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Irregular Civilian Wargames: Lost in the COIN Field RAND Centre for Gaming Washington, DC

Irregular Civilian Wargames: Lost in the COIN Field RAND Centre for Gaming Washington, DC 24 February 2016. Civilian Game Designers and Modern Operational/Strategic-level IW/COIN Games. Rich Davis: Chad - The Toyota Wars Karsten Engelmann: Colombia

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Irregular Civilian Wargames: Lost in the COIN Field RAND Centre for Gaming Washington, DC

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  1. Irregular Civilian Wargames: Lost in the COIN Field RAND Centre for Gaming Washington, DC 24 February 2016

  2. Civilian Game Designers and ModernOperational/Strategic-level IW/COIN Games • Rich Davis: Chad - The Toyota Wars • Karsten Engelmann: Colombia • Kim Kanger: Ici, C’est La France!, Tonkin • Ben Madison: Liberia – Descent Into Hell • Joseph Miranda: Angola, BCT Command Kandahar (with Brian Train), Battle for Baghdad (with Jon Compton), Crisis 2000, Decision: Iraq, Dien Bien Phu, Drive on Baghdad, Fallujah 2004, Holy War: Afghanistan, In Country, Indochina, Nicaragua, Operation Anaconda, Sealords, Somali Pirates, Winged Horse • Volko Ruhnke: A Distant Plain (with Brian Train), Andean Abyss, Cuba Libre (with Jeff Grossman), Fire in the Lake (with Mark Herman), Labyrinth • Brian Train: Algeria, Andartes, Battle of Seattle, Binh Dinh ‘69, EOKA, Greek Civil War, Green Beret,Kandahar, Operation Whirlwind, Red Guard, Shining Path, Somalia, 3rd Lebanon War, Tupamaro, Ukrainian Crisis, Virtualia

  3. COIN games – the road not taken • Very few designs, even fewer at the campaign/operational level • Unpopular and unglamorous subject – “the indecency of recency” • Game variables difficult to quantify • Asymmetric, unfamiliar situation • Abstracted play of a nebulous conflict with no clear endpoint

  4. A Good COIN Game Design: • Shows the relative importance of factors • Has asymmetry of means, methods, objectives and information • Has transparent assumptions and mechanisms • Is not meant to be strongly definitive or predictive • Is flexible • Stimulates discussion!

  5. Tupamaro design decisions • No fixed period of time per turn • Non-representational map (Social Sector Areas)‏ • Interactive Operations Phase in the sequence of play • Political Support Level the main contention and measure of success • Social fracture points were avenues of Tupamaro attack, worked into choice of missions for players: • political support (propaganda, Government reaction)‏ • economic activity (robberies, riots and strikes)‏ • organizational morale (intimidation, kidnapping, Crises, Internal War)‏

  6. Subsequent designs in “4-box family”

  7. Ludography arranged by family

  8. Thank you • Questions? • brian.train@gmail.com • http://brtrain.wordpress.com/coin-and-iw-game-links-and-resources/

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