A Forgery is one of the possible Plots in a game of Covert Action. It is a very straightforward plot, but also an extremely short one, making it deceptively difficult to thwart. You do not have much time to prevent the Primary Crime from occurring. However, good acquaintance with the plot's structure should enable you to easily delay the plot - potentially indefinitely - by repeatedly confiscating a plot Item. Doing so should give you enough time to apprehend every single Participant, for a sizable score.
During a Forgery plot, three items are created and will move between participants as the plot dictates:
Sequence of Events
Acquired by the Thief in a Minor Crime during the second part of the plot.Delivered to the Courier and from him to the Forger.The Forger retains this item after the Primary Crime, and will attempt to take it with him into hiding.
Acquired by the Forger during the Primary Crime.Delivered to the Bagman in exchange for a bag of Gold Coins.The Bagmandelivers it to the Mastermind.The Mastermind will try to take this item with him Into Hiding.
The following actions are performed by the participants in the plot. The order in which these actions will occur is not strict, and may change slightly depending on random factors, as well as in reaction to Max Remington's actions.
During this stage, the Thief gets his hands on some sensitive documents, and delivers them by Courier to the Forger. Also a bag of Gold Coins is withdrawn from a secret stash by the Paymaster, who delivers it to a Bagman where it waits until the Forgery is completed (in the next stage).