<SANITIZED>- MODULE 3A: KINGPIN TABLETOP SIMULATION ROUND 2
Document Type:
Collection:
Document Number (FOIA) /ESDN (CREST):
06712160
Release Decision:
RIPPUB
Original Classification:
U
Document Page Count:
5
Document Creation Date:
December 28, 2022
Document Release Date:
December 8, 2017
Sequence Number:
Case Number:
F-2017-01129
Publication Date:
June 1, 2017
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Approved for Release: 2017/11/27 C06712160
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ODULE 3A: KINGPIN TABLETOP SIMULATION ROUND
Module Classification:
Module POC:
Length: 60 minutes 1400-1500 hours)
EARNING OBJECTIVES FOR THIS Mothj'
(b)(3)
(b)(3)
Last Revised: June 2017 (b)(6)
Course Learning Objectives: At the end of this course, students will be able to:
� Discuss the manhunting methodology in the context of a highly sophisticated manhunt for
a highly sophisticated target.
� Execute and assess simulated manhunting and evasion strategies in a tabletop model.
� Apply the manhunting methodology to chart an analytic ac nd collection way-forward
against a high-value target on which the student has pre-existing expertise.
Module Learning Objectives ("Key Takeaways"): By the end of this module, students will be able
to:
� Execute simulated hunting and evasion strategies in a tabletop model.
Oblit.t.CONTENT AND INST,RM1
Bridge-In and WIIFM: Now that you have played the game from one side, it is time to switch
sides. The Hunters become the Cartel, and the Cartel becomes the Hunters.
Module Content: Students will play as many rounds as possible for one hour. For each round of
the game, the Cartel will make moves hidden from the Hunters, and then the Hunters will make
moves against the Cartel. The Hunters should uses the Manhunting Methodology in a deliberate
and structured approach toward intelligence collection, target knowledge, and operational
support.
The referee will regulate the game play, but will also facilitate a discussion of strategies and
tactics. At the end of the hour, the students, referee, and facilitator will discuss how the game
played out.
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Bridge-Out: Let's take a short break and return to the classroom, where we will apply M2 to your
own targets.
Handouts, displays, set-up, classroom details:
� Each game station table will have the Kingpin boards set up.
� Each game station will have an instructor/facilitator, playing the game, and an
instructor/facilitator serving as referee.
� Each game station will have two copies of the Kingpin Player Aids � one set on the Hunters
side of the table and one set on El Chapo side.
Cartel
Cartel Turn -3 actions total, max 2 Chapo
Defense actions:
Place 1 Defense card
[$$ costs 2 actions]
� OR
� Move 1 Defense card
a may move with 1 action
a a may move with 2 actions
Chapo actions:
� Move Chapo
� OR
� Place 1 Needs disc at Chapo
(fulfill a need)*
*Max 1 disc action per turn!
7/17/
Also - at any time desired
Draw new Needs:
� Draw card from deck
onto a legal Location
Defenses Summary
Informants Chapo can act or add defenses before Police act
(2 copies) Any Location Cannot move
Provisions Chapo can hide once if hunters are onto him
Any Location a Easy to mow
300 Armed Guards Hunters must use extra police to capture Chapo
%Expensive Any an Had Willow
Heavy Wlaapons Hunters must se police to capture Chapo
$S Expensive Any , or Dirt a C Hard lo some
Fortified House Chapo can eyite imminent capture once
$S Even*. MEMa orAtiroti Caveat �an.
Detection
Police "Payroll" Police are less effective where Chapo is paying them
peoples) Any tocaUon Cannot mom
COMSEC Intelligence collection against Chapo is less effective
(2eoples) ammo ivitilChopo
Disguise Chapo with some difficulty can hide if hunters are onto him
it Always oith Chap�
Plastic Surgery Chapo pretty easily can hide if hunters are onto him
$$ Expemhie 1 Moils with Mope
Chauffeured Car Chavo gets around a locale to fulfill needs quickly
.k,,oranyTiatke G Easy to move
Helicopter Chapo can move without delaying other tasks
$$ Expensive Any Location C Easy to move
Airstrip & Plane Chapo when using a defense also hides anywhere
$$ Expeinive Any liaan or Detert Canna( move
All-Terrain Vehicle Gives Chapo a,chance to evade imminent capture
Any njj''�gisilikTh or Dia a Easy to move
Escape Tunnel Chapo can evade exile and/or hide once
p eoples) $$ Expensive only Canna move
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Approved for Release: 2017/11/27 C06712160
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Hunter Team (front)
Hunter Turn �
Plan Collection
� Put white pawns onto
Nexus, Support, or Lead
- THEN
Resolve Intelligence: Each pawn...
� On face-down Nexus flips it
� On face-down Support flips
it on a die roll of 4-6
CT3Eaz%
� On face-up Nexus flips
1 linked SupportE
AIV.417
� Or, at Lead reveals
1 linked hidden
Need or Defense
[i] Leads markers on cards show where
Cartel has linked assets hidden
� � � (OVER)
- - - - THEN
Hunter Team (back)
Plan Enforcement
� Put blue & black pawns
at any locations on map
� � � � THEN
Resolve Police & Marina (any order)
� Police Action � Each pawn, on a 4-6 ...
Cartel reveals
1 Defense or Need
or Chapo hidden there
OR
OD=
Take out 1 Need or Defense there;
Cartel reveals Chapo if hidden
there (not a card)
� Marina Strike
Same as above, without rolling
OR
14+
43 Eafil
At green pawn on map,
capture Chapo!
11=
���� � =0 � m�1 � OEN � MON � ���� � ��� � ��� � ��� � ��� � NM � OM � AIM �
� Each game station will have a copy of the Kingpin Rules of Play.
RULES OF PLAY
Simulation Design I
CONTENTS
1. Introduction - The game in general and how to set up
2. The Cartel - What the Cartel team does on its turn
3. The Hunters - What the Hunter team does on its turn
4. Refereeing - What the Referee is responsible for
5. Victory - How each team's performance is judged
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Approved for Release: 2017/11/27 C06712160
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Module Sources and References: List where on the shared drive and/or online (iSpace or
Sharepoint) that module materials are housed (via file path or URL):
�
o Kingpin PreBrief Info
o Kingpin Rules of Play
o Kingpin Player Aids
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Approved for Release: 2017/11/27 C06712160
Approved for Release: 2017/11/27 C06712160
Approved for Release: 2017/11/27 C06712160