Jumbo Waterloo User Manual
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Relive and refight the battle of Waterloo
www.stratego.com
For 2 Players
Ages 12 & Up
®
Rules of the game
3
INTRO 4
CONTENTS 4
THE GAME 4
PART I
THE BASICS 5
1. WINNING THE GAME 5
2. SET-UP 5
3. LINES OF RETREAT 5
4. THE PIECES 6
5. THE COMMANDERS 7
6. ARMY SET-UP 7
7. MOVEMENT 8
8. ATTACK 8
9. THE PRUSSIANS ARRIVE! 9
PART II
STANDARD GAME 9
10. TERRAIN TILES 9
11. MANOEUVRE CARDS 10
PART III
EXPERT GAME 11
12. PLANCENOIT 11
13. THE PURSUIT 12
14. EXTRA SCENARIOS 13
GAME PIECES 14/15
CONTENTS
3
‘Napoleon regained his Empire
by simply showing his Hat.’
Quote from Honoré de Balzac.
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5
After having ruled over 80 million people, subdued the greater
part of the continent and infl uenced European politics for almost
20 years, Napoleon Bonaparte, Emperor of the French, was
fi nally driven into exile in April 1814 by the armies of Austria,
Prussia and Russia. From his island on Elba off the Italian coast,
he watched France under the restored Bourbon monarchy writhe
in confusion and unrest. In February 1815, convinced that the
army would fi ght for him as they had done in the past from the hot
sands of Egypt to the cold snows of Russia, Napoleon escaped and
returned to France. The leaders of the European powers, gathered
at the Congress of Vienna, swore no peace with Bonaparte,
branded him an outlaw and hurried to take up arms again. In no
time, Napoleon had created himself an army and marched into
Belgium in order to defeat the Prussian and Anglo-Allied armies
before they had the chance to mobilise. After the indecisive battles
of Ligny and Quatre Bras, Wellington blocked Napoleon’s road
to Brussels with his army of British, German, Dutch and Belgian
troops. Near the small village of Mont Saint Jean on the 18th of
June 1815, the most famous battle in history took place…
Relive and refi ght the Battle of Waterloo by leading your troops on
as either Emperor Napoleon or the Duke of Wellington. Will you
succeed in punching through Wellington’s lines before the arrival of
the Prussians or will you, as Napoleon did, “Meet your Waterloo”?
CONTENTS
• 47 x Blue pieces
• 45 x Red pieces
• 13 x Black pieces
• 1 x Game board
• 1 x Battle die
• 2 x Hill tiles
• 2 x Mud tiles
• 3 x Building tiles
• 15 x Manoeuvre Cards
• 6 x Line of Retreat cards
• 12 x ‘Weakened’ blocks
• 6 x Building counters (Occupied buildings)
• 3 x Ownership fl ags
• 1 x Turn counter
THE GAME
The players choose if they wish to play the French army (Blue) or the
Allied army (Red). The French player has at his disposal 47 pieces.
The Allied player only has 45 pieces, but after the 12th turn can count
on the arrival of the Prussian reinforcements (Black) consisting of 13
pieces.
®
Depending on the game played, the players must attempt to defeat
each other by severing each other’s lines of retreat. The players must
set up their units as they wish on their side of the battlefi eld so as to
be able to execute successful attacks and counter the attacks of their
opponent.
‘Stratego: Waterloo’ has three versions: the Basic game, the Standard
game and the Expert game for the war gamers.
! We suggest starting players to fi rst play the Basic version a
few times before attempting to play the Standard or Expert
versions.
1. WINNING THE GAME
The fi rst player that succeeds in severing the lines of retreat of the oppo-
site player gains a decisive victory and thus wins the game! Obviously,
the game is also lost if a player loses his commander and commander
in chief, because he will not be able to perform any actions anymore.
2. SET-UP
• The game board is put in the middle of the table in between both
players. The French player must sit on the side of the board with the
French fl ag, the Allied player on the side of the board with the fl ag of
the United Kingdom.
• The French player takes his 47 pieces and the Allied player takes his
45 pieces out of the box.
• Take the 13 Prussian pieces, shuffl e them and put them on the side
of the board in such a way that the units are invisible to both players.
