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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.

On this page
  1. Reference table
  2. Role notes
  3. Special pieces
  4. Deep guides

Classic Original reference table

PieceRankQtyMoves?Summary
Marshal101YesHighest ranking officer. Wins every fair fight except against a Bomb or a Spy that attacks first.
General91YesSecond-strongest piece. Excellent for controlling open fights once weaker units are cleared.
Colonel82YesStrong mid-high officers used to break lines and escort scouting pressure.
Major73YesReliable combat pieces for midgame trading and zone control.
Captain64YesFlexible fighters that fill both attack corridors and defensive screens.
Lieutenant54YesCommon trading pieces that probe enemy lines without risking elite ranks.
Sergeant44YesLower officers used for early contact, baiting, and protecting Miners.
Miner35YesThe only piece that can defuse Bombs. Essential for late-game Flag hunts.
Scout28YesFast information gatherers that move any number of squares in a straight line.
SpyS / 11YesWeakest combat piece, but can defeat the Marshal when the Spy attacks.
BombB6NoImmobile traps that destroy most attackers. Only Miners can remove them safely.
FlagF1NoImmobile 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.

For practical usage patterns, continue with the Scout, Miner, and Flag protection guides.