The International Stratego
Federation's "Stratego World Championships 1999"
bookletCONTENTS
Preface 1
Stratego: a Brief Introduction 2
The International Stratego Community and I.S.F. 3
Setup and Time Schedule of the 1999 Championships:
Individual Tournaments 4
Setup and Time Schedule of the 1999 Championships:
National Team Tournament 4
Tournament Rules 5
Use of Digital Clocks 7
Stratego Original Game Rules 8
Prizes 11
For Beginners: Some Hints on Deployment and Strategy 12
Reminder: World Championships Cheques 13
PREFACE
Dear Stratego enthusiasts, Nijmegen, the Netherlands,
August 1999
The International Stratego Foundation is delighted to
welcome you at the Stratego World Championships 1999. As
usual in the young but dynamic world of Stratego, the
international Stratego landscape has developed remarkably
over the last year. National Stratego leagues are being
established in Holland, Germany and Belgium, many clubs
and an international Stratego Team Competition have been
set up, and the number of tournaments and players has
risen spectacularly. And last but not least: the former
International Stratego Championships Foundation (I.S.K)
is being transformed into the International Stratego
Foundation (I.S.F.), a truly international arena in which
the national Stratego leagues will participate and
cooperate.
What has not changed is our dedication to make these
Third Stratego World Championships as successful as the
previous events in 1997 and 1998. After all, this is a
good opportunity for showing other mind sports that
Stratego should be taken serious, that we are slowly
moving towards 'mind sports adulthood' and that we are
here to stay! However, these World Championships are not
for PR or for the glory of I.S.F. but for you, the
players of Stratego. The best compliment we can get is
not: being referred to as 'Best organized tournament of
the Mind Sports Olympiad' (a compliment we got in the
past), but: the participants having a nice time!
And we are confident you will have a nice time indeed!
The Mind Sports Olympiad will again guarantee a pleasant
international setting, the broadening international base
of Stratego will guarantee exciting matches, while the
inter-cultural dimension of the event tends to encourage
a very pleasant 'apres-Stratego'! However, the success of
these World Championships is also in your hands. Let us
all work together towards a Championships in the true
Olympic tradition, in which participating is more
important than winning, and in which 'fanaticism' and
excitement are balanced with fair play, enjoyment and
inter-cultural exchange!
Let me conclude by expressing our gratitude towards
our sponsor JUMBO (the distributor of Stratego), towards
the organization of the Mind Sports Olympiad, and towards
our own volunteers (both in preparation and execution of
this event). Without them, these Stratego World
Championships 1999 would not have been possible.
Wishing all participants a wonderful time, exciting
matches and a lot of success,
Maarten van ter Beek
secretary of the International Stratego Foundation
STRATEGO : A BRIEF INTRODUCTION
As with many mind games, Stratego may well be oriental
in origin. Modern day Stratego probably derives from a
late 19th century French game called L'Attaque, which in
turn probably copied many features from an ancient East
Asian game referred to as 'The Jungle Game'. Since the
early 1950's, the commercial rights are with Koninklijke
Hausemann en Htte N.V. (JUMBO) in Amsterdam,
Holland.
Stratego is a 2-player mind sport played on a 10x10
square board, which represents a battlefield (including
two 2x2 lake barriers) for two opposing armies. These (red
and blue) armies are each made up of 40 pieces: 33 moving
pieces of different ranks (from the lowest ranked spy to
the highest ranked marshal), and 7 static pieces (6 bombs
and the most important piece, the flag). With a few
exceptions, the game is based on hierarchical capture and
single-step orthogonal movement. Objective of the game is
to capture the opponent's flag, while of course defending
your own flag.
Unlike 'full information' mind games like chess, in
Stratego the strengths of the pieces is concealed, and
the deployment of troops at the start of the game is
therefore secret. As the ranks of pieces engaging in
actual battle are disclosed, slowly the battle order and
the strategy of the two opponents are disclosed. This
makes Stratego a very dynamic mind sport based on
information gathering, statistics and risk-minimization.
Having analytical, tactical and memory skill requirements
in common, this 'incomplete information' element is what
distinguishes Stratego from many other mind sports, as it
results in a strong psychological element of deceit and
surprise.
THE INTERNATIONAL STRATEGO COMMUNITY AND I.S.F.
