Chapter 13: Employing Spies
"The means by which enlightened
clans and wise generals move and conquer their foes, and that
their acheivements surpassed the masses, was advance knowledge.
"Advance knowledge cannot
be gained from rumor or guesswork, inferred from Clan tags,
or projected from measures of leetness, but must be gained
by spies, for it is the knowledge of the other team's true
situation.
"Thus, there are five types
of Spy actions to be employed, local spy, internal spy, turned
spy [double agent], dead [expendable] spy, and living spy. When
your Clan's spy can employ these forms, and noone knows his
secrets, this is the Clan's treasure.
- "Local spies - employ disguises and
monitor the enemy movements.
- "Internal spies - let the enemy think
you are one of them.
- "Double agents - so confuse the Enemy
as to attacking his own men.
- "Expendable spies - employ havoc and
gas to destroy enemy positions.
- Living spies - return with the flag.
"Thus of all the Clan's affairs, no relationship
is closer than with spies; no rewards are more generous than
those given to spies, no affairs are more secret than those
pertaining to spies.
"Unless the player has the wisdom of a
Sage, he cannot use spies, unless he is cunning and devious
he cannot employ spies, unless he is subtle and hard-working,
he cannot perceive the substance of the intel reports. It is
subtle, subtle! There are no games in which one does not employ
spies.
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