While we're waiting for them to send orders, let's discuss another one of my ideas on how to stop a spy.
Instead of paying for counter-espionage or having spies in the same service, I suggest that every player receive a number of counter-espionage options from the start (let's say 3, maybe less, surely not more) which can be used to immunise the said player against spies for one turn at any time, but which are exhausted after use and cannot be rebuilt.
How about that?
Instead of paying for counter-espionage or having spies in the same service, I suggest that every player receive a number of counter-espionage options from the start (let's say 3, maybe less, surely not more) which can be used to immunise the said player against spies for one turn at any time, but which are exhausted after use and cannot be rebuilt.
How about that?
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