps are not destroyed when attacked, unless by the Engineer.

Multi-way combat


All combat is resolved one on one, but sometimes groups of players may be part of a chain of combat, or a cluster. In this case, the numerically superior team decides the first challenge to resolve. Roles are only revealed once the challenge to resolve is selected. Once that one is resolved, the second team decides which of their challenges to resolve, and so on. This may result in players being killed before they get to attack their target.


If a player challenges an opponent, and there is a different opponent in arm’s reach of both parties, the second opponent may choose to take the attack on themselves. They may only do this if they have not blocked or attacked this turn. They must declare the block before the challenge starts resolution (before roles are revealed).

Capturing the flag

If a player can reach out and touch the opposing team’s flag, they can capture it and win. The exception to this is if an opponent stands between them and the flag. In this case, the player must defeat one opponent between them and the flag, and may then capture the flag. NB: Traps may not capture the flag.


It is legitimate for Traps to camp their own flag. Teams need to bring in an Engineer to clear them out.


A deck contains 23 cards

Name Strength Count Notes
9 Monarch 1
8 Peer 2
7 Merchant 2
6 Soldier 2
5 Blacksmith 3
4 Worker 3
3 Conscript 3
0 Assassin 2 Defeats a Monarch, is defeated by any other role
Trap 2 Defeats any role except Engineer. May not initiate an attack or capture the flag.
0 Engineer 3 Disarms the Trap


  • 46 cards with roles on, or other role display (e.g. folders)
  • Team identification - e.g. hats with coloured bands
  • Crew
    • One referee to call the movements and adjudicate combat.
    • More helpers to adjudicate other combats at the same time.