
Stratego maršál a špion
cults3d
Game plan: https://github.com/janlouda/marsalaspion/blob/master/soubory-tisk/marsal-a-spion-deska.pdf Game rulles : The game is intended for two players. Each of the players has 40 playing stones at their disposal, which they arrange according to their own judgment in the 4 back rows of the playing board, so that the image is always facing their own player. RULES OF THE GAME All stones can be moved during the game. When choosing your own strategy, it is therefore necessary to place these stones in such a way that they favor your own player as much as possible during the game. With moving stones, he moves in all directions - forward, backward, to the side, but also diagonally, and always by only one square. Own playing stones are not skipped. The exception among moving stones is the HORSE stone, which is the only one that can move more than one space in free perpendicular directions, until the moment the opponent is attacked. movement of the playing piece explorer The game itself consists in occupying (capturing) the opponent's pieces with your own. A player who attacked an opponent's playing piece by moving to an adjacent square verifies the value of the attacked piece without announcing the value of the attacking piece. If the attacked piece is of higher value, he gives his playing piece to the opponent. He leaves the opponent's piece on its original spot. If the attacked opponent's piece is weaker, the piece takes over and stays in his place. The captured stone is placed behind its own lines. It also does not announce the value of the attacking stone to the opponent. They hit each other with stones of the same value, they both appear from the game. advance (retreat) of a stone turn (capture) an opponent's stone prohibited capture of a stone You can advance (retreat) in all directions - but you can only attack (capture) perpendicularly - never diagonally. The values of the playing stones are sorted from the highest i.e. MARSHAL, then GENERAL, etc. see drawing. This means that the marshal can capture all the lower values. A general can be captured by a marshal, but he himself captures all values lower. The CAPTAIN is also: a marshal or a general, but again it takes lower values, etc. (movable stones) MARSAL GENERAL CAPTÄN CADET CORPORAL GUNNER EXPLORER MINER SPON (immovable stones) MINE PRANCH FIELD Last in the row is the game stone marked as SPY. This stone can be taken by any moving stone except the highest stone, i.e. by the marshal, but on the other hand the marshal can only be captured by this stone. ATTENTION! Any moving stone that hits a MINEFIELD stone during its entry is removed from the game, but the minefield stone remains in its place in the game. A minefield stone can only be removed from play by a MINER stone. This value is very important and it is necessary to erase these stones during the game, because the player who lost all the miner stones during the game can never win if the opponent's banner is surrounded by minefields. In the middle of the board are two spaces without a checkerboard. Both players with all stones are prohibited from entering these places. The ultimate goal of the game is to capture the opponent's banner - an immobile stone, protected by a thorough defense, but vulnerable to all moving stones. The player whose banner was taken loses the game. The game ends in a draw if neither player has any hope of capturing the opponent's banner. And one more important caveat - a player who has lost a lot of stones or strong stones can still achieve a draw, in a manner known in chess as PAT, by having all the remaining movable stones taken before his opponent captures his banner. It is this moment that makes the game exciting until the very end, even if one of the opponents gains a one-sided advantage from the start.
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