Starting with a small Stratego Championship in Holland
in 1991 Stratego has come a long way, with Stratego
tournaments and clubs now set up all over Holland,
Germany and Belgium. Up to 1997, all tournaments were
organized by the International Stratego Championships
Foundation, which was recently split up into a Dutch
Stratego league (SBN), a German Stratego league (StraDeV)
and in the near future also a Belgian Stratego league.
These national Stratego leagues participate and
coordinate in the International Stratego Foundation (in
short: I.S.F.), based in Nijmegen in the Netherlands. The
aim of I.S.F. and it's participating organizations is to
popularize Stratego as a mind sport worldwide. The
national leagues obviously focus on their respective
countries, while I.S.F. organizes the prestigious 'Masters
of Stratego', the World Stratego Championships,
international matches and the international Stratego Team
Competition, and supports initiatives in not yet
participating countries. In 1998 in total 1200 players
participated in Stratego events, and we expect this
number to grow to 1500 in 1999.
Although all these activities partly rely on support
from JUMBO (the distributer of Stratego) and others
sponsors, I.S.F. and its participating members are
strictly independent, founded on the enthusiasm of many
volunteers in Holland, Germany and Belgium..
If you would like to receive more information on
Stratego tournaments in Holland, Germany or Belgium,
please contact one of the following organizations:
I.S.F. (International Stratego Foundation)
P.O. Box 31340
6503 CH Nijmegen
the Netherlands
secretary: Maarten van ter Beek
Tel/fax: 0031-24-3564247
Fax: 0031 842 115935
E-mail: m.vanterbeek@psych.kun.nl
Internet: http://www.stratego.nl/
SBN (Dutch Stratego league)
P.O.Box 31340
6503 CH Nijmegen
the Netherlands
secretary: Marcel Loomans
Tel: 0031-40-2424540
E-mail: ISK_Stratego@hotmail.com
StraDeV (German Stratego league)
secretary: Matthias Ruch
Kanalstrasse 11
44787 Bochum
Germany
Tel: 0049-234-13852
E-mail: m.ruch@excite.com
Belgian Stratego league
chairman: Steven Meyer
Naamsestraat 83
3000 Leuven
Belgium
Tel: 0032-16-202995
E-mail: steven.meyer@skynet.be
Please also contact us if you are interested to get
involved in the organization of Stratego tournaments in
your country. Either in one of our 'established'
countries Holland, Belgium or Germany, or in 'new'
countries like Britain, France, Spain or......?
SETUP AND TIME SCHEDULE OF THE CHAMPIONSHIPS
The Stratego World Championships consist of three
separate tournaments: the Individual Tournaments for
junior players and for adult players, and the National
Team Tournament.
Setup of the Individual Tournaments (juniors and
adults)
- These tournaments each consists of 9 rounds
played in 3 sessions (see time schedule).
Each match lasts a maximum of 75 minutes,
including a maximum of 10 minutes for deploying
the pieces.
- Both tournaments are played according to the well-known
'Swiss-system' (see page 5).
- All matches are played with digital clocks (see
page 7).
Setup of the National Team Tournament
- The best 4 players of each country in the adult
Individual Tournament will qualify for the
National Team Tournament. If necessary, teams are
completed with junior players.
- The National Team Tournament will be held during
the morning session (session 4) on August 28,
starting at 10.00.
- The number and duration of rounds depends on the
number of teams. Details will be provided well in
advance, in the course of the Individual
Tournaments.
- The teams will play a full competition, with
individual opponents matched randomly.
- All matches are played with digital clocks (see
page 7).
Time Schedule
August 26:
| Registration |
14:30 - 15.30 |
| Opening of the World Championships |
15.30 - 16.00 |
| Session 1: round 1 of the Individual
Tournaments |
16.00 - 17.15 |
| Session 1: round 2 of the Individual
Tournaments |
17.20 - 18.35 |
| Session 1: round 3 of the Individual
Tournaments |
18.40 - 19.55 |
August 27:
| Session 2: round 4 of the Individual
Tournaments |
10.00 - 11.15 |
| Session 2: round 5 of the Individual
Tournaments |
11.20 - 12.35 |
| Session 2: round 6 of the Individual
Tournaments |
12.40 - 13.55 |
| Session 3: round 7 of the Individual
Tournaments |
15.30 - 16.45 |
| Session 3: round 8 of the Individual
Tournaments |
16.50 - 18.05 |
| Session 3: round 9 of the Individual
Tournaments |
18.10 - 19.25 |
| I.S.F. Prize Ceremony |
19.30 - 20.00 |
| Olympiad Prize Ceremony |
20.00 onwards |
| Payment of cheques and other bonuses (p.13) |
subsequently |
August 28:
| Session 4: National Team Tournament |
10.00 - 14.00 |
| (Details to be provided during the Individual
Tournament) |
|
| I.S.F. Prize Ceremony |
14.30 - 15.00 |
| Olympiad Prize Ceremony |
20.00 onwards |
| Payment of cheques and other bonuses (p.13) |
subsequently |
TOURNAMENT RULES
Swiss System
The Individual Tournament will be played according to
the well-known 'Swiss System'. This means that every
player plays the same number of matches. After every
round a ranking of all players is made according to
scores up to that moment. The computer program uses this
ranking to match players for the next round. In this way,
players will meet opponents who have more or less
performed at the same level during the previous rounds.
