To win, Blue Force must
earn positive sentiment from % of the villagers in
each of the villages.
The basic sequence of events is first the
must go to a village and engage the
Village Elders. Next, the
must deliver aid to the village. With each successful
aid delivery, village sentiment will increase by
%.
Objective:
Degrade Blue Force by laying
IEDs
To win, Red Network
must degrade Blue
Force’s strength to %
by blowing up Blue
Force’s and with IEDs.
The basic sequence of events is the must draw money from the and deliver it to the .
Next, the must pick up
from the and deliver them to the . After the
finishes making the IED, the
must pick up the IED and plant it on one of the roads.
The is
responsible for engaging elders and capturing
insurgents.
A capture occurs when the and an
insurgent are in
the same location, or have just crossed
paths, that is, has gone from
“X” to “Y”, and an
insurgent
has gone from “Y” to
“X”. Captures can only occur
when the insurgent
is carrying payload. If the is blown up by an IED, it weakens
Blue Force by
%.
The is responsible for
delivering to the villages after
the has engaged the elders.
can be loaded at the
. If the is blown up by an IED, it weakens
Blue Force by
%.
The is
responsible for surveillance, and provides intelligence on
locations of payload carrying
insurgents. Insurgents
are spotted when the and
an insurgent are in
the same location, or have crossed paths, as described in
the section. The
cannot be blown up by an IED.
All vehicles must regularly refill their , which is located at the . One unit of fuel is expended
at each turn, whether or not the vehicle has moved, except
at the where no is expended.
Fuel Costs
(in number of turns)
Fuel Capacity
Refueling Time
Recovery Time (after running out of fuel)
Recovery Time (after disabled by an IED)
-
is located at the .
There are units of at the start of the game.
is delivered units at a time.
Units are decremented from the total
level when either the is delivered,
or the is blown up while carrying
.
The is responsible from
withdrawing money from the and delivering
it to the . Each withdrawal is
$.
The cannnot be
seen or captured when at home base, which is the Village
where the is located.
The is responsible for
picking up from the
and selling them to the
. The ’s range of movement is limited;
the only road the may
travel on is . The
’s home base is the
.
The is responsible for
picking up an IED from the ,
and planting it on one of the roads. The cannot be seen or captured when at home
base, which is the Village where the is located.
Captures
If an insurgent is
captured by the , money is deducted from
the for hiring a new recruit, and
it takes some time to get the new recruit. In addition,
the captured insurgent
gives up additional intelligence such as the ’s status or location, or the location
of a bomb. The new
recruit will show up at the home base. The
and will start with their respective payloads.
Note that insurgents
cannot be captured at their home base.
Insurgent
Cost
# Turns
Home Base
$
location
$
$
location
The is responsible for building
IEDs. The is located in one of
the Villages. The first
accepts money from the ,
then buys from the
, then builds the IED
which the picks up. It takes
turns to build an IED.
The is located in the Village
the is NOT in.
The balance at the starts at
$.
are located at the
.
Game Play Blue Force has
3 vehicles which can be moved to different locations
or perform special actions. Each vehicle has a fuel
indicator, and a dropdown menu which consists of
the locations which the vehicle can be moved to and
special actions that can be taken. A blue background
indicates the vehicle is active; a purple background
indicates the vehicle is waiting for a special action
to complete; a black background indicates the vehicle
is out of fuel or disabled by an IED. If a vehicle
is not active, a number indicates how many
turns until the vehicle is active again.
Command Patrol On Patrol
Fuel Level: 3
Convoy Carrying Aid
Fuel Level: 7
UAV Refueling (2)
Fuel Level: 1
Game Play Red Network has
3 agents which can be moved to different locations
or perform special actions. Each agent has a
dropdown menu which consists of
the locations which the agent can be moved to and
special actions that can be taken. A red background
indicates the agent is active; a purple background
indicates the agent is waiting for a special action
to complete; a black background indicates the agent
is captured. If an agent
is not active, a number indicates how many
turns until the agent is active again.
Financier Captured (3)
Smuggler Empty Handed
Digger Planting an IED (1)
Special Actions
Action
Who
Where
# Turns
Special Conditions
ALL Blue Force
*
Vehicle fuel level must be below full capacity. (*) See
section above for number of turns.
Villages
Village Elder must be waiting for engagement.
must be empty.
Villages
must be loaded, and
Village must be waiting for .
location
0
must be empty handed.
location
0
must be carrying money, and
the must be waiting for money.
0
must be empty handed.
location
0
must be carrying supplies, and
the must be waiting for supplies.
location
0
must be empty handed, and
the must have an IED ready.
Any Road
must be carrying an IED.
Game Play (continued)
Each turn has a time limit of seconds.
During this time, select options from the dropdown menus for each
of the vehicles or agents. Click on the submit button when
selections are completed. After the submit button has been
clicked, it will be disabled, but the countdown timer bar will
change color and continue to advance to indicate how much time
the opponent has left.
Intelligence
Strategy
Waiting for opponent to finish reading instructions...