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 died

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 doesnt leave the board when you travel away much like yours
 * Leaves a Trophy when died

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.
 * 3) If the underboss was present with 4 reckoner Wounds, the underboss is Dead from Wounds.
 * 4) If a reckoner rank was present (but not the underboss) with 2 reckoner Wounds, the reckoner is Dead from Wounds.
 * 5) If a reckoner assassin is present with the Foe, Only a Moment's Respite. The reckoner will be Aggressive.
 * 6) If Obscurity is present, Scouring the Shadows (eats an Obscurity)
 * 7) Else, A Hostile Move!
 * 8) If the underboss is aggressive:
 * 9) with Obscurity present, Scouring the Shadows (eats an Obscurity)
 * 10) otherwise, 50% violent (A Hostile Move!) / 50% cunning (Theft or Sabotage)
 * 11) If the underboss is passive:
 * 12) with 5 Traces and no Foe present, Reinforcements! The Foe will arrive.
 * 13) Else, Widening the Search... spawning a Trace.
 * 14) If the enforcer is aggressive:
 * 15) with Obscurity present, Scouring the Shadows (eats an Obscurity)
 * 16) otherwise, A Hostile Move!
 * 17) If the enforcer is passive:
 * 18) with 3 Traces, Reinforcements! Reckoner promotion to Underboss.
 * 19) Else, Widening the Search... spawning a Trace.
 * 20) If the operative is aggressive:
 * 21) with Obscurity present, Scouring the Shadows (eats an Obscurity)
 * 22) otherwise, Theft or Sabotage
 * 23) If the operative is passive:
 * 24) with 3 Traces, Reinforcements! Reckoner promotion to Underboss.
 * 25) Else, Widening the Search... spawning a Trace.
 * 26) If scouts are aggressive:
 * 27) with a Trace present, reinforcements! Reckoner promotion (to either enforcer or operative)
 * 28) without a Trace present, Widening the Search... spawning a Trace.
 * 29) If scouts are passive:
 * 30) with a Trace present, Hesitation. No action for 50 seconds.
 * 31) 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
 * 4) 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.
 * 2) If Obscurity is present, My Foe is close! eats an Obscurity (20 seconds). Return to 1.
 * 3) Else, 30% chance of attack.
 * 4) 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.
 * 4) Mocked (Consecrated: Lionsmith and not mocked before): 2 of My Wounds and 1 defiance mark.
 * 5) Ligeian: 30 seconds of hesitation, followed by Foe's Wound
 * 6) Weakness Exploitation: 30 seconds of reprieve.
 * 7) Wrong Distraction: 10 seconds, then 2 of My Wounds.
 * 8) Without Lore/Weapon/Associate: 70% chance to hit. 10 seconds of "No Defence", 2 My Wound
 * 9) Else - "My Foe, Stymied" (10 seconds) - spits Lore/Weapon/Associate result (if any)
 * 10) Lore: Reliable
 * 11) Weapon: 30% chance of Weapon Broken
 * 12) Associate: 30% chance of Associate Killed, producing Foe's Wound and Grief