This results in a tournament which is interesting for
everybody: whether you are in the top or in the bottom of
the ranking, you will meet opponents of your own level.
The ranking used for the Swiss System is made
according to the following criteria:
- 1. Score: Sum of points scored against opponents.
- 2. 'Median-Bucholtz': Sum of the scores of all
your opponents up to then, minus the scores of
the highest and the lowest opponent.
- 3. 'Bucholtz': Sum of scores of all your
opponents up to then.
Both 'Median-Bucholtz' and 'Bucholtz' are so called 'resistance
points', indicating the strength of your opponents.
REMARK: All matches played in 'Swiss System'
tournaments count for the International Stratego Ranking.
Scores
To encourage dynamic playing and risk taking, and to
discourage draws, the scoring at I.S.K. tournaments is as
follows:
LOSS = 0 points
DRAW = 1 points
WIN = 6 points
BYE (NO OPPONENT) = 6 points
For the definitions of winning, draw and loss: see page 9.
Junior versus Adult Players
Players are considered 'Juniors' if they were born
after the January 1, 1985. In principle junior and adult
players will play separate Individual Tournaments.
However, I.S.F. reserves the right to join juniors and
adults in one pool if the participation numbers do so
require. In that case, junior players will also play
against adult players, but will compete for separate
prizes.
The National Team Tournament is meant for the best 4
adult players of each country, but it is possible that
junior players will be invited to complete teams.
Use of Score-Sheets
For the registration and processing of the results in
the computer, small score-slips are used. They can be
found at every game set. Both players are expected to
fill out and sign this sheet together after the match,
after which the match winner should return it as quickly
as possible to the computer table.
Please CHECK and DOUBLE CHECK what you write on this form.
As the matching for the next round is based on the scores
of previous rounds, incorrect slips cause complete chaos
in the tournament if they are not discovered in time!!!
After the Match...
It is good practice at I.S.K. Stratego tournaments to
allow players to evaluate their match together at their
board after completion of the match. After all,
Discuss ing the decisions made during the match is the
best way to build up more knowledge on and insight in the
'best game in the world'. However, it should be obvious
that this should be done VERY QUIETLY, and only for a
LIMITED AMOUNT OF TIME. Moreover, we expect participants
to leave the playing area at request of the arbiter
without discussion.
IT IS STRICTLY FORBIDDEN FOR PLAYERS TO BE SPECTATORS AT
OTHER MATCHES AFTER COMPLETION OF THEIR OWN MATCH!!! As
Stratego is a game of information, spying on strategies
and deployments of potential opponents (whether it is in
this or future tournaments) is considered unfair sports.
Therefore participants are expected to leave the playing
area after completion (and evaluation) of their own match.
No Smoking
Smoking, whether out of habit or intended to
intimidate opponents, is strictly forbidden in the
playing area of the Stratego tournament.
Notes
Making notes during a match is not allowed.
USE OF DIGITAL CLOCKS
For all matches, both in the Individual Tournaments
and in the National Team Tournament, digital clocks will
be used. The objective of using clocks is to rule out the
possibility of players using an extremely disproportional
amount of time. However, it is definitely not meant to
make the time factor as important as it is in for
instance chess.
In the clock system used in Stratego tournaments (Bronstein
system), every player gets 5 seconds of 'free time' per
move. Only if he exceeds those 5 seconds when thinking
about his next move, the excess time is subtracted from
his 'reserve time'. This reserve time depends on the
duration of the rounds. In the Individual Tournament with
its 75 minute rounds, the amount of 'reserve time' will
be 15 minutes for each player. Only when a player uses
his entire 'reserve time', a match is lost by clock. In
practice, the 5 'free seconds' for the next turn are
added to the 'reserve time' when tapping the clock after
finishing a turn. This is also why at the start of the
match the clock displays 15:05 for each player.
