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USER MANUAL Stratego Spies & Lies a story Jumbo
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Game board layout with numbered cards and game pieces, including a central map with animal figures and a red flag.SPEL
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Game screenshot showing a character playing with numbered move numbers on a grassy background
DUBBELSPIONNE
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Game screenshot showing a character playing with numbered circular markers and directional arrows, likely from a mobile game interface.MISLEIDINGSFICHES
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Red ribbon with white diamond pattern and a rose at the center (no text or symbols)
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Game board layout with numbered cards and game icons, including a central card game scene and player interfaceDÉROULEMENT DU JEU
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Game screenshot showing a character playing with numbered move numbers on a green board, surrounded by game structures and player icons.
L'AGENT DOUBLE
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Game interface screenshot showing a character playing with numbered circular markers and game controlsJETONS DE TROMPERIE
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Red and white decorative emblem resembling a stylized flower or rose (no text or symbols)
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Game interface screenshot showing a character interacting with coins and game elements, with numbered UI buttons and a large upward arrow.natural_image
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Game board layout with numbered cards and game pieces, including a central map of a park sceneDAS SPIEL
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3 7 Prenkes Bender


Nicht korrekt:
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Game board screenshot showing a character playing with numbered move numbers and game icons
DER DOPPELSPION
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Red fabric with a white bow and rose design, no text or symbols visible
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Game interface screenshot showing a character interacting with a money bag, surrounded by numbered buttons and game iconsnatural_image
Game scene with cartoon characters on a grassy field and red circular markers (no readable text or symbols)Break the deadlock in the final days of war. Victory will hinge on the actions of a handful of men – and we women spies... Go head-to-head as you secretly select soldiers with different abilities to engage the enemy.
Each of you will have the opportunity to sabotage your opponent's missions – using careful deployment, clever deduction and surprising deception. With every enemy soldier you identify, with every advance you rebuff, you'll tighten the noose, infi ltrating further into the enemy camp and taking the Double Agent a step closer to capturing the enemy fl ag!
OBJECT OF THE GAME
Spies & Lies is played in 3 rounds. Each round consists of 3 phases (Deploy, Intel and Mission) which will determine which player can move the Double Agent into enemy territory on the game board. The first player to land on the enemy's flag with the Double Agent wins (or the player who is closest to doing so when the third round ends).
CONTENTS
• 1 Game board
• 10 Red and 10 Blue Soldier cards
• 2 sets of 4 Mission cards
- 6 Intel cards
• 1 Starting Player card
• 8 Reference cards
• 2 sets of 4 Intel tokens
• 3 Stratego Towers (1 Red Infi ltration marker,
1 Blue Infl ltration marker, 1 black Double Agent marker)
• 1 Day Marker
• 4 Deception tokens
- Game rules

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ons - h every the gent a y, Intel gent into y's fl ag enSET UP
- Choose a colour: red or blue.
• Each player takes their matching deck of blue or red Soldier cards, 4 Mission cards, 1 Reference card, 4 Intel tokens and 1 Deception token. - Place the game board in the middle of the table. Make sure the flag of your colour is nearest to you.
- Both place the Infiltration marker of your colour on the game board, on the start space marked '0' on the Infiltration points track.
- Place the Double Agent on the open space in the middle of the game board, as shown.
- Place the Day marker on the first day circle on the game board.
- Place the Starting Player card and spare Deception tokens to one side.
- Both place your 4 mission cards in order, in front of you, as shown.
- Shuffle and place the deck of Intel cards face down. Take the top card and place it face up above the Intel deck.
This is the 'Old Intel' pile. - Both shuffle your 10 Soldier cards, place your decks face down and ask your opponent to pick one of your cards at random. Place the card next to the deck of Intel cards, face-up. These two soldiers are 'exhausted' and can't be deployed in the first round.
- Keep your other 9 Soldier cards in your hand and make sure your opponent cannot see them.
A GAME, READY TO START SHOULD LOOK LIKE THIS:
1 10 Blue Soldier cards
2 4 Intel tokens
3 Deception token
4 Exhausted soldier
5 Intel cards (face down)
6 Old Intel card (face up)
7 Starting Player card
8 Spare Deception tokens
9 Reference card
10 10 Red Soldier cards
11 Mission cards
12 Day marker
13 Inflation markers (Red & Blue tower)
14 Double Agent (Black tower)
15 Game board

