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7  SPYING & SCOUTING7.1  SCOUTING  You get a scouting report from every area you don't own that is adjacent to an area containing one or more of your armies. Areas that you scout will be included in your player report at the end of the turn. Whenever you scout an area the owner of that area (at the end of the turn) is told you scouted it. Note: There is no SCOUT action in Dark Age (there used to be, but it's been replaced by this rule). If you want a scouting report from an area that isn't adjacent to one of your armies then you must use a spy (or put an army in place, of course). 7.2  SPY  Information about any area that your spy visits during the turn (including the areas where he starts and finishes) is included in your player report at the end of the turn. What you see is the position at the end of the turn (rather than the position when your spy was there). The SPY action is used to move your spy from one area to an adjacent area. Spies don't get stuck, and may move to or from areas regardless of ownership. Spies may move to and from sea areas normally. There is no cost in BPs for moving a spy. If you don't have a spy when you order a SPY action then a new one is recruited at a cost of 2 BPs and placed in the area given in the "from" box (provided this is an area you own) and moved normally (so you can move him to "where to" in the same action). Otherwise the computer always knows where you spy is (you can only have one) so there's no need to give a "where from" on a SPY action. The presence of a spy is not normally reported to the owner of the area (but see the next two paragraphs). Format [ "SPY" ] [ NOT USED ] [ WHERE TO ] [ NOT USED ] 7.3  KILL  The KILL action is used to eliminate spies from other kingdoms from in areas owned by your kingdom. There is no cost in BPs. You must say whose spy you're hunting. If the spy belonging to that kingdom is located in the area specified, and the area belongs to your kingdom, then he is immediately strung from the nearest tree. If there's no spy but there is a watcher, then your action strings up the watcher instead (if there's a spy AND a watcher then you get the spy and not the watcher). Format [ "KILL" ] [ WHERE ] [ WHOSE SPY ] [ NOT USED ] NOTE: You must be the owner of the area, but your own spy does not need to be present.. 7.4  FIND  The FIND action is used to search for spies from other kingdoms. There are three formats for this action, allowing you to search for the spy of a chosen kingdom wherever he may be (fill in "whose spy" and leave "where" blank), or any spy in a chosen area (fill in the "where" box and leave "whose spy" blank), or a chosen spy in a chosen area (fill in both). This action reports the location of that kingdom's spy at the time the action was processed (rather than at the end of the turn). There is no cost in BPs. Format [ "FIND" ] [ NOT USED ] [ WHOSE SPY ] [ NOT USED ]   find "whose" spy, anywhere Format [ "FIND" ] [ WHERE    ] [ NOT USED  ] [ NOT USED ]   find any spy in "where" Format [ "FIND" ] [ WHERE    ] [ WHOSE SPY ] [ NOT USED ]   find "whose" spy in "where" 7.5  WAIT  The WAIT action orders your spy to set a trap for a spy belonging to another kingdom. Your spy must be in an area owned by your kingdom. If the target enters that area while your spy is waiting then he is knifed in the dark and dumped in a ditch. If your spy makes any other action (spy, sabotage, treachery or wait) or the area is captured by another kingdom then the "wait" is cancelled. There is no cost in BPs. Format [ "WAIT" ] [ NOT USED ] [ WHOSE SPY ] [ NOT USED ] 7.6  SABOTAGE  The SABOTAGE action disperses an army (if on land) or a ship (if at sea) in the area currently occupied by your spy (the army or ship goes back into reserve). Your spy, however, is caught and executed. The cost is 1 BP. Format [ "SABOTAGE" ] [ NOT USED ] [ NOT USED ] [ NOT USED ] Note: Sabotage actions are often used for eliminating the last enemy ship in a sea area, in order to allow a new fleet to be launched. |