• The Line of Retreat cards are shuffl ed and put on the side of the table
next to the board.
• The Turn counter is put on the timeline on the side of the board – on
the fi eld ‘11 o’clock’.
• The Battle die is taken out and put next to the board.
• The Manoeuvre cards, Terrain tiles, Building tiles, Building coun-
ters and Ownership fl ags are not used for the Basic game.
3. LINES OF RETREAT
The fi rst player that succeeds in getting at least two of his units on the
opponents lines of retreat, wins the battle and thus the game.
During the Napoleonic Wars it was standard practice that the moving
armies were followed by their supply and Artillery trains, mobile fi eld
hospitals and potential reinforcements. They formed an uninterrupted
chain between their capital city and the territory they were moving in.
If these lines of retreat - or lines of communication - were severed,
they would be cut off from their homeland, reserve troops, supplies
and hospitals resulting in crippling losses and almost certainly…the
end of the campaign.
In ‘Stratego: Waterloo’ it’s also crucial to defend your lines of retreat
during a battle.
Your lines of retreat are located either on your left fl ank (grids 1, 2, 3
or 4 of the board), your centre (grids 5, 6, 7 or 8 of the board) or on
your right fl ank (grids 9, 10, 11 or 12 of the board).
Before the game can start, both players randomly choose a Line of
Retreat card of their own colour from the deck in order to fi nd out
where their lines of retreat lie. After having seen what card has been
pulled, they must lay the card face down on their side of the board and
make sure the opponent doesn’t see it. It is therefore of great impor-
tance to keep your lines of retreat well defended throughout the game.
Once your opponent succeeds in putting two of his/her units on your
lines of retreat you must announce this and the game is over. Two units
on your opponent’s lines of retreat mean immediate victory.
‘Because you’ve been beaten by
Wellington you think him a great general.
Now I tell you that Wellington is a bad
general and the English are bad troops
and this affair will not cost us more effort
than the eating of our breakfast.’
Napoleon to Marshal Soult when advised to call back Grouchy
prior to the battle.
The Basics
‘We have 90 chances in our favour
and not ten against us.’
Napoleon to his staff prior to the battle.
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5
PART I
The French player has the
following units at his disposal:
Infantry
• 5 x Light Infantry
• 20 x Line Infantry
(of which 5 pieces are Imperial
Guard units)
Cavalry
• 6 x Light Cavalry
• 6 x Heavy Cavalry
(of which 3 pieces are Imperial
Guard units)
Artillery
• 8 x Cannons
Commander
• Marshal Ney
Commander in Chief
• Emperor Napoleon
The Allied player has the
following units at his disposal:
Infantry
• 5 x Light Infantry
• 21 x Line Infantry
(of which 3 pieces are Elite units)
Cavalry
• 6 x Light Cavalry
• 5 x Heavy Cavalry
(of which 2 pieces are Elite units)
Artillery
• 6 x Cannons
Commander
• Lord Uxbridge
Commander in Chief
• Duke of Wellington
The Prussian player has the
following units at his disposal:
Infantry
• 4 x Light Infantry
(Landwehr)
• 3 x Infantry
Cavalry
• 4 x Light Cavalry
(Landwehr)
Artillery
• 1 x Cannon
Commander
• Feldmarschall Von Bulow
4. THE PIECES
The great generals of the past will confi rm: in order to emerge victorious from a battlefi eld, you must fi rst know who your troops are and how you
can use them. The pieces in ‘Stratego: Waterloo’ represent the units of all three armies present at the battle of Waterloo.
In all versions, the French player has the following advantage: it has stronger units and more artillery, but in the Standard and Expert versions the
Allied player will be able to make use of a good defensive position thanks to the Terrain tiles.
The Allied player has the
The French player has the
There are three types of pieces in Stratego:Waterloo –
Infantry, Cavalry and Artillery.
On the back of the pieces - to the opponent - they are recognisable by
the following symbols:
INFANTRY • CAVALRY • ARTILLERY
The Infantry is subdivided into:
Light Infantry:
• Light Infantry pieces have a strength of 1 or 2
• Light Infantry pieces can move three spaces each action. This need
not be in a straight line.