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Game board layout with numbered cards, game pieces, and player interface elementsPLAY
The game is played in 3 rounds, with each round representing a day. Each day consists of 3 phases:
- Deployment phase: each place one Soldier card from your hand face down below each of your 4 Mission cards, as shown.
Your soldiers' ranks (1-10) must always increase from left to right, with the exception of the Sergeant (4) who can be placed in any position (to surprise the enemy and make deduction more diffi cult). You may always look at your cards during the round. For more details about each rank and their capabilities, see page 38.








Mission cards 1 to 4 and with 4 Soldier cards face down
Correct:
all cards are placed in rank order




Incorrect:
the Miner (3) is out of sequence




Correct:
the Sergeant (4) may sit in any position




Incorrect:
the Bomb (7) is out of sequence

- Intelligence phase: turn over the top Intel card so it sits face up on top of the Intel deck. This is the current Intel. Each player must now place an Intel token on each of their Mission cards that corresponds to a Soldier whose rank number is shown on the Intel card, with the exception of the Sergeant.

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4/5/6/7- Mission phase: fl ip or spin the Starting Player card to decide who'll begin the first round (players then take turns when it's time to start rounds 2 and 3). If you're starting, try to work out which Soldier sits in your opponent's Mission 1 position. Use the clues shown by the sequence of numbers on the Intel card, the quantity and placement of Intel tokens lying on the Mission cards, the identity of the exhausted soldier, and try to figure out your enemy's strategy.
Call out your guess of that card's rank (its number or title) then flip over that Soldier card. See 'Scoring' on the next page. Your opponent now takes a turn to identify which Soldier sits in your Mission 1 position. Then it's your turn to identify your enemy's Mission 2 Soldier and so on until all Soldiers have been revealed. (Note: see Special Rule No.1 on page 37.)








The Sergeant (4) is an exception and may give false intel.
"I guess your Spy (1) is on mission 1"








SCORING
Each time a Soldier card is revealed, record your score as follows:
- If you correctly identified your opponent's Soldier, move your Inf1 iteration marker 2 spaces along the numbered track. The Soldier you identified 'retreats': it remains face up and is 'tilted' – turn the card 90 degrees to show that its special ability cannot be activated.
- If you did not correctly identify your opponent's Soldier, your Infi ltration marker stays put. Instead, your opponent can immediately activate their Soldier's special ability and earn any Infi ltration points, if applicable. Their Soldier card remains face up in its normal orientation (untilted). See page 38 for more about Soldiers' special abilities and Infi ltration points.

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4/5/6/7The red Spy (1) is correctly identified and retreats








"I guess your Scout (2) is on mission 1". The blue player did not identify the red Soldier on mission 1 correctly, so the red player can move its red Infiltration marker 1 step forward and receives (in the case of the Spy) a Deception token.









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Game screenshot showing a character playing with numbered move numbers on a grassy terrain
THE DOUBLE AGENT
As soon as your Infi ltration marker reaches 10 on the track, you have successfully infi ltrated the enemy and gained influence over the Double Agent. Return your Infi ltration marker to '0'. Any leftover Infi ltration points you scored with a soldier or from identifying the enemy card are lost. There is one exception: the Colonel can carry points over (see his special ability on page 38).
Now advance the black Double Agent from its current position by the same number of spaces as shown by the Day Marker (one space on Day 1, two spaces on Day 2, etc.), always moving in the direction of the enemy's fort.
If you reach the wall space on top of the enemy's fort with the Double Agent during any turn, you must stop there for now, even if you have more moves of the Double Agent left. If on a later turn you are still on the wall and get to move the Double Agent, you can make the decisive step and capture the enemy's flag to win the game. Note: You can have any number of successful infi trations per round (by reaching '10' on the track several times). The Lieutenant (5) and General (9) have the special ability to advance the Double Agent immediately, see page 38.
DECEPTION TOKENS
During the Mission phase of your opponent's turn, you may choose to play a Deception token. Place it on the Soldier your opponent is about to identify, before they make their guess.
- If your opponent's guess was correct, your Deception token has no effect.
- If your opponent's guess was incorrect, first activate your Soldier as described earlier, score any infi ltration points that apply (returning to '0' if you reach 10), then score an extra 4 Infi ltration points for using your Deception token.
The red Inflation token has reached 10 on the track in round 2.
Now the Double Agent advances 2 spaces towards the blue player's fort.