Because of the Bronstein system, players do not have
to feel rushed. In most cases, matches are not decided by
the clock. Even with the clock, matches sometimes still
end in a draw after 75 minutes because neither of the
players used his or her 'reserve time' completely. In
practice, 5 seconds per move is plenty of time: tapping
the clock fast and nervously is absolutely not necessary.
Unfortunately, experience shows that most of you will
only be convinced of this after one or two rounds!
Some Important Remarks:
- The clocks will be set by the arbiters prior to
the match. However, players should check that
both sides of the clock display 15:05 at the
start of the match. If not: call the arbiter.
- If a participant does not show up, the clock will
be started after 10 minutes. If he or she does
not arrive within 15 minutes after that, his or
her reserve time will be used up, and this player
will have lost the match.
- THE CLOCK SHOULD BE TAPPED WITH THE SAME HAND
USED FOR MAKING THE MOVE ON THE BOARD!! Therefore,
the players should decide before the match begins
on which side of the board to put the clock. If
necessary through lottery.
- At the beginning of the game the top button of
the clock should be directed upward for the
person playing RED.
- When ready to start the game, press the start/stop
button at the front of the clock. The clock will
now start counting down for the person playing
red.
- WHEN ASKING FOR ARBITRATION, MAKE SURE THE CLOCK
IS STOPPED BY MEANS OF THE START/STOP BUTTON !!!
- As many players are not yet used to using clocks,
it will be considered unfair sports not to notify
your opponent that he has forgotten to tap the
clock. If acknowledged by the arbiter,
disqualification and loss of that round will be
the result. Also, the arbiter can remind a player
that he or she has forgotten to tap the clock.
STRATEGO ORIGINAL GAME RULES
Standard Stratego Original Game Rules + Extensions
In principle the Stratego World Championships are
played according to the (most recent version of the)
standard game rules of JUMBO Stratego Original, of which
the most important elements are summarized below. In
addition, to enable the organization of Stratego
tournaments, I.S.F. has filled in a few blanc spots, and
extended or explained some of the standard rules in more
detail.
Preparation and Playing Fundamentals
- Decide by lottery who is playing which colour. (Red
is to start the game later on.)
- Place the screen across the two central ranks,
preventing the players from seeing each other's
deployment.
- Set up the pieces on the four rows nearest to
each player, with the backs of the pieces facing
the opponent. Maximum setup time is 10 minutes
for the Individual Tournament and 5 minutes for
the National Team Tournament.
- Remove the screen, and check whether the digital
clock has been set correctly (page 7).
- Red can start the game.
- Each player takes a turn after the other. A turn
consists of moving a piece one square forward,
backward, left or right (no jumping, and not
diagonal!), and tapping the digital clock
afterwards.
- Moving into a square in which a piece of your
opponent stands is called attacking. Both players
then disclose the ranks of their piece involved.
The lower rank will be captured and is removed
from the board. If both pieces are of equal rank
both are removed.
- No more than one piece may stand on a square.
- The two lakes in the middle of the board may
neither be entered nor crossed.
For the Sake of Clearness!
- Picking up a piece is not a move. A completed
move is only accounted for if either: the
piece is moved into another square and the player
has let it go, or the player is attacking and has
tapped an opponent's piece with his own piece.
- The attacker should make clear to his opponent
with which piece he is attacking. Only then
should the defending player disclose the rank of
the piece attacked.
- Captured pieces must be placed in the holding
tray in such a way that they are clearly visible
for the opponent. However, they do not have to be
placed in any logical sequence.
The Ranks and Some Special Pieces:
- With a few exceptions (stated below), a higher
rank defeats all lower ranks. A marshal defeats a
general and all lower ranks; a general a colonel
and all lower ranks, etc. The rank order is shown
on the screen and on the side of the board.
- Any piece that attacks a bomb, other than a miner,
is destroyed.
- If a miner attacks a bomb, the bomb is defused
and removed from the board, after which the miner
occupies the vacated square.
- Scouts can move or attack across any straight
line of vacant squares, either forwards,
backwards or sideways. In making such a move, it
can directly attack an opponent's piece. Scouts
cannot jump over lakes.
