The complete Stratego rank order

In this numbering system, 10 is the highest ordinary rank. Mobile ranks descend from Marshal to Scout, followed by the Spy. The Spy is shown as S; some sets label it 1. Bombs and Flags are special immobile pieces, not ordinary combat ranks.

Classic 40-piece army, using Marshal 10 numbering
RankPiecePer sideWhat to remember
10Marshal1Highest ordinary rank; vulnerable to an attacking Spy.
9General1Moves one square orthogonally; wins against lower ranks.
8Colonel2Moves one square orthogonally; wins against lower ranks.
7Major3Moves one square orthogonally; wins against lower ranks.
6Captain4Moves one square orthogonally; wins against lower ranks.
5Lieutenant4Moves one square orthogonally; wins against lower ranks.
4Sergeant4Moves one square orthogonally; wins against lower ranks.
3Miner5The only piece that can attack and defuse a Bomb.
2Scout8Travels any number of clear squares in a straight line.
SSpy1Defeats the Marshal only when the Spy attacks first.
FFlag1Cannot move. If captured, its owner loses.
BBomb6Cannot move. Defeats attackers other than a Miner.

The counts add up to 40: 33 mobile pieces, six Bombs and one Flag. They describe one army, so a classic two-player set has 80 playing pieces altogether.

Does the Spy beat the Marshal?

Yes, if the Spy attacks the Marshal. The reverse attack has the reverse result: the Marshal defeats a defending Spy. This is an attack-direction exception, not a general rule that the weakest piece beats the strongest.

A Spy loses ordinary combat to the other numbered ranks. Two Spies remove each other. If your opponent knows where your Spy is, your Marshal loses part of the uncertainty protecting it.

Try both directions.

In the battle lab below, choose Spy as the attacker and Marshal as the defender. Then swap them. The survivor may have the same name, but who initiated the attack changes why it survived.

What defeats a Bomb?

Only an attacking Miner can defuse a Bomb. The Bomb is removed and the Miner takes its square. A Marshal, General, Scout or Spy that attacks a Bomb is removed while the Bomb remains.

A Bomb cannot chase, move or attack. Its power depends on its initial location and the opponent's uncertainty. A row of Bombs can protect a Flag, but can also trap friendly pieces behind it.

Why Scouts matter despite their low rank

A Scout can cross several clear squares in a straight line. The lakes and occupied squares still block it. Under the PlayMonster convention used by our practice board, it can also attack an enemy at the end of that clear line.

A long move reveals its identity. A one-square Scout move can preserve uncertainty. A Scout that is weak in a direct exchange may still be valuable for locating an exposed Flag later.

Use names when editions disagree

Our chart follows the Hasbro booklet linked below: Marshal 10, Miner 3, Scout 2 and Spy S. If your set uses different printed numbers, identify the named piece and follow its own instructions. Never compare a number from one edition to a number from another without checking the rank order.

The practice board uses only the ten Duel pieces. It intentionally does not contain the middle ranks in this full classic chart.

THE BATTLE LAB

Who wins this encounter?

Choose the attacker and defender. The direction matters for a Spy.

The attacking Spy defeats the Marshal.

Checked against the rulebooks.

Classic 40-piece setup and ranks: Hasbro instructions (PDF). The 10-piece Duel roster and specialist rules: PlayMonster instructions (PDF). That PlayMonster booklet also describes a 30-piece edition; its full-game setup is different. Reviewed November 14, 2026. Strategy suggestions are editorial advice.

Our sources & editorial approach