Spy can steal from adjacent tiles when on armory or top center lock
Pilipo opened this issue · 2 comments
if spy is on one of four tiles, offer adjacent legal warehouses for selection, then require confirmation (this action is optional)
If, atthe start ofthe turn, the spy is located in the Armory module orin the
Lock near the opponent’s warehouses, you may steal one resource unit
from this warehouse, before throwing the die, and move it to your
own warehouse. However, this is only allowed if the warehouses for
this resource type (both your warehouse and opponent’s one) are not
blocked.
When player 1's spy lands on 25,10
; 26,10
; 27,10
; or 28,10
the server should show the 0, 1, or 2 tiles that are available for theft. This happens BEFORE the die roll. Which sucks, because that may require a new turn phase.
(it should go without saying that the same logic holds for player 2's spy on 2,10
; 3,10
; 4,10
; 5,10
)