• Light Infantry is immune to artillery fi re
Line Infantry (or Heavy infantry):
• Line Infantry pieces have a strength of 3 or if they are elite units or
units of the Imperial Guard even 4, 5 or 6
• Line Infantry pieces can be distinguished by an asterisk (*)
• Line Infantry pieces can move two spaces each action. This need not
be in a straight line.
The Cavalry is subdivided into:
Light Cavalry:
• Light Cavalry pieces have a strength of 2
• Light Cavalry pieces can move unrestricted from one end of the
Although the designer has done his best to include as many pieces as possible that historically were present on the fi eld of battle, it
was impossible to include them all. The 52nd Light, the Inniskillings, the Dutch and Nassau Infantry in the Allied army, Marbot’s
7th Hussars, the Line Dragoons and Grenadiers a Cheval in the French army and the West Prussian Uhlans in the Prussian army for
instance have not been included.
Great care has also been taken to include as many different nationalities as there were during the historical battle, however the
British, KGL and Hannoverian Line Infantry have been amalgamated since they largely had the same scarlet uniforms, the Belgian
and Dutch troops have also been fused together because historically at Waterloo, the Belgians were already a part of the United
Kingdom of the Netherlands.
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The Prussian player has the
board to the other as long as the spaces in between are vacant –
though only in one single direction per action.
• Commanders and Commanders in Chief are considered to belong to
the Light Cavalry units.
Heavy Cavalry:
• Heavy Cavalry pieces have a strength of 4 but if they are elite or
Imperial Guard units even 5 or 6.
• Heavy Cavalry pieces can be distinguished by an asterisk (*).
• Heavy Cavalry pieces can move unrestricted from one end of the
board to the other as long as the spaces in between are vacant -
though only in one single direction per action.
• Heavy Cavalry pieces lose 1 strength each time they charge a piece.
• Heavy Cavalry pieces lose 1 strength each time they charge a
piece. When they do so, they receive a ‘weakened’ block which they
can click onto the piece, signalling that they have lost 1 strength.
For each block clicked on the piece, 1 strength is subtracted (see
page 47).
Regaining strength:
Heavy Cavalry pieces that have lost strength must be taken
off the board for at least one game turn in order to regain all
their strength.
Taking them off the board does not cost an action but putting
them back on the board does. They can be put back on an
empty fi eld of choice at the back row of the playing board.
They can only be taken off the board AFTER the opponent
has had the opportunity to counter charge at least once!
‘Hard pounding this,
gentlemen; let’s see who
will pound longest.’
Wellington at Waterloo.
Artillery:
There are no subdivisions in the Artillery!
•Artillery can only move one space each action
•Artillery can only fi re once each action
• Artillery can fi re frontally up to a distance of 3 spaces IF the spaces
in front are empty (Line of Sight)
• Artillery can destroy ALL pieces – also the opponent’s Artillery -
except for Light Infantry
• Artillery can destroy buildings
• Artillery pieces are only vulnerable on the fl anks and from the rear;
they can be destroyed by all the other pieces from the fl anks and
rear. They can only be destroyed by enemy artillery from the front
and not by other pieces. If an enemy piece attacks an Artillery unit
from the front, the enemy piece in question will be eliminated.
During the battle, the pieces with a strength of 6 can destroy the
pieces with a strength of 5 or less, the pieces with a strength of 5 can
destroy the pieces with a strength of 4 or less and so on until the light
Infantry is reached. With a strength of 1 these are the weakest pieces,
but they are fast and the only pieces that are immune to Artillery fi re.
5. THE COMMANDERS
At the start of the game, there are two commanders available for the
players on the board:
Marshal Michel Ney for the French player and Lord Uxbridge for the
Allied player. After the 12th game turn, when the Prussians arrive, the
Allied player will be reinforced by Feldmarschall Von Bulow.
Commanders are considered to be light Cavalry units and thus don’t
lose strength after a charge. They have a strength of 5, because their
presence on the front lines inspire and motivate the units around
them. But beware: the commanders and commanders in chief are
not immune to grapeshot! If they attack artillery from the front they
will be destroyed too.
What makes the commanders so important is that they are worth ONE
ACTION during the game. If you lose your commander during the
game, you will lose one action in your following turns. So instead of
3 actions every turn, you will now only be able to perform 2 actions!
Although strong pieces, using them recklessly could have serious
consequences.
‘The Guard dies,
but does not surrender!’
Napoleon & Wellington:
The Commanders in Chief Napoleon and Wellington have no strength
because they can destroy ALL units, but only if they attack. If they are
attacked however, whether it’s a piece with high strength or low, they
will be eliminated and taken from the board.
Like the Commanders, Commanders in Chief are considered light
Cavalry pieces and thus don’t lose strength after a charge.
Commanders in Chief are worth TWO ACTIONS during the game.
The loss of Wellington or Napoleon means that you lose two actions.
So instead of 3 actions every turn, you will only be able to do 1!
Needless to say: don’t lose your Napoleon or Wellington…
6. ARMY SET-UP
In ‘Stratego: Waterloo’ the Allied player will start setting up his army.
Afterwards, the French player can set up his army on his side of the
board.
During the positioning of their armies, each player can place his pieces
on any open square on the four bottom rows of their side of the board.
They must position their pieces in such a way that the back of the piece
- the type of unit: Infantry, Cavalry or Artillery - is towards the oppo-
nent. During set-up, the two middle rows remain unoccupied.
The players must not place all their pieces on the board, they can keep
a maximum of 10 pieces in reserve in order to place them on the board
as reinforcements later on in the game.
Commanders and Commanders in Chief must ALWAYS
be placed on the board!
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7. MOVEMENT
The Allied player starts the battle. In turn, the players may perform
three actions. These actions can be:
•Move one of their units
•Attack a unit
•Fire one of their Artillery units
• Move a unit in reserve or a regenerated piece onto the board: this
unit will always be placed on the bottom row. This costs 1 action.
• Play a Manoeuvre card (in the Standard and Expert versions)
Each turn, a player may only move three pieces unless he plays out a
Manoeuvre card which will offer him other options (see Manoeuvre
cards) or unless one of his Commanders is eliminated (see
Commanders).
Depending on the type of piece, the players are allowed to move their
units a number of squares forwards, backwards, to the left or to the
right. There can only be one piece on a square at the same time and
pieces cannot jump over other pieces.
8. ATTACK
If you wish to move onto a square that is occupied by your opponent’s
piece, you may attack it. Both pieces are then revealed. The unit with
the lowest strength is eliminated, is taken from the board and is given
to the opponent. If the attacking unit is victorious it will take the place
of the unit that has just been eliminated. If the defending unit wins, it
remains fi rmly on the square.
An attack is always the end of an action! A piece that can
move across several fi elds may therefore not fi rst attack and
then continue moving during a single action. This piece can,
however, be used to attack during the next action of the same
turn.
The Battle die
If both confronting pieces have the same strength, the attacker will
have to roll the Battle die.
The roll of theBattle die can have one of the following results:
1. Blue
The Blue piece has emerged victorious and may now take the place of
the Red/Black piece which will be eliminated.
2. Red
The Red/Black piece has gained a victory and may now take the place
of the Blue piece which will be eliminated.
3. Blue ‘+’
The Blue piece is victorious and may now take the place of the Red/
Black piece which will be eliminated. However, the Blue piece will, in
wild excitement, attack the next adjacent piece. This will happen from
the same direction as the original attack was made and even if the next
piece is that of his own.
4. Red ‘ +’
The Red/Black piece is victorious and may now take the place of the
Blue piece which will be eliminated. However, the Red/Black piece
will, in wild excitement, attack the next adjacent piece. This will
happen from the same direction as the original attack was made and
even if the next piece is that of his own or his ally.
If the adjacent fi eld in the same direction is unoccupied or if it’s the
edge of the board, nothing happens. In the unlikely event the next
piece is of the same playing strength, the dice has to be thrown again.
If it’s one of the player’s own pieces of the same playing strength, one
of the two pieces is eliminated from the board.
For example: French infantry of 3 attack an allied infantry piece of 3.
The pieces are of the same playing strength, so the dice must be used
to decide.
The attacker throws ‘Blue +’.
