Posts Tagged ‘Sabotage’

Guards‘ Chamber

Guards´ Chamber

Guards´ Chamber

From the 5th level of your „Chamber of the Queen“ you can train your free worker bees to become guard bees. A guard bee will cost you 1,000 honey and must be trained in your guards‘ chamber. Even if you have many guard bees there will always be only one guard bee on patrol. The duration of the training is 20 minutes.

The guards serve you to fend off espionage by other hives. If another player tries to spy on your hive you have an even chance to fend off this spy.

Your guard dies when the spy succeeds in infiltrating your hive. If your guard bee catches the spy, the enemy spy dies without sending a message to its hive.

Enemy saboteurs must first overcome your guard as well. Here you have the same even chances to fend off the enemy saboteurs to protect your hive.

Tip: Because your guard tries to protect you from enemy sabotage and espionage attacks you should always have some trained guards available. If there are no guards in your hive you will never know whether there has been a spy in your hive or whether you have been sabotaged because none other than your guard bees can give you this information.

Saboteur’s Chamber

Saboteur

Saboteur

The saboteur bee is responsible for manipulating the hive of an enemy, so that it is no longer properly working in the chamber or meadow hit by the sabotage.

To manipulate a chamber or meadow, the saboteur bee has to defeat the guards of the hive you aim to sabotage. There the sabotage bee has an even percentage chance to succeed.

After successful penetration of the opponent’s hive via a random value one of the chambers or meadows gets selected. It does not matter whether this is empty or expanded. However, it should be noted that the Chamber of the Queen cannot be attacked by sabotage.

After one of the targets has been selected a new random value now decides between three different actions. It may be that the alteration, i.e. the dismantling or expansion of the cell/chamber will be be prevented. The second alternative is that the training of certain bees, such as collector, attacker or defender bees, may be disrupted. The third possibility is that the sending of bees from this chamber will be prevented, which means that no defenders can be sent as supporters, no collector bees can be sent to collect honey and the function of the attack is blocked as well.

In an attack on a chamber or meadow which does not offer the possibility of training bees, the expansion and dismantling is chosen as the kind of sabotage taking place automatically. Similarly, the expansion of an empty honeycomb is prevented automatically, should it be hit via the random value.

All successful manipulations will last 6 hours. If you get hit by a saboteur attack yourself, the chamber concerned is defective for 6 hours. If by chance a second saboteur attack hits the same chamber or meadow again the time of the second attack is decisive; the times are not added. In this case the chamber is fully functional again 6 hours after the second attack.