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Stratego Scout Guide: Movement, Recon & Risks

The Scout (rank 2) is Original Stratego's long-range sensor. Eight Scouts per army make mobility a resource—spend them with purpose.

2Scout may travel any number of open squares in a straight lineMovement stops before friendly pieces, lakes, or board edges.
Scout special movement: unlimited orthogonal steps through empty land squares, then optional attack onto an adjacent enemy.
On this page
  1. Rules recap
  2. Practical usage
  3. Advantages
  4. Risks
  5. Common mistakes
  6. FAQ

Rules recap

In Classic Original, Scouts may move any number of open squares orthogonally in a straight line, or attack an enemy after traveling that open path. They lose to almost every combat piece in a fair fight.

Practical usage

  • Open files early to map immobile candidates.
  • Save a few Scouts for late Flag-corridor checks.
  • Use short Scout moves to bluff as higher ranks.

Advantages

Speed, quantity, and low opportunity cost on many probes. Scouts turn empty board geometry into intelligence.

Risks

Bombs erase Scouts instantly. Revealing a Scout also teaches the opponent that a lane is soft. Overusing Scouts can leave you without late-game eyes.

Common mistakes

  • Charging every unknown piece on sight.
  • Blocking your own Scout lanes with cluttered mid-ranks.
  • Never bluffing short Scout steps.

FAQ

Can a Scout jump over pieces?

No. Scout movement requires a clear path of empty squares along a row or file, stopping before lakes or occupied squares—unless attacking into an enemy.

Should Scouts attack unknown pieces?

Sometimes. Attacking reveals information but often loses the Scout. Prefer attacks when the target is likely a Flag, Bomb you need to confirm, or low piece.