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Game screenshot showing a character playing with numbered move numbers and a red star symbol at the bottom."I play a Deception token on my Soldier on Mission 5"





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Madermoiselle Siduña

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Red flag with white ribbons and a rose at the bottom (no text or symbols)
The blue player did not identify the red Soldier on mission 3 correctly, so the red player can move its red Infi ltration marker 4 steps forward earned for the activated Sergeant (4) and an extra 4 for the Deception token. If you reach 10, any excess infl ltration points are lost.
After using the Deception token, it goes out of play (regardless of whether it was guessed correctly or not). A player can win an extra Deception token if their Spy is activated but may not hold more than 2 at any point in the game.
"I guess your General (9) is on mission 3".





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Mademoiselle Sutacé

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4 ? Digby Tubblington
ENDING A ROUND
The round ends when all the Soldiers in the Missions have been revealed.
Each player picks up the 4 Soldier cards that they deployed during the last round, shuffles them face-down and asks their opponent to pick one of the 4 at random. (If you activated your Bomb during the round and also correctly identified the next enemy card, pick two cards for your opponent to place in their exhausted pile in the next round instead of one.) The soldier(s) is/are exhausted, placed face-up next to the Intel cards and not available for the next round. Take back the exhausted soldier (or soldiers) from the last round and return it to your remaining Soldier cards, ready for the next round.
- Move the current Intel Card to the Old Intel pile. Place it so that all Old Intel cards are visible.
• Take back any Intel tokens from your Mission cards.
• The Day Marker is moved to the next round and a new day begins.
• Infi ltration markers and the Double Agent stay in their current positions.
• The player who did not start the last round now gets to start the next round.

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1 | 2 | 3 | 4 4 | 5 | 6 | 7 7 | 8 | 9 | 10WINNING THE GAME
The game ends in one of two ways:
- If you reach the Flag in the enemy's fort with the Double Agent, you win the game. You do not have to land on the enemy's Flag by an exact count. This could happen in any round.
If you win in this way, reveal all your remaining cards to ensure that all your soldiers follow the deployment rules. If any card does not, a critical flaw in your campaign is revealed: the win is cancelled, and your opponent wins the game instead.
OR...
- At the end of the third round, the player who has been able to push the Double Agent into enemy territory (no matter how far) wins the game. If the Double Agent is on neutral ground (the middle space of the game board), the player with the most Infl ltration points wins. If this is also tied, the game ends in a draw.
SPECIAL RULES
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Incorrect Intel: if it comes to light that your opponent placed an Intel token incorrectly or did not place one when it should have been, then that card immediately counts as correctly identified: tilt the card and score 2 Inflation points.
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Incorrect order: If your revealed Soldier is in the wrong order compared to your already revealed cards (see Deployment phase rules), undo any Double Agent moves you made during this round and move your Infi ltration marker back to '0'. This card and all your remaining cards this round will count as Identifi ed: reveal them in normal turn order. You may still guess enemy cards on your turn. (The Sergeant is excluded from these rules.)

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Game interface screenshot showing a character with arrows pointing to a game, surrounded by numbered buttons and iconsThe Double Agent reaches the blue Flag in round 2, so the red player wins the game!

