Stratego Meets Magic
I first saw Stratego Legends at
the Gencon in 1999. I happend to be working at the Hasbro booth demonstrating
one of their upcoming computer fantasy game (Majesty)
and during the show the Avalon Hill guys were showing off this game(Avalon
Hill is now a Hasbro brand for those who might have been living in the closet
for the past year or two). At the time I was too busy to pay much attention
to it but by the end of the show I understood that it was going to be a collectible
board game based on Stratego.
Now, I like playing Stratego and
all, but I was a little unconvinced that a collectible boardgame was something
that was really going to work that well. Even so, when the game finally came
out a few weeks back I was intrigued enough to pick it up and give it a try.
I'm really glad that I did. What Hasbro has done is create a game that uses
some of the concepts behind collectible card games like Magic the Gathering,
and blends them into one of the classic board games - Stratego. What you get
is something that not just works, but works well. It's one of the best boardgames
that I've purchased in a long time.
What's the Deal?
Okay, this is how it works. The
basic boxed set gives you two forces of 30 pieces each, four board tiles,
a rules booklet, and some references cards. There are a total of 240 possible
pieces so you aren't getting all of them. There are also 24 of the board tiles
available. Again, you're only getting a small portion of all the possible
pieces. Luckily, Hasbro hasn't left everything up to chance and the forces
that you are given are each well balanced so you don't find yourself wishing
that you had more pieces right off the bat.
How's It Play?
If you've ever played Stratego
(and I have to assume that most of us have) then you already know the basics
of Legends. Movement and basic attacks are essentially unchanged. Only you
can see your own pieces until you move into a space occupied by an opposing
piece. At that point both pieces are revealed and the piece with the higher
number wins. It stars to diverge quickly though as each of the pieces may
also be given special abilities or powers that can affect the game in some
way. This is where the game gets interesting.
The board tiles each have different
land types in the various squares. Many of the abilities possesed by the pieces
are based on land types of some sort. You might have a piece that gets a bonus
to his strength if he is in a swamp square, or a piece might be able to teleport
from one desert square to another. There are a large number of possible abilities
or special actions that a piece might get and, unfortunately, you will need
to reference these abilities on the cards provided to figure out what the
abilities are. The pieces themselves give no indication as to what abilities
the pieces have. This is the only serious drawback to the game since when
you first start playing each person will tend to look at each of his pieces
on the board, look the piece up on the cards, decide if it's worth using,
then move on to the next piece. Repeat this process 15-20 times before the
players turn is over. It only takes a few games to really learn what the majority
of the pieces do so games get quicker as you play more.
One nice thing is that as you play
you also find that you can start using pieces in combination to create interesting
effects - much like you might do in a game of Magic. Another aspect taken
from card games is the randomization of setup. In the original Stratego one
of the most important parts of the game was the setup. Choosing the best place
for all of your pieces to defeat your opponent. I think that it probably became
clear that when you add all of the special abilities, if you could actually
choose where everything went you could create some unstoppable setups. So,
you randomly place the four board tiles that make up the playing surface and
your pieces must be placed randomly as well. After you have placed your pieced
you may then make two "swaps". The first you would probably use
to move your castle to a more defended position since if you lose the castle,
you lose the game. Strategy gamers are probably going to have a real problem
with this.
Actually, this collectible aspect
is something that harcore strategy gamers will complain about as well. You
see, it is possible to create your own army by choosing pieces from the possible
240 - but to get all of the pieces you either need to purchase more boxed
sets of the game, or you can buy booster packs of the pieces as well. The
only limitations to building your own army is that you have to use the same
numbers of the same types of pieces as the basic setup (one strength 10 piece,
one strength 9 piece, three strength 8 pieces and so on) and your forces must
all be from the same side. The forces are made up from allied good guys and
bad guys so you must be one or the other.
In Conclusion...
It plays quickly, and the rules
are simple enough that there's not a lot of room for argument. You have the
ability to customize your army and that's always a lot of fun. Gameplay is
great with a lot of depth for something so simple. Early games will always
go to the one that knows his forces the best though. The art on the pieces
is very nice but will probably be familiar to some collectible card players.
Constant checking of reference cards can be annoying at first but before long
you'll know your pieces where you'll only be doing it every now and then.
This game could be big. Better
yet, it SHOULD be.
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