||The spy is captured and interrogated, giving up vital information. The enemy adds +1 to his Campaign Point total in the next campaign turn.
||Clever misinformation hinders the enemy's movements. The enemy subtracts 1 from his Campaign Point total in the next campaign turn
|| The tricky spy snares the enemy commanders in his web of lies. You may spend one of the enemy's Campaign Points to move one of his warbands in the next campaign turn, following all normal rules for movement.
||The spy stabs, poisons, or otherwise seriously injures an enemy commander. You may choose any one character in one of the enemy's warbands who will play no part in any battles his warband is required to fight in the next campaign turn.