Espionage: If a player has played a missile or a bomber on his turn, and plays another (any) missile or bomber on his next turn, as he is discarding the first played card he may designate it as an espionage attempt on the player of his choice. The player attempting the espionage may pick three cards at random from the chosen player's hand. Deployed cards or deterrant force cards may not be chosen. After looking at these three cards, he chooses three cards to give back to the other player. Some or all of these three cards may be the same cards just taken from the other player, but they do not have to be.
If the designated opponent has a missile or bomber in hand with a greater capacity than the one used for the espionage attempt, he has the option of immediately playing (and discarding) it to prevent the spy from stealing any cards from his hand. After discarding the missile or bomber, the player will have a temporary shortage of cards and must wait until his next regular turn before filling his hand back to its normal size.
Increasing Yields: When a warhead card is played which was preceded by an appropriate missile or bomber, the player has the option of doubling the yield of the warhead (before using the spinner) by immediately playing an additional two undeployed warhead cards from his hand or deterrant force. These warheads must each be at least as large as the first warhead. A third additional warhead redoubles (quadruples) the yield. The spinner is then used normally, but the player must wait until his next turn to replenish his hand. Yields may not be increased this way during final retaliation.
End Game: Whenever only two players remain and the game cannot revert back to the propaganda stage, any new propaganda cards drawn are immediately shown to the other player and a new card drawn to replace it. Propaganda cards already in a player's hand when this state is reached may only be disposed of through normal play.