01
The Intel Belt
A reel of its own along the bottom, one cell under each of the five reels, that spins from right to left. A belt cell tagged xN counts N times on its reel, and every spin starts with x1 on all five cells: 576 ways. A win that uses a belt cell sets off an avalanche: every belt cell in the win goes up one tag, up to x5, the winners leave, new symbols fall in and the belt slides left. The board pays again until no belt cell wins.
Periscope Wild
Climbs to the top of its reel and turns the cells it passes into Wilds. Every step adds 1 to the spin multiplier, and every Wild it climbs over adds 1 more. Periscopes on different reels add their multipliers together.
The Vault
Opens only on the centre cell. It takes in the symbols on the main reels and hands them back in a new order, each one now counting 1 to 8 times. The Vault itself becomes a Wild.
Decoy
Lands on the belt only. Every Decoy on the belt opens into the same pay symbol, which counts 2 to 4 times, times its belt tag.
Rendezvous
When the Agent On Call and the Handler On Call are both on the main reels, they meet after the normal wins. Every cell on the shortest route between them becomes the Agent, the Handler or a Wild. On their own they pay as the Agent and the Handler.
Intel Drop
With exactly 2 Sealed Envelopes on the board, one of them opens and becomes a Wild, a Periscope Wild, the Agent, the Handler, the Agent On Call or the Handler On Call.
Gold Envelope
Lands on reel 5 only. With 3 Sealed Envelopes it starts Deep Cover Spins. Without them it becomes a Wild, the Agent On Call or the Handler On Call. In Safehouse Spins it upgrades the round.