X1 spy per major power. BRITAIN, FEC, and ANZAC are all under Britain. RUSSIA may have 2 spies.
Purposes are: Diplomacy, Espionage, and Counter Intelligence
Spies are used during the Production Phase. They are purchased in the Production Phase, and deployed in the Place Units Phase, able to be used immediately on the next turn.
You must declare what your spy is doing on the turn before you roll.
A spy can only use one of the three functions per turn. They are:
DIPLOMACY – Diplomacy is used to persuade a Neutral country to align with your country. Use the Diplomacy Chart that Historical Board Gaming has for the Global 1936 game. A spy is used in addition to the rolls that you would get by paying x1 IPC per Neutral Country you want to align. A spy may give an additional roll to a Neutral Country that you purchased a roll for. A spy may have 2 rolls per turn on the Diplomacy Chart. A roll of 1-3 on a D12 brings success, moving your alignment marker up or down the chart! You may also use the spy to “Un-align” with one of your opponents, who are trying to persuade a Neutral to their cause. If a Neutral Country is already fully aligned, the spy may not use Diplomacy to un-align those countries.
ESPIONAGE – Stealing technology. Select an opponent, not from your Allies. Select one of their Technologies from the Historical Board Gaming technology chart. The opponent must have the technology in any of the 3 stages or in the complete stage, and they must have a higher stage than what you currently have. Roll a D12, a 1-2 is a successful acquisition of desired technology. You can use this in addition to your purchased technology rolls, after your purchased rolls, and your opponent still has to have a technology level higher than your own to make the attempt.
COUNTER INTELLIGENCE – SPY vs SPY. There are 3 parts to this option.
The 1st option is assassinate the spy of an opponent. Roll a D12, 1-2 scores a successful attempt. Their spy is immediately removed from play. They may repurchase on their next round.
The 2nd option is to attempt to turn an opponent’s spy into a Double Agent. A roll of 1-2 on a D12 creates a successful turn of a spy. You may immediately use that double agent to perform more tasks. Your opponent doesn’t lose any spy benefits on their turn. The Double Agent gives a +1 on your action rolls while you have them.
The 3rd option is to reverse a double agent status to your spy. A roll of 1-3 on a D12 will reverse this status to a regular spy for your country.
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