Blue wins the attack and the red piece is eliminated from the board,
BUT in all the excitement of battle, the blue piece attacks the next,
adjacent piece in the same direction as well.
In this case, the blue cavalry piece attacks its own blue cavalry piece!
5. Blue ‘R’
The Blue piece has emerged victorious and may now take the place
of the Red/Black piece that has suffered enormous losses. The Red/
Black piece is not eliminated but withdraws off the board behind the
front lines. At the cost of one action, starting next turn, it can be put
back on the back row of the game board.
6. Red ‘R’
The Red/Black piece has emerged victorious and may now take the
place of the Blue piece that has suffered enormous losses. The Blue
piece is not eliminated but withdraws off the board behind the front
lines. At the cost of one action, starting next turn, it can be put back on
the back row of the game board.
If a Commander has to temporarily withdraw behind the lines because
of this rule, the player loses one action each turn. If the player rein-
states the Commander during his/her next turn, he/she will not lose
that action. Returning the Commander does however cost an action.
‘Give me night
or give me Blucher.’
Wellington’s prayer at the news of the fall of La Haie Sainte.
8
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Once the players are comfortable with the units on a fl at battlefi eld,
they are ready to play the Standard game. In the Standard Waterloo
game there is an extra victory condition:
If the Napoleon or Wellington piece is captured, the game
will automatically end, resulting in a decisive victory for the
player who still possesses his Commander in Chief! The same
victory condition as in the basic version is still valid: if a player
succeeds in occupying the lines of retreat of his oppenent,
then he will have won a decisive victory!
10. TERRAIN TILES
‘The ground seemed
proud to hold
so many fi ne men.’
Inscription on the wall of Hougemont.
The standard Waterloo
game board also allows three
Terrain tiles. In order to
simulate the battlefi eld the
following Terrain tiles are put
on the board as shown here:
2 x Buildings:
• La Haye/Papelotte
Hougemont
1 x Hill:
• Mont St. Jean
Building:
A building on a battle-
fi eld will provide a
strongpoint for the
player that manages to
hold on to it. It can protect their fl ank or line but can also provide a
strong channel for sending troops to the other side.
• A building is only considered fortifi ed when ALL the four spaces of
the building have been occupied.
• Once conquered, an Ownership fl ag with the fl ag of the owner, is
placed on the building.
• A building can be conquered by the opponent resulting in the loss of
benefi ts for the former owner.
• Infantry pieces gain +1 strength when fortifi ed in a building.
• Cavalry pieces cannot enter nor attack a building tile, this includes
Commanders.
• Artillery pieces cannot enter a building tile, but they can bombard
it!
• A building can be reduced to ruins by Artillery bombardment,
resulting in the loss of all benefi ts a building has to offer. A building
has a strength of 4. If it is fi red on four times it will be completely
destroyed and taken off the board. The Building counters are used
to show how much damage
a building has incurred from
Artillery fi re.
Artillery cannot fi re on units
within a building, they will
always fi re ON the building
fi rst.
When a Battle die is rolled IN a building and a ‘+’ (frenzy)
has been rolled, the victorious unit may choose which piece
to attack in the building.
Standard game
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PART II
9. THE PRUSSIANS ARRIVE!
On the left French fl ank is a timetable that shows when the Allied
player can count on Prussian reinforcements (Black pieces). The time-
table shows 11 o’clock when the 1st game turn starts and 16:30 hours
when the 12th game turn begins. After the 12th turn, the Allied player
may take two Prussian pieces without looking at them and position
them with the rank turned towards him on the Black Prussian fl ag on
the left side of the battle fi eld.
Staring from the 13th turn, the Prussians join the battle. The Prus-
sians may carry out one action during each turn. Allied players may
therefore carry out 4 actions each turn instead of only 3. The Allied
player decides how to split the actions, based on the understanding
that at least one action must be carried out by the Prussians and one
by the Allied forces.
If you are playing with the Manoeuvre cards, the Allied player may
choose two new cards from the stack (see also 11: Manoeuvre cards).
Obviously, the Prussian units that have been destroyed by the
French don’t return to the battlefi eld.
