Rank #
Pieces
U.S. Army insignia
Modern U.S. Army rank equivalent
10-1
1 Marshal
General of the Army
9–2
1 General
Full General
8–3
2 Colonels
Colonel
7–4
3 Majors
Major
6–5
4 Captains
Captain
5–6
4 Lieutenants
Lieutenant
4–7
4 Sergeants
Sergeant
3–8
5 Miners
Specialist
2–9
8 Scouts
Private
S
1 Spy
No insignia
Typically, one player uses red pieces, and the other uses blue pieces. Pieces are colored on both sides, so players can easily distinguish between their own and their opponent's. Ranks are printed on one side only and placed so that players cannot identify specific opponent's pieces. Each player moves one piece per turn. If a piece is moved onto a square occupied by an opposing piece, their identities are revealed, the weaker piece is removed from the board, and the stronger piece is moved into the place formerly occupied by the weaker piece. If the engaging pieces are of equal rank, they are both removed. Pieces may not move onto a square already occupied by another piece without attacking.
Stratego

[edit] Flag placement
Since one of the win criteria is to capture the Flag, its placement is vital. It is commonly placed on the back row surrounded by two or three Bombs for protection.[1] Some players will use this generalisation to their advantage and place the Flag somewhere unprotected, for example the Shoreline Bluff (also called "the Lakeside Bluff"), i.e. placing the Flag directly adjacent to one of the lakes[2] where the opponent may not think to look for it.[3]
Inexperienced players may accidentally alert an opponent to the location of their Flag by calling too much attention to it when they initially position their pieces on the board. This is often done by simply placing their Flag down first and then constructing their defenses around it. One counter measure for this is to place all the pieces on the board randomly and then rearrange them into the desired setup. This tactic became obsolete when some newer versions came supplied with a cardboard privacy screen.[4]
[edit] Bluffing
Some common bluffs included
A cluster of Bombs set by itself may deceive one's opponent into thinking that the Flag is there when, in fact, it is on the other side of the board.
Charging with a small unit, e.g. a miner, towards a known medium sized unit, e.g. a major, with the view to get past and attack a bomb.
If the opponent's Marshal wins its first battle (and is thus revealed), and a player immediately moves a piece near the back row on the other side, the opponent will probably assume that this piece is the Spy when, in fact, the Spy may be on the other side of the board (and already close to the Marshal). This is a common tactic as it may cause the Marshal to move

[edit] Effective scouting
Scouts are very useful towards the end of the game, once the board is more clear. They can be used to identify bombs on the back row, reveal bluffs or even capture the flag. They are most effective when they are moved one space at a time until necessary, as the moment they move multiple spaces, they are identified as a scout. Since they can move along a whole line, they are also effective for catching a spy daring to take a step into one's territory, even when they are standing on the other side of the board.
[edit] Spy strategies
In most games, it is advisable to have the Spy shadow a General or a Colonel. These pieces are normally vulnerable to attack by the opposing Marshal. Keeping a General or Colonel in the same vicinity as the spy allows an effective retreat to where the opponent's Marshal can be ambushed by the Spy.
Spy bluffs are also effective. For example, using a Sergeant to shadow a Colonel might confuse opponent, and he may be reluctant to have his Marshal attack the Colonel

PALITOS DE NINTEDO DS