Item Interception, or sometimes called just Grabbing, is the act of taking an item from one token's inventory and adding it to another. Item Interception is one of the key game mechanics of Paranoid. There are three types of Interception's depending on what kind of token is being grabbed from. Retreival, Hand-Off, and Steal. There are unique rules governing each type of interception.
Universal Interception MechanicsEdit
No matter what type of interception is being performed, they all follow these basic rules.
1. To attempt to intercept an item, the agent must have at least 1 open inventory space.
2. The agent must be standing 1 square next to its target (diagonal does not count)
3. The opposing player will not see the interception attempt (though he will see Steal Bonus if it is activated)
4. When intercepting, the player does not truly know what is in the target's inventory, even when doing a hand-off.
5. The player does not get to choose what item will be intercepted. Instead a certain precedence is followed. The intel will be grabbed first, then any weapons, then any other items.
Types of InterceptionEdit
When performing a grab move on a container (eg a dead drop), this is called retrieving an item. Retreiving items is the simplest kind of interception. The item is simply tranferred from the container to the agents inventory.
Hand-off (Friendly Agents)Edit
Hand-offs work the same as Retreivals with one exception. Due to the Spy's special ability, an item can be "shadowed". If a shadowed item is attempted to be handed-off its shadow status will be revealed. THe hand-off would have failed and essentially have been a "wasted" turn.
Steal (Suspected Agents)Edit
Steals are performed on suspected agents and are a little bit more complicated than the other types of interceptions. Stealing follows these set of rules:
1. When stealing from a suspected agent they will be revealed as who they are.
2. If the suspected agent was actually a civillian OR if the enemy agent was not carriyng anything, then nothing will be transfered and no Steal Bonus will be activated.
3. If the suspected agent is revealed to be an enemy agent, and an item is stolen. A Steal Bonus is activated. Each type of Agent has their own Steal Bonus outlined below.
Note: The Shooter will reveal himself along with revealing his target when stealing from a civillian or enemy agent regardless if he is successful or not. The spy and the shooter will remain hidden.
The spy will steal the item, and leave behind a "shadow" version of the same item in the targets inventory. The spy is then granted the ability to make a shift move following the steal in the same turn. This allows spies to move as if they are neutral civillians while still performing an grab.
Take Down (Shooter)Edit
The shooter will steal the item, then beat up the target. The fight does not damage the target, but the target will not be able to move on it's next to so that it can recover.
The sniper's Steal Bonus is still being worked on.
- If a suspected agent does not move an entire turn, it likely means that he is an enemy agent and just attempted to do an intercept and failed (wasting his turn).
- The spy's Steal Bonus is perhaps the most useful. He can steal an item. casually walk away, and leave behind a shadow item. The target would have no idea what had happened.