The Elm Tree ☛
☛
La Belle Alliance
Hougemont Orchard
☛
11
Reconnaissance
This card allows the player
to look at four adjoining
pieces of his choice on
the opponent’s side of the
board.
Initiative
This card allows the player
to move three of his pieces
in one single action.
Combined attack
When playing this card,
the player will be allowed
to attack with three of his
pieces - one Infantry,
one Cavalry and one
Artillery - in one single
action.
.
Fighting spirit
When this card is played
the player is allowed to add
1 strength to one of his
pieces.
Exceptionally, this card can
also be played as a defen-
sive move when one of his
pieces is being attacked
anytime during the game!
Grand battery
When this card is played all
adjoining Artillery may fi re
once in a single action.
In the Standard and Expert versions of the game, the players have 15
Manoeuvre cards at their disposal which they can use to perform a
special movevement or attack during the game.
At the start of the battle both players can each choose four Manoeuvre
cards. The Allied player is allowed to choose a card which he wants to
keep, and one for the discarded pile.After he has chosen, the Allied
player offers the remainder of the Manoeuvre cards to his opponent,
the French player. The French player does the same: he takes a card of
his choosing for himself and selects another one for the discard pile…
this goes on until both players have 4 cards in their possession.
When the Prussians arrive on the 13th game turn the Allied player may
also choose 2 cards from the discard deck. Of course this will benefi t
the Allied forces enormously.
The cards, with the exception of ‘Fighting spirit’, must be played out
at the start of a player’s turn and only one card may be played each
turn. Playing and carrying out the action of a card counts as one action.
Therefore, during the same turn, the player has only two actions
left. Once played, the action depicted on a card must be carried out
immediately.
There are fi ve different cards available:
10
11. MANOEUVRE CARDS
Fighting spirit
Hill:
Occupying a hill or ridge on the battlefi eld can
offer your pieces a number of benefi ts – espe-
cially Artillery:
• Artillery on a hill has a +1 range (thus 4 spaces)
but it does not only fi re straight ahead, it is now
also possible to fi re on enemy pieces in the rows to the right and left
of the piece. An added benefi t is that it now can also fi re over other
pieces, in other words: an Artillery piece can fi re on any enemy
piece of his choosing in his fi ring range!
• Artillery on a hill CANNOT be destroyed by Artillery on the ground!
• Infantry pieces and Cavalry pieces on a hill get a +1 strength when
attacked by pieces on the ground.
Pieces can NEVER be upgraded to more than 6 strength!
‘There are no orders,
except to stand fi rm to the last man.’
Wellington after the fall of La Sainte Haye when his worried staff were clamouring for orders.
11
Expert game
‘It has been a damned nice thing -
the nearest run thing you ever saw in your life.’
Wellington after Waterloo.
For the ‘die hard’ war gamers and for those players that, after having
played the Standard game a few times, are still in search of yet another
challenge there is the Expert version. As much as this is possible for
a board game that is intended to be fun, an attempt has been made to
follow the historical reality of the battle.
In this version, the following rules apply:
• If Napoleon falls in battle, the game immediately ends. In this case
the Allies will have achieved a decisive victory! If Wellington falls
in battle, the game continues, but the Allied player will have two
actions less.
• The Lines of Retreat cards are not used.
• Wellington’s lines of
retreat are located on
the Allied centre. If the
French manage to occupy
it with at least two units,
the game will immedi-
ately end. In that case, the
French will have won a
decisive victory.
• If the French player
manages to put two units
on the Allied left fl ank or
Allied right fl ank, this will
lead to an Allied retreat.
In that case, a Pursuit will
determine whether the battle was indecisive, a minor victory or a
major victory for the French player (see the Pursuit).
• The occupation of the French left fl ank, centre or right fl ank will
lead to a French retreat. In that case also, a Pursuit will determine if
the battle was indecisive, a minor victory or a major victory for the
Allied player (see the Pursuit).
• The Terrain tile Hougemont in the middle of the board on the Allied
right fl ank is occupied by two Allied Infantry pieces at the start of
the game!
• The French player has the village of Plancenoit on his right fl ank.
12. PLANCENOIT
Plancenoit was a small village on the eastern
fl ank of the French army. It served as a last
strongpoint
in order to protect their right fl ank and it
was the location where the fi ercest fi ghting
took place
between the Prussians and the French on
that fateful day in June.
