Corridor War Rules
Basic Rules


Intelligence and Espionage



This special note deserves mention here: either regular spies or NPC's can be sent to discover particular information about an area. What you want to know, along with the abilities of who you are sending will determine how effective they are, whether they will be successful or not, and how accurate the brought back information is.

Anything can be attempted to be learned: opinions of long term plans; projected strengths of an area; location of valuable supply lines and military targets; many, many other things. You could simply send a spy to just dig around and see what he can find in general. You can send a spy into an area to bring back specific troops numbers and equipment. You can send a spy in to learn more specific information. This information may prove useful in planning your own course of actions.

There is an area on your sheet that reveals your current intelligence levels. This determines your kingdoms overall efficiency at learning information ( it does NOT affect a particular NPC's abilities) and also your kingdoms counter - intelligence capabilities. If a spy is sent into your lands, and your counter intelligence is high enough, you may capture that spy, somehow prevent his attempts, feed him false information, terminate him, or perhaps turn him to your side as a double agent. Many variables will affect these results.

Your kingdoms current intelligence levels depends on how much money you have invested into it. It will rise and fall according to other variables as well. As always, though, the information gathered is for you to decide on whether it is true or not. It is always Your call as the Ruler.

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