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 to the village. With
each successful
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 deliver money to the
, followed by the who sells supplies to the . After the
finishes constructing the IED, the
picks up the IED and plants it on one of the roads.
Moveable Agents
These are the “playing pieces” each side moves
each turn.
The is responsible for engaging elders and
capturing insurgents, while
avoiding being blown up by an IED.
The is responsible for
delivering to the villages after
the has engaged the elders,
while avoiding being blown up by an IED.
The is responsible for
surveillance, and provides intelligence on the location of
payload-carrying
insurgents.
The is responsible
for withdrawing money from the and
delivering it to the .
The is responsible
for obtaining from the
and
delivering them to the .
The ’s movements
are limited; the only road the
can travel on is .
The is responsible
getting an IED from the and planting it on one of the roads.
Other Resources
All Blue Force agents
must regularly refill their , which is located at the
. One unit of
is expended on each turn, whether or not the agent has
moved. No is expended when the
agent is at the . Values in the
table below are in number-of-turns.
Fuel Capacity
Refueling Time
Out-of-Fuel Recovery Time
is located at the ,
where the must load it into the
truck. There are units of
to start; each convoy delivery is units, deducted when
is delivered.
The is located in one of the villages,
or . The first accepts money from the , then buys
from the . The picks up the IED after the has completed building it.
It takes turns for the to build an IED.
The is located in whichever village
the is NOT in.
The starts with a balance of
$. Each withdrawal by the
is
$.
The
obtains
at the ,.
Intelligence, Captures and Explosions
Intelligence is gathered by the . Captures
are done by the . Intelligence and
captures occurs when the and
, respectively, are in the same location
as, or have crossed paths with, an
insurgent agent.
Crossing pathes occurs when one agent goes from location
“X” to location “Y”,
while the other agent goes from “Y” to
“X”. When paths cross, captures occur
at the ’s destination. Likewise,
will report sightings at its destination.
The is unable to make a capture when
engaging Village Elders.
Explosions occur when the or
drive over a planted IED.
Explosions decrease Blue
Force strengh, and cost a number of turns
to recover the agent.
Agent
Strength
# Turns
Other
%
%
units of , if carrying
The can detect when the
is planting an IED.
Blue Force keeps a
count of all bombs it knows about.
Intelligence is gathered by allRed Network agents.
Blue Force’s
agents are visible at all times and all
locations except for the .
Red Network is aware
when the is engaging elders, the
is delivering ,
and when a Blue Force
agent has hit an IED.
Red Network agents can
only be spotted or captured when they are carrying their
payload (money for , supplies
for , IED for ). They cannot be spotted or captured when they
are at their home bases, or at the . When captured, money is deducted from the
for hiring a new recruit, and it takes
some time for the new recruit to start. In addition,
captured agents give up additional intelligence
information, such as the location or status of the
, or the location of a planted IED.
Agent
Cost
# Turns
Home Base
$
location
$
$
location
Red Network keeps
track of all IEDs that are still active.
Game Play
Each side has three moveable agents. Moves are made by
making selections from the pulldown menus under each agent.
Blue Force Agents
Command Patrol On Patrol
Fuel Level: 3
Convoy Carrying Aid
Fuel Level: 7
UAV Refueling (2)
Fuel Level: 1
Red Network Agents
Financier Captured (3)
Smuggler Empty Handed
Digger Carrying An IED
A blue (Blue Force) or
red (Red Network) background
indicates that the agent is active, and a selection can be
made from the dropdown menu. A purple background indicates
a multi-turn special action was selected, and the agent is
in waiting mode. A black background indicates (for
Blue Force) the
vehicle has run out of fuel or has been disabled by an IED, or
(for Red Network) the
agent has been captured. Inactive states include a number
which indicates how many turns until the agent is active again.
Each turn has a time limit of
seconds. Make selections from the dropdown menus, and then
click on the submit button. After the submit button has been
clicked, it and the dropdown menus will be disabled, however
the timer will continue to countdown (with a different color
in the timer bar) to indicate how much time the opponent
has left.
Dropdown menus contain locations to move to, or an occassional
special action. Here are the various special actions.