• Plancenoit will provide all and any Infantry piece on the tile with +1
strength.
• Plancenoit does not need to be completely occupied before Infantry
pieces benefi t from the +1 strength.
• Cavalry, Commanders,
Commanders in Chief
and Artillery can cross
the Plancenoit tile unhin-
dered, but they do not
gain any benefi ts.
• Unlike a building tile, with
Plancenoit, the players
have the choice to direct
their Artillery fi re on the
units OR the village.
‘Some troops!
Where do you expect me
to get them from?’
‘Do you want me
to make some?’
Napoleon’s answer to Ney after he had appealed to the Emperor
for reserves after the fall of La Haie Sainte.
10
The Elm Tree ☛
☛
La Belle Alliance
Hougemont Orchard
☛
PART III
Experts in Napoleonic Warfare are aware that the presence of cavalry
was a crucial factor in obtaining a victory on the fi eld of battle. After
a battle, its role was no less vital – it was the cavalry that decided if
the enemy would still play an active role in the campaign or not. If
an enemy army was defeated, the victorious cavalry had to head off
in pursuit of the enemy units fl eeing the fi eld. As mentioned earlier,
occupation of any lines in the rear will lead to a pursuit by the cavalry.
• From this point on, only the surviving cavalries of both armies -
including the cavalry reserves - continue to play an active role in the
game. Both players take their remaining cavalry units off the board
and set them aside next to the board.
• Napoleon and Wellington are taken off the board and set aside from
the players. Together with the remaining commanders, they deter-
mine how many actions a player may still take. But they do not take
part in the pursuit. Only the commanders take part in the pursuit.
• The infantry and artillery pieces of the defeated player remain
standing where they were. They have to fl ee for their lives and have
no more playing strength from this point on.
• The remaining commanders in chief and commanders determine
the number of actions for each player.
• The victorious player may start the pursuit and with his/her cavalry
piece chooses a piece of the opponent’s infantry or artillery to attack.
Because the enemy infantry and cavalry pieces no longer have any
playing strength, they disappear into the box. Each defeated piece
counts for one action. Therefore, the pieces no longer move on the
board; you choose one of your pieces of cavalry, point to the enemy
pieces and they disappear from the board.
• The winner could also choose to attack the remaining pieces of
enemy cavalry. However, they still have playing strength and he/she
then runs the risk of losing a piece if the enemy piece has a higher
rank.
• Afterwards it is the defeated player’s turn. He may use his or her own
remaining pieces of cavalry to attack a pursued piece of cavalry OR
he may use his actions to take his/her pieces of infantry or artillery
off the board. He simply takes the pieces off the board and sets them
aside. These pieces have been ‘saved’ and are not counted later
along with the victims.
• If there’s a draw, the cavalry of the victorious player always wins
from the cavalry of the defeated player.
• Heavy cavalry units still lose 1 strength after every attack, but now
cannot be pulled back in order to regain strength. It’s therefore wise
to take weakened cavalry pieces off the board for good before they
fall into the hands of the opponent.
• Once the victorious player no longer has or wishes to use any more
cavalry pieces to continue the pursuit, the casualties on both sides
are counted:
If there is NO difference or a difference of a maximum of
3 pieces between both armies, the battle will have been
Indecisive – the defeated player has been successful in pulling
his army back in fairly good order and will still be able to fi ght
another day – maybe even tomorrow!
If there is a difference between 4 and a maximum of 9 pieces
between both armies, the victorious player has achieved
a Minor victory – the defeated player has suffered a large
number of casualties. It has received a serious beating and
will retreat. Although not destroyed, it will need time to
recover before attacking again!
If there is a difference of 10 pieces or more between both
armies, the victorious player has gained a Major victory –
the defeated player’s army has been completely crushed and
routed! It will not play any signifi cant role in the campaign
anymore!
12
13
13. THE PURSUIT
For those whose thirst for battle has not been quenched, there are still
the following scenarios that can be played in the Expert version:
Start the battle early!
