From: Bruce Probst Subject: Re: Spies! Strategies (and clarifications) Date: Mon, 29 Dec 2003 11:16:13 +1100 On Sun, 28 Dec 2003 17:09:48 +0100, Andre Beckershoff wrote: >1. We have interpreted the diplomacy paragraph that only event tiles are >really not for trade. We thus have allowed exchanging caught spies, but >we weren't sure, because that would free spies without the use of an >escape chit. How do you see this rule? I don't see anything specifically prohibiting it. Rule 3.5 says that captured spies can return to play by an Escape chit, but it doesn't say = that it's the *only* way that they can return to play. >2. I thought I had read about this point in the manual, but I couldn't >find it: Are the police restricted to the "real" home-territories, where >the country's sings are printed (Fasces, Swastikas, etc...)? Or can they >also be set up in the african colonies, etc.? Rule 2.5: Place your police ... in any cities coded for police ... in = your home country. I don't think "home country" is actually defined in the rules anywhere, = but logically it would be a city specifically designated as being owned by a particular player. The rules also make a distinction between "home = country" and "friendly territory". Note the following clarifications from Moves #58, in the article "Spies Everywhere!" by Steve Fisher: "Each player should be allotted five minutes in which to move, and this = time limit should be strictly enforced. In addition, diplomacy should occur = only during the turn of one of the players wishing to negotiate." "Diplomacy should also be used to prevent a single player from gaining = too great a lead. Chits may be exchanged, money loaned, or spies exempted = from police searches in various countries to achieve this end." There is a Rules Clarification also, which is summarised at http://www.grognard.com/errata1/spies.txt This article also has some basic strategies for each country. ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "Oh no, they're doing it clown-style!" ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From: Bruce Probst Subject: Re: Spies! Strategies (and clarifications) On Mon, 29 Dec 2003 19:53:52 +0100, Andre Beckershoff wrote: >When you've sanctioned a spy you get a sanction marker. When calculating >victory points, what is that marker's value? Is it '1' or the value of >the spy that has been sanctioned? 6.0 "Each secret, captured spy, and sanctioned marker is worth a number = of Victory Points equal to its value times the multiple found in the box it occupies on your Time and Victory Record." Oh, I see, Sanctioned Spy markers don't have a printed value. Your guess is as good as mine. I'd be inclined to use the value = of the Sanctioned Spy myself. I can send you a PDF copy of that MOVES article if you like. ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "Oh no, they're doing it clown-style!" ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