- The spy's mission is to capture the opposing
marshal. However, the spy only defeats the
marshal when the attack is made by the spy. The
spy is lost if attacked by any enemy piece,
including the marshal!
- The flag can be captured by any piece.
- After deployment, the flag and bombs cannot be
moved under any circumstances. If done, it
results in immediate loss of the game.
Ending the Game
The game can end in eight different ways:
- You win if you succeed in capturing your opponent's
flag.
- You win if your opponent is unable to make a move,
while you can still make one or more moves.
- You win if your opponent has used all his 'reserve
time' on the digital clock.
- It's a draw if neither player can make a legal
move.
- It's a draw if both players agree to a draw.
Players may agree a to this at any time.
- It's a draw if the game exceeds the allowed
playing time (for the Individual Tournaments: 75
minutes).
If the match ends in a draw, the next player must
prove that he could have made another move (by
showing his opponent a 'movable' piece or by
calling in the arbiter to check this).
- You lose if you deliberately knock down one or
more of your opponent's pieces.
- You lose if you get two official warnings from
the arbiter in the same match.
Accidentally Knocking Over an Opponent's Piece
In this case, there are two possibilities:
- Both players agree that the overturned piece was
already known by the opponent. In this case, the
match can be resumed.
- The piece was still unknown, or a difference of
opinion rises between both players on this issue.
In these cases the arbiter must be called. He or
she can then decide one of the following:
a) The game just continues.
b) The disadvantaged player may switch the piece
with any other piece still in the game.
c) The disadvantaged player may switch a fixed
number of his pieces with other pieces still in
the game.
In the latter 2 situations, flag and bombs may not be
placed outside the initial deployment area.
The 'Two-Squares Rule'
This rule is an elaboration of a rule mentioned
briefly in the Standard Stratego Original Game Rules, and
is meant to prevent stalemate situations and unsporting
behaviour.
Pieces may be moved backwards and forwards between two
squares no more than five times after which the player
who initiated the sequence must vary. This can have some
drastic consequences:

In the above example 1 the colonel can follow the
major between squares B9 and C9. This also goes if the
colonel came from square A9 (attack from the side). In
both situations the major will be lost, because after
five moves he will have to stop first, after which the
colonel can capture him.

In the above example 2 (diagonal starting positions)
the colonel starts moving between the two squares C9 and
B9. If the major evades the colonel on squares B10 and C10
the colonel will have to stop after five moves and the
major will be safe.
Thus, the starting positions of the pieces determines
whether a besieged piece is captured or saved.
Anticipation of your opponent can prevent the loss of a
piece by this rule. The two-squares rule also works at a
distance. The situation in the first example would be the
same if the colonel advanced from B7 to B8.
The 'More-Squares Rule'
Like the previous rule, this extension of the Standard
Stratego Original Game Rules is meant to prevent
stalemate situations and unsporting behaviour.
If a repetition of moves takes place between three or
more squares, the attacker must seize his attempt of
capturing the opponents piece. He must do so before the
same situation is would arise on the board for the second
time.
This situation can take different forms. For example,
moving back and forth in a straight line of three or more
squares, or a pursuit around a lake or a bomb, but also a
combination of two (diagonal) two-squares situations (two
repetitions between two squares played in turn
indefinitely).
Psychology of the Game
As bluff and misleading manoeuvres are considered
important aspects of Stratego, talking is allowed during
the match, as is trying to misinform your opponent by
mimic or feign.
Unsporting Behaviour
Unsporting behaviour can result in a warning from the
arbiter. An example is prolonging the game deliberately
by trying to capture one of your opponent s pieces which
cannot be taken because of the two-squares rule or the
more-squares rule. It is not considered unfair if a
player undertakes no meaningful initiatives.
Arbitration
Each player has the right to call in an arbiter at any
time, by raising his or her hand, to 'judge in case of a
difference of opinion between the concerning players. The
arbiter makes a decision and can give a official warning
to a player. If any player gets two of these warnings in
the same match, he or she loses the match. Any decision
made by the arbiter is final. When in doubt, call the
arbiter as soon as possible. After the match is over, it
is usually impossible to recall the facts. BEFORE CALLING
THE ARBITER, MAKE SURE THE DIGITAL CLOCK HAS BEEN STOPPED!!!
(Press the start/stop button.)
