Spies:
Each team will be assigned the same number of spies. The job of the spy will be to feed false information, lead players into ambushes, cause mission failures, or eliminate players on the opposing team (with discretion). The object of the spy is to cause as much chaos and score as many points for his team without revealing his role. If a player feels that he has positively identified the spy on his team, he should inform the General of his suspicions, and the General will contact the Scenario Director for verification. A player should not abuse this privilege by accusing every person of being a spy. One must have solid proof that this person is a spy. A player is only allowed three guesses as to whom the spy is. For each additional wrong guess following three incorrect guesses, a team will lose one point. On some occasions, unofficial spies may be created when a player manages to convince the other team that he is a member, usually by finding an ID tag. Any player in such a position should make event staff aware of their status, if possible, to limit confusion. While deflections are technically allowed, if a player chooses to turn on his team, he should be aware that this will not necessarily allow him to insert to the opposing team’s CP. If a player feels that such an action would be appropriate to his character, his should discuss the matter with the Scenario Producer prior to taking action, lest he finds himself in a very uncomfortable position.