Reckoner

Each reckoner except for Informants (which cannot be hurt) and The Foe (which is slightly more complicated) can be wounded by Planning using a weapon or an edge lore (using both at once gurantees the wound).

## Informants

* Appears randomly on board and comes more often the more Traces you have on board
* Can create trace if there isn't any
* Can summon either the Assassin or the Operative if there is at least a Trace
* Cannot be attacked, but may leave on their own if no Traces are present

## Assassin/Enforcer

* Each action gives you 1 Wound
	+ Blocked by Weapons, Followers, Edge Lore, and any Distractions but will generate a Trace
* May call the Underboss with 3 Trace on Board
* Can be bribed with a Stolen Decade, but may demand a second one before accepting; doing so will make them leave and produce a False Trail
* Dies to 2 wounds
	+ Leaves a corpse when slain

## Operative

* Each action can steal any assets of value, can go from funds to
	+ Blocked by using Connections which will wound them
* May call the Underboss with 3 Trace on Board
* Dies to 2 wounds
* Can be bribed with a Stolen Decade, but may demand a second one before accepting; doing so will make them leave and produce a False Trail
	+ Leaves a corpse when slain

## Underboss

* Has the ability of both the Assassin or the Operative but can only do either one of those
	+ Same method of blocking depending on the attacks (equal chance of wounding too)
* Acts faster than the other 2 reckoners
* Can summon the Foe to fight alongside with them with 5 Trace on Board
* Can be bribed with a Stolen Decade, but will demand a second one before accepting; doing so will make them leave and produce a False Trail
* Dies to 4 wounds
	+ Leaves a corpse when slain

## My Foe

* Acts faster than every other Underboss
* Is fought alongside with the Underboss if called via reinforcement, subsequently may be fought alongside ordinary reckoners if the Underboss is killed mid-battle
	+ Can't summon more reckoner if fought on the Map's Edge
* Each action gives you 2 Wounds
	+ Can be blocked by weapons but can destroy it
	+ Can be blocked by a follower but can kill the follower
	+ Can be blocked by a distraction which has to be a Weakness
* You can't wound other Reckoner when the Foe is Present
* Immune to Profane Weapon
* Dies to 7 wounds
	+ His wounds don't leave the board when you travel away much like yours
	+ Leaves a Trophy when slain

## Reckoner actions

### The actions of underling reckoners seem to be selected according to the following algorithm.

1. A card is drawn from the Reckoner Event deck, which contains 3 Aggressive and 1 Passive card. (This deck is reset when exhausted.)
2. The Search: The reckoner selects an action.
	1. If the underboss was present with 4 reckoner Wounds, the underboss is Dead from Wounds.
	2. If a reckoner rank was present (but not the underboss) with 2 reckoner Wounds, the reckoner is Dead from Wounds.
	3. If a reckoner assassin is present with the Foe, Only a Moment's Respite. The reckoner will be Aggressive.
		1. If Obscurity is present, Scouring the Shadows (eats an Obscurity)
		2. Else, A Hostile Move!
	4. If the underboss is aggressive:
		1. with Obscurity present, Scouring the Shadows (eats an Obscurity)
		2. otherwise, 50% violent (A Hostile Move!) / 50% cunning (Theft or Sabotage)
	5. If the underboss is passive:
		1. with 5 Traces and no Foe present, Reinforcements! The Foe will arrive.
		2. Else, Widening the Search... spawning a Trace.
	6. If the enforcer is aggressive:
		1. with Obscurity present, Scouring the Shadows (eats an Obscurity)
		2. otherwise, A Hostile Move!
	7. If the enforcer is passive:
		1. with 3 Traces, Reinforcements! Reckoner promotion to Underboss.
		2. Else, Widening the Search... spawning a Trace.
	8. If the operative is aggressive:
		1. with Obscurity present, Scouring the Shadows (eats an Obscurity)
		2. otherwise, Theft or Sabotage
	9. If the operative is passive:
		1. with 3 Traces, Reinforcements! Reckoner promotion to Underboss.
		2. Else, Widening the Search... spawning a Trace.
	10. If scouts are aggressive:
		1. with a Trace present, reinforcements! Reckoner promotion (to either enforcer or operative)
		2. without a Trace present, Widening the Search... spawning a Trace.
	11. If scouts are passive:
		1. with a Trace present, Hesitation. No action for 50 seconds.
		2. without a Trace present, Undiscovered! Ending the reckoner verb after 50 seconds.

#### The results of an underling's attack:

1. If Distracted, the attack fails.
2. With no Lore/Weapon/Associate, 70% chance to hit.
3. Else, attack failure
	1. If Lore/Weapon/Associate, return exhausted with a Trace

#### The results of Theft or Sabotage:

1. If defended, reckoner's Wound.
2. Else, eat a random Asset

### The Foe's action selection algorithm is much simpler.

1. My Foe is Stalking Me: 5 seconds. The Foe chooses an action.
	1. If Obscurity is present, My Foe is close! eats an Obscurity (20 seconds). Return to 1.
	2. Else, 30% chance of attack.
	3. If no attack, return to 1.

#### When the Foe attacks (20 seconds), there are the following effects.

1. Purge all Obscurity
2. Spawn Escort (if no underling present and not at Map's Edge)
3. Determine attack result.
	1. Mocked (Consecrated: Lionsmith and not mocked before): 2 of My Wounds and 1 defiance mark.
	2. Ligeian: 30 seconds of hesitation, followed by Foe's Wound
	3. Weakness Exploitation: 30 seconds of reprieve.
	4. Wrong Distraction: 10 seconds, then 2 of My Wounds.
	5. Without Lore/Weapon/Associate: 70% chance to hit. 10 seconds of "No Defence", 2 My Wound
	6. Else - "My Foe, Stymied" (10 seconds) - spits Lore/Weapon/Associate result (if any)
		1. Lore: Reliable
		2. Weapon: 30% chance of Weapon Broken
		3. Associate: 30% chance of Associate Killed, producing Foe's Wound and Grief