THE LONG GAME

— Exhibition note

Stratego, fixed. Six pieces. Every attack is a guess.

Plate I — Board
II · The Premise
— The Premise

A chess-like 2-player abstract with hidden information. Each player has 6 pieces but they're placed face-down. You know your own pieces; you don't know your opponent's positions. Stratego suffers from the Marshal/Spy problem — The Long Game fixes it.

Decision tension

Every advance is a question. Every reveal is permanent. You're solving the same puzzle with shrinking information.

III · The Roles
— III · Catalogue

The Roles

Spy
Exhibit A
No. 001

Spy

Moves anywhere. Dies to anything.

Tank
Exhibit B
No. 002

Tank

Moves 1. Beats everything except Spy.

Diplomat
Exhibit C
No. 003

Diplomat

Cannot fight. Flips an enemy piece by occupying adjacent for 2 turns.

Sniper
Exhibit D
No. 004

Sniper

Moves 2. Kills at range 2.

Mole
Exhibit E
No. 005

Mole

Looks like Tank. One-shot. Kills the attacker.

General
Exhibit F
No. 006

General

Must survive. Game over if killed.

IV · How a Round Plays
— IV · Procedure

How a Round Plays

01

Place

Each player places 6 face-down pieces on their half of the board.

02

Move

On your turn move 1 piece per its movement rule. No combat unless you advance into an enemy hex.

03

Combat

Reveal both pieces. Higher kills lower per the matrix. Mole kills its attacker.

04

Diplomacy

A Diplomat adjacent to an enemy piece for 2 full turns flips that piece to your side.

V · Win Conditions
— V · Outcomes

Win Conditions

Way 01

Kill

Eliminate the General.

Way 02

Hold

Control 4 of 6 center hexes for 2 turns.

VI · Designer's Notes
— VI · Catalogue Essay

Designer's Notes

Stratego suffers from "the Marshal/Spy problem" (degenerate strategies). The Long Game fixes this with the Diplomat (creates positional pressure without combat) and the Mole (every attack is risky). High skill ceiling, ~25 minute games.

— Visitor's Guide

Strategy

  • 01
    Bait with the Spy
    Push the Spy forward — opponent must guess if it's a Spy or Tank.
  • 02
    Diplomat the General
    A Diplomat adjacent to a non-fleeing enemy can win without combat.
  • 03
    Snipers control the center
    Park snipers at range 2 of the center hexes early.
VII · Begin
— Begin the Match

No Luck.
No Fog.
Only Cost.

Pass the device around the table, or open a remote room and play cross-device. Either way, every move is yours alone.