Action
Who
Where
# Turns
Special Conditions
ALL Blue
Force
*
Vehicle fuel level must be below full capacity. (*) See
section 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 Map
Agent icons are placed on the map to indicate the agent’s
location.
On a road, a bomb. In a village, the .
Where an IED explosion has just occurred.
A cyan border indicates
agent is carrying payload.
No background indicates the location
of a resource.
A purple background indicates an
agent performing a multi-turn action.
A black background
indicates
the agent is out-of-fuel, disabled by an IED, or captured.
A blue background indicates a
Blue Force
agent. If you are playing as
Blue Force, then this is one of your agents.
If you are playing as
Red Network, then this is intelligence you have
gathered on Blue Force.
A red background indicates a
Red Network
agent. If you are playing as
Blue Force, then this is intelligence you have
gathered on Red Network.
If you are playing as
Red Network, then this is one of your agents.
A light grey background indicates
a proposed location for an agent. Once both sides have
submitted, the location and action of each agent is
determined, and the proposed icons are removed.
You are
Strategy
Blue Force (Army)
Red Network (Insurgency)
Blue Force’s
objective is to win hearts and minds of the villagers without
getting blown up. There is no time limit for winning hearts
and minds; thus, strategic play for
Blue Force is knowing
where the enemy is, and to capture their agents before IEDs
are planted.
The first challenge is to locate
the .
The and the
cannot be seen at their home bases.
Thus, if you see the in a
village, then that village is where the
is located. Likewise, if you see the
in a village, that village must be where the
is located.
Red Network is most
vulnerable where the is located.
Although the cannot be seen or
captured there, both the and the
must bring their payload there.
On the other hand, the roads connecting to the location are the easiest to protect because of
their proximity to where the IEDs are being manufactured.
Thus, it will be more challenging to access the ’s village to win hearts and minds.
Remember:
Only the can spot
insurgents.
Red Network agents
can only be seen or captured when they are carrying payload.
Only the can go over the international
border. Thus, the can see
payload-carrying insurgents
on the and
, but the
cannot capture them there.
Keep an eye on the fuel. The can
make it back to the in one turn,
but plan for the trip back for the
and the .
Don’t forget to load before
sending the to deliver it.
is limited! If the
is blown up too many times while
carrying , then there will not be
enough to deliver to the villages and
Blue Force will lose.
It takes the turns to engage the enemey, while
the needs turns to load ,
and turns
to deliver it. The should use its extra
time to try to capture the enemy.
The cost in Blue Force
strength is lower for the than the
.
Bomb counts in the “Bomb Intel” section are
only those IEDs that the has spotted
being planted, or an
insurgent has given
up when captured. There could be more IEDs out there!
Red Network’s
objective is to degrade Blue
Force. This is done by laying IEDs as quickly as
possible.
Red Network is most
vulnerable at the ’s location.
While the cannot be seen there,
both the and the
must carry their
payload to the .
However, the location is the easier
village to
protect, as all roads leading to the village are only one
move away from where the IEDs are being created. The more
the ’s village is
fortified, the harder it will be for
Blue Force to win hearts and minds there.
Use empty handed agents to do reconnaisance. They can
see all Blue Force agents,
but cannot be seen by them.
Be most aware of where the is, and keep
a sense of the ’s
level. If the is out of commission, then
payload can be carried and IEDs can be planted without
fear of capture.
Remember:
Red Network agents
can only be seen when carrying payload.
All Blue Force
agents must periodically refuel. When they are refueling,
the is unable to spot anything,
and the is unable to capture anyone.
Red Network will
obtain intelligence when a
Blue Force vehicle has been disabled by an IED.
If the is blown up, it cannot do any
captures for
turns.
Red Network will
obtain intelligence when the is
engaging elders and the is
delivering .
The cannot do any captures while
engaging the Village Elders.
Blowing up the degrades
Blue Force
strength more than blowing up the .
If the is blown up while
carrying , then the
is lost. If too much is destroyed,
then Blue Force
will not have sufficient to deliver
to the villages and will lose.
Money is limited! If too many agents are captured, the
will be depleted and no more IEDs
can be built. If there are no existing IEDs and no more
money to make new ones,
Red Network loses.
Bomb counts in the “Bomb Intel” section are
the actual number of IEDs out there.
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