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spies..
Background : Ok, generals hate spies, cause they sneek in and blow things up, and having been a general a few times I cant say I blame them. But spies are an integral part of old school scenario ball.
That said - Im a Keep It Simple kind of guy, and as we provide elbow room for spies, it must be simple.
Here is my general rule for ALL players: You must have your legitimate color coded player card visible and unobstructed at all times and your legitimate color arm band visible and unobstructed at all times. "Legitimate" means the army that you and your team registered under.
NO Hiding your arm band! NO pulling you sleeve down over it! NO accidentialy taping over it with the enemies color. NO registering an individual player on the opposite army from your team with the purposes of being a plant.
Im not planning on writing any "you are blown up cards", or any "nuclear weapons detotation cards" like our friends in Florida invented. Spies may have information, and spies have been written into missions and Ill keep my options open on how Ill use the spies - but please dont stay awake at night trying to second guess my plans. Im really pretty simple. If you want a hint: watch Black Hawk Down - I have more than once and taking notes as I did so.
all that said, I need a few more players that are cool with these rules to help me support the story line. PM me on this site.
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