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Game scene with cartoon characters on a grassy field and blue river (no readable text or symbols)The Double Agent is at the end of round 3 in the territory of the red player, so the blue player wins the game!
TEAM PLAY
Spies & Lies can be played in teams, with up to two players on each side: separate the Mission cards into two groups with one team member playing Missions 1 and 2, and the other Missions 3 and 4.
Each player is responsible for choosing their own Soldiers and engaging with their respective opponents. Teammates can freely talk about strategy, but they cannot whisper, and they can't look at the Soldier cards (or reference card) at the same time while deploying.
After one player has chosen the cards for Missions 1 and 2, their teammate may view them only once to maintain correct card order. Other than this, neither teammate can look at the other's cards. (This means that the first teammate will not know what is in Missions 3 and 4.)
SOLDIERS AND THEIR SPECIAL ABILITIES
If your opponent fails to identify one of your Soldiers correctly, your Soldier is activated and can bring special abilities into play (either immediately or later in the round). This can earn you valuable Infiltration points and perhaps the chance to move the Double Agent. Check the chart below to see what happens with each type of Soldier:
| Soldier | If activated, immediately... | |
| 1 | Spy | ... earn 1 Infi ltration point (IP) and 1 Deception token (DT). When you find the Marshal, he immediately retreats (tilt it), regardless of whether you identified him correctly or not. |
| 2 | Scout | ... earn 2 Infiltration points. For every Soldier you correctly identify this round, after your Scout is activated, you earn 4 Infi ltration points instead of 2. |
| 3 | Miner | ... earn 3 Infi ltration points. When you find the enemy Bomb, it immediately retreats (tilt it), regardless of whether you identified it correctly or not. |
| 4 | Sergeant | ... earn 4 Infi ltration points. About the Sergeant: during the Deployment phase, the Sergeant can be put anywhere in the line. For example, 2-7-4-10 is a valid line-up. The Sergeant may also give false information during the Intelligence phase, either by NOT GIVING intel when he should, or GIVING intel when he shouldn't (using the Intel token). |
| 5 | Lieutenant | ... advance the Double Agent (DA) 1 space towards your enemy's fort. You do not earn any infi ltration points. |
| 6 | Captain | ... earn 6 Infi ltration points. Or, instead, use one Soldier card that is currently exhausted. In case of 2 exhausted Soldier's, you may choose 1. You gain the exhausted Soldier's Infi ltration points and its abilities are activated, if any. Keep the cards where they are. (If the Spy or Miner has been activated, the newly chosen card will also be affected.) |
| 7 | Bomb | ... the Bomb explodes! The next card (of your opponent) that you reveal this round will automatically retreat (tilt it). You do not earn any infi ltration points.Double damage: If your Bomb is activated and you correctly identify the next enemy card this round, you will choose 2 Soldier cards instead of 1 for your opponent to exhaust in the next round. |
| 8 | Colonel | ... earn 8 Infi ltration points. The Colonel is the only Soldier who can roll over excess Infi ltration points. For example, if your Infi ltration marker is on 7 and the Colonel is activated, move 3 Infi ltration spaces to the '10', advance the Double Agent, and then after returning to '0' move your Infi ltration marker the remaining 5 spaces on the next run along the numbered track. |
| 9 | General | ... advance the Double Agent 2 spaces towards your enemy's fort. You do not earn any infi ltration points. |
| 10 | Marshal | ... either earn 10 Infiltration points*, or earn 5 Infiltration points and reduce the enemy's Infiltration points total by 5. If the enemy's points are reduced to less than zero, nothing happens: their Infi ltration marker remains on the '0' space.*Remember excess Infi ltration points cannot be rolled over. |

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Solid golden color field background with no text, symbols, or discernible features
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Close-up of a golden and brown mechanical component with a glossy finish (no text or symbols visible)
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Red Jumbo logo with stylized elephant design and basket pattern (no text or symbols)Jumbodiset
19739
© 2019 Jumbodiset Group. All rights reserved.
Game concept © Don Eskridge
Development by Jeremy Falger.
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