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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 *
Cost:
2
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
4
Description:
Look through the Command Cards currently held by one of your opponents.
Black Propaganda **
Cost:
2
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
4
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
Cost:
1
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
4
Description:
Randomly choose a Command Card from one of your opponents. Discard this card from the game.
Insurgency
Cost:
2
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
3
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 ***
Cost:
1
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
3
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 ****
Cost:
4
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
2
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 *****
Cost:
3
Turn Order:
Play on your turn before your first invasion is declared.
No. In Pack:
2
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 opponent’s card I chose is the EMP Shield or the Nanobot Virus?
When you choose the opponent’s 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.

 

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