Stratego Pieces Guide: Roles, Quantities & Abilities
Classic Original fields 40 pieces per army across 12 types. Use this page as your quick reference for quantity, combat role, and special rules.
Classic Original reference table
| Piece | Rank | Qty | Moves? | Summary |
|---|---|---|---|---|
| Marshal | 10 | 1 | Yes | Highest ranking officer. Wins every fair fight except against a Bomb or a Spy that attacks first. |
| General | 9 | 1 | Yes | Second-strongest piece. Excellent for controlling open fights once weaker units are cleared. |
| Colonel | 8 | 2 | Yes | Strong mid-high officers used to break lines and escort scouting pressure. |
| Major | 7 | 3 | Yes | Reliable combat pieces for midgame trading and zone control. |
| Captain | 6 | 4 | Yes | Flexible fighters that fill both attack corridors and defensive screens. |
| Lieutenant | 5 | 4 | Yes | Common trading pieces that probe enemy lines without risking elite ranks. |
| Sergeant | 4 | 4 | Yes | Lower officers used for early contact, baiting, and protecting Miners. |
| Miner | 3 | 5 | Yes | The only piece that can defuse Bombs. Essential for late-game Flag hunts. |
| Scout | 2 | 8 | Yes | Fast information gatherers that move any number of squares in a straight line. |
| Spy | S / 1 | 1 | Yes | Weakest combat piece, but can defeat the Marshal when the Spy attacks. |
| Bomb | B | 6 | No | Immobile traps that destroy most attackers. Only Miners can remove them safely. |
| Flag | F | 1 | No | Immobile objective. Capturing the opponent’s Flag wins the game. |
Role notes by tier
Elite officers (10–8)
Marshal, General, and Colonels decide major fights. Preserve them until you know where enemy Bombs and the Spy are likely hiding.
Mid ranks (7–4)
Majors through Sergeants do the everyday work: probing, trading, and holding lanes without exposing your best pieces.
Support ranks (3–1) and immobiles
Miners and Scouts create options. The Spy creates a Marshal threat. Bombs and the Flag shape defensive geography.
Special pieces at a glance
- Marshal (10): Vulnerable only to Bombs and an attacking Spy.
- Miner (3): Defuses Bombs on attack. Weak in open combat against most ranks.
- Scout (2): May move any number of unoccupied squares orthogonally, then stop or attack.
- Spy (S / 1): If the Spy attacks the Marshal, the Spy wins. If attacked by almost anything else, the Spy loses.
- Bomb (B): Cannot move. Any attacker except a Miner is removed; the Miner removes the Bomb.
- Flag (F): Cannot move. Any enemy piece that steps onto the Flag wins.
Deep guides
For practical usage patterns, continue with the Scout, Miner, and Flag protection guides.