The French army at Waterloo was late in assembling. This is the
reason why historically the battle was postponed till around 11:30 am
(not because of the muddy soil as many writers have claimed!). The 6th
Army Corps under Lobau had barely arrived when the battle proper
begun. Even the Old and Middle Guard had not arrived by then.
In the Expert version, the French player has the option to start the
battle three turns earlier, thus at 9:30 am! It is also the French player
who will move fi rst. The disadvantage is of course that the French
player won’t have all of his troops at his disposal.
The following 14 blue pieces will remain off the
board during the army set-up:
Infantry
• 1 x Light Infantry
• 5 x Infantry
• 2 x Infantry of 5 – Middle Guard
• 1 x Infantry of 6 - Old Guard
Cavalry
• 2 x Heavy Cavalry of 4
• 1 x Heavy Cavalry of 6 –Empress Dragoons
Artillery
2 x Cannons
‘This morning we had 90 chances in our favour.
We still have 60 to 40.’
Napoleon to his staff upon seeing the Prussians arrive
from the East of the battlefi eld
Where are the Prussians?
What would have happened if Marshal Grouchy did manage to
engage the Prussians somewhere between Lasne and Wavre thereby
preventing them from joining Wellington at Waterloo?
In the Expert version the Allied player will be allowed to roll the Battle
die at game turn 9 (3 o’clock) in order to fi nd out if the Prussians will
arrive on the battlefi eld or not.
• If the Allied side is rolled, the Prussians will arrive on the fi eld of
battle in game turn 13 (5 o’clock).
• If the French side is rolled, Marshal Grouchy will have succeeded
in intercepting the Prussians. In this case, Wellington will NOT be
able to depend on any Prussian reinforcements.
Create your own battlefi eld :
‘Stratego:Waterloo’ offers the players the unique possibility to create
their own fi ctional battles, with their own Terrain tiles and any number
of units. In order to motivate you to do so, we gladly offer you some
beautiful mud tiles.
Mud:
Mud on the battlefi eld will break the momentum of your Infantry,
Cavalry and Commander pieces.
When these pieces move through the mud, they will only be allowed to
move one space ahead, to the left or right for every action.
• Light Infantry pieces don’t experience any restrictions when passing
through the mud.
•Artillery can’t move onto a mud tile!
‘Nothing except a battle lost can be half so
melancholic as a battle won.’
Wellington in a dispatch after Waterloo.
12
13
14. EXTRA SCENARIO’S
14
15
14
14
15
Marshal Ney
1x
Polish Lancer
2x
Emperor Napoleon
1x
55
Chasseurs à Cheval
6x
2
Empress Dragoons
1x
6
Light Infantry
5x
1
Cuirassiers
3x
4
Middle Guard
2x
5
Old Guard
1x
6
French Artillery
8x
Young Guard
2x
4
Lord Uxbridge
1x
Scots Greys
1x
Royal Horse Guards
1x
Duke of Wellington
1x
5 5 6
95th Rifl es
2x
Royal Foot Guards
1x
2
6
British/KGL Foot
18x
3
KGL Hussars
6x
2
Brunswick ‘Leib’
3x
1
British Artillery
6x
Dutch carabiniers
3x
4
Line Infantry
15x
3
Highland regiments
2x
5
French pawns
The Allied pawns
14
15
15
14
15
Prussian Infantry
3x
Landwehr
4x
Feldmarshall Von Bulow
1x
5 3 2
Silesian Landwehr
4x
2
Prussian Artillery
1x
The Prussian pawns
“Weakened” block
7473
Warning: Not suitable for children under 36 months of age due to small parts.
Choking hazard. Please keep this information for future reference.
“Stratego Waterloo” is based upon the concept “Epic Battles: Waterloo”
which has been deposited by its author Jason St.Just at SABAM.
Disclaimer:
Royal Jumbo has done its utmost to trace sources and benefi ciaries of the images used for this game.
Should anyone feel to be entitled to any of these images, then please contact Royal Jumbo.
© Royal Jumbo, Stratego® is a registered trademark owned by Royal Jumbo B.V.
Manufactured by Royal Jumbo B.V. Distributed by Patch Products, LLC
www.stratego.com
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Made in the Netherlands from China and the Netherlands parts. Parts and colors may vary from those shown.