KINGPIN: THE HUNT FOR EL CHAPO - RULES OF PLAY
Document Type:
Collection:
Document Number (FOIA) /ESDN (CREST):
