Sound Decoys
{{Card
| name =Sound Decoys
| deckversion =1.0
| synopsis =Using sound to fool the NPC
| patternpresentation =
| cardpresentation=
| frontface =SoundDecoys-front-v10.png
| backface =SoundDecoys-back-v10.png
| screenshots=
| rel-tag1=Context:
| rel1=Stealth, Consequent Sound, Make Sound not War, Emotional Script
| rel-tag2=Relates to:
| rel2=Unaware NPC, Seeking for PC, Sonic Weapon
| rel-tag3=Often uses:
| rel3=Foley, Sound Effects
| revisions =Introduced in version 1.0.
| description =
A customary component of the gameplay is to deal with enemies along the game space. In some situations it is convenient to divert enemies’ attention and possibly to influence them to change their positions, either to be able to deal with one at time or to avoid confrontation at all.
Diverse forms of Sound Decoys can be included in the Gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy whilst avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy. | examples=
| ex1=![](/images/e/e2/MGS4-SoundDecoys-2.png)
![](/images/e/e1/Fancy_big_play.png)
![](/images/9/9d/ChaosTheory-SoundDecoys-4.png)
![](/images/e/e1/Fancy_big_play.png)
![](/images/5/5b/SporeOrigins-SoundDecoys-1.png)
![](/images/e/e1/Fancy_big_play.png)
![](/images/d/d1/PapaSangre-SoundDecoys-2.png)
![](/images/e/e1/Fancy_big_play.png)