PRIZES
Apart from the Olympic medals, the organization of the
Mind Sports Olympiad has (with minor reservations at the
time of issue of this booklet) in total allocated £5000
for prizes of the World Stratego Championships 1999! On
top of that, I.S.F.'s own sponsor JUMBO (Falcon Games in
the U.K.) has been so generous to add 3 special cups and
a considerable amount of game prizes!
Individual Tournament junior players
- exclusive Olympic medals for the numbers 1 to 3
- a beautiful cup for the number 1 (provided by
Falcon Games)
- cash prizes for the numbers 1 to 8 (£200, £125,
£75, £50, and 4x £25)
- game prizes for the numbers 1 to 8 (provided by
Falcon Games)
- a small reward for all other participating
juniors (provided by Falcon Games).
Individual Tournament adult players
- exclusive Olympic medals for the numbers 1 to 3
- a beautiful cup for the number 1 (provided by
Falcon Games)
- cash prizes for the numbers 1 to 20 (£888, £555,
£444, £300, £200, 2x £100, 4x £75, 4x £50
and 5x £25)
National Team Tournament
- exclusive Olympic medals for all players of the
first 3 teams
- a beautiful cup for the number 1 team (provided
by Falcon Games)
- cash prizes for the number 1 to 3 countries
FOR BEGINNERS: SOME HINTS ON DEPLOYMENT AND
STRATEGY
The result of a match depends to a considerable extent
on the soundness of the initial deployment. However,
there is no such thing as an absolutely good or bad
deployment. It all depends on the strategy you intend to
pursue, and on the type of strategy you expect your
opponent to play. A few considerations could prove to be
helpful:
- The flag is the most important and vulnerable
piece, and it can be a good idea to surround it
with bombs. However, it then becomes difficult to
hide in unexpected places.
- Bombs are most effective in unexpected places.
However, you should balance this with the
consideration that they should not block your own
troops.
- Scouts are important pieces for discovering high
ranks of you opponent. Therefore they should be
easily accessible, for instance on the long lines
between the lakes. They also come in very handy
at the end of the game if you expect your
opponent's flag is not protected by bombs.
- Most miners should be safeguarded until the end
of the game (especially if you expect the flag to
be surrounded by bombs), or at least until bombs
have be identified.
- The spy is an extremely important piece: if it is
lost, the opposing marshal becomes very powerful.
Using the spy in a good way however requires a
lot of skill, patience, and especially bluff.
- High ranks are often deployed behind the lakes,
where they are less vulnerable to detection by
scouts. In general, many good players do not show
their high ranks very easily (after all: Stratego
is all about information gathering!). Especially
if your marshal is detected, your opponent's
general will become very powerful. However, some
players sometimes show them very easily, which
can be a good strategy when you are playing very
aggressively and want to put pressure on your
opponent. Again: what is wise in Stratego depends
to a large extent on your strategy and on your
expectations of your opponent. In general, your
high ranks should be easily accessible.
- Middle ranked pieces (captain, lieutenant,
sergeant) do not appear to be very important at
the start of the game, but are normally extremely
important in the final phases. An arrears of for
instance a captain and a lieutenant in a match
against a top-player will almost certainly cost
you the match.
- In general, it is wise to move as few pieces as
possible. Everything which has moved is of course
not a bomb, and will normally be remembered by
your opponent. If, in a later stage, you cannot
protect these pieces anymore with your high ranks,
he or she will come and collect. Because of this,
your deployment should be such that you do not
have to move too many pieces to be able to access
others. On the other hand, there are also players
who prefer to move many pieces, in order to
create the chaos required for bluffing: this
requires a lot of experience!
REMINDER: WORLD CHAMPIONSHIPS CHEQUES AND OTHER
BONUSES
At many Stratego tournaments in the Netherlands,
Belgium and Germany so called 'World Championships 1999
Cheques' were provided as prizes by JUMBO Netherlands,
JUMBO Belgium and JUMBO Germany. These cheques were extra
prizes, meant to encourage participation in the Stratego
World Championships 1999. The 1999 Championships are the
first, only and last opportunity to cash these cheques.
As announced before, this is subject to a few 'cheque
game rules' of our own:
- The cheques must be shown and handed in by the
person mentioned on the cheque. No other person
can cash the cheque on his behalf.
- This person must have participated in the
Stratego World Championships 1999, from start to
finish. That is, if the person qualified to
participate in the National Team Tournament, he
must also have completed that tournament.
- The cheques can only be cashed directly after the
prize ceremony of the Stratego World
Championships 1999.
JUMBO, thank you for sponsoring our World
Championships!