SPY
COMMANDER
Reviewed
By Nikola
Deception
is the greatest weapon of this Commander.
You can easily confuse your opponents
and create havoc in their ranks
with the Command Cards that will
be at your disposal.
Bare in mind though, that if you
do choose hire this Commander, you
can only use a 6-sided dice when
attacking.
The
card deck that becomes available
to you after hiring this Commander
consists of the following 20 cards:
| Infiltration
* |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Look
through the Command
Cards currently
held by one of your
opponents. |
|
|
| Black
Propaganda
** |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Bribe
all enemy units
in one territory
with your energy
chips and that territory
becomes yours. You
must pay one energy
for each enemy MOD
in that territory. |
|
|
| Confusion |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Randomly
choose a Command
Card from one of
your opponents.
Discard this card
from the game. |
|
|
| Insurgency |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Choose
any opponent controlled
territory. Roll
an 8-sided dice.
The number rolled
is the number of
enemy MODs that
defect to your army.
All MODs must immediately
battle for control
of the terriroty. |
|
|
| Force
Defection
*** |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Choose
one territory controlled
by an opponent.
That opponent must
remove upto two
MODs from the chosen
territory. Add an
equal number of
MODs to any one
of your own territories. |
|
|
| Terror
Tactics
**** |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Choose
a territory you
control sacrificing
one MOD from that
territory. All other
players must remove
3 MODs from each
of their territories
surrounding the
chosen territory. |
|
|
| Hostage
***** |
|
|
| Turn
Order: |
Play
on your
turn before
your first
invasion
is declared.
|
|
|
|
|
| Description: |
| Choose
any opponent controlled
Commander currently
in play. Roll an
8-sided dice. If
you roll 5 or higher
then that Commander
is taken hostage
until the end of
the game
the chosen Commander
remains out of play
until that time. |
|
|
The
energy cost for this deck are high,
but the cards themselves are very
powerful. The Spy Commander can
effectively cripple the enemy and
prevent them from using powerful
cards againt you. Also, it gives
you the advantage to know what your
opponents have in store for you.
However, there aren't many defensive
cards, so it is recommendable to
use this deck together with the
Land or the Diplomat Commander.
FAQ:
What
if I use the Insurgency Command
Card, roll the dice and the opponent
does not have that many MODs?
You take control of that territory
and there is no battle. In the case
there are still MODs from both armies
on that territory a battle is fought
between these units to decide the
fate of the territory. The player
who used the card is the attacker,
but this battle does not count as
an invasion. You cannot use this
card on a territory with an enemy
space station or a Commander.
What
if I use the Confusion Command Card
and the opponents card I chose
is the EMP Shield or the Nanobot
Virus?
When you choose the opponents
Command Card you cannot see the
card itself, only the type of the
card. The card you chose and draw
from his hands will be discarded,
even if it is the EMP Shield or
the Nanobot Virus Command Card.
But if the opponent has another
EMP Shield / Nanobot Virus card,
he can prevent the use of the Confusion
Command Card, and he gets his card
back.
When
I use the Hostage Command Card can
the opponent buy the same type of
Commander again?
No, the enemy Commander belonging
to your opponent will be trapped
until the end of the game.
When
my Commander is taken hostage, how
can I get it back?
The only way to get the Commander
back is to convince the opponent
to release him for a sum of energy
chips that you can offer him. However,
Command Cards cannot be traded.
When
I use the Force Defection Command
Card where can I place my 2 new
MODs?
At any territory you control.
Can
I use the Black Propaganda Command
Card on a territory with an enemy
space station or a Commander?
No. Also keep in mind that you must
have the energy for all the enemy
MODs in that territory. In the contrary
your Command Card will have no effect.
Can
the Terror Tactics Command Card
affect my units in a neighbouring
territory?
Yes. All neighbouring territories
are affected, those connected by
land, but also those connected by
sea.
NOTES
| *
The effect is the same as the
Radio Telescope Command Card
from the Advanced Tech Command
Deck. |
| **
The name for the card is borrowed
from the Rebellion variant,
but the card itself is completely
different. |
| ***
The card is simillar to the
Sudden Defection Command Card
from Commanders 2.5 variant. |
****
The name for the card is borrowed
from the expansion of the same
name created by Insurgency Gaming.
The card itself is a more powerful
variant of the Nail
Bomb Command Card of the beforementioned
expansion. |
*****
This card has the same name
as the Command Card available
in the Terror Tactics expansion
set, but it is not the same.
Mr X saejinn first imagened
this
concept of taking the Commander
prisoner in his Rebellion variant. |