Rules of Play
At the beginning of a game, you choose whether Probe's setup
should be selected from a database of
designed setups or arranged randomly. Designed setups often fortify the
Flag with Bombs.
Random setups avoid placing the Flag and Spy in
the first or second row of any unprotected column. Here's a typical
example of Flag and Bomb
placement for a designed setup:
Your setup also may be designed or random. See Creating Setups to learn how to design your own setups.
At the beginning of the game, the identities of pieces are hidden from the opponent. So Probe's pieces will look like this to you:
As the game progresses, you will learn the identities of
pieces that win attacks or make special moves. You may also be able to
guess the identities of pieces that move aggressively or away from
capture, or that protect other pieces from capture. Likewise, Probe
will be able to positively identify some of your pieces, and make
The first turn in the game is determined at random. Pieces move according to these rules:
Additionally, there are these special rules, which default to On for Enhanced games and Off for Classic games:
See Options for variations on the movement rules.
A piece attacks by attempting to occupy the square of an opponent piece. These rules govern attacks:
The losing piece is removed from the board. If the attacker wins, it occupies the square of the loser; if the defender wins, it remains in place. The identity of the winning piece is revealed to the opponent.
See Options for variations on the attack rules.
To prevent undo chasing, Probe implements two International Stratego Federation (ISF) rules that apply both to your moves and Probe's:
In addition, Probe supports four additional rules that only apply to Probe's moves:
The chase rules can be individually enabled or disabled in Options.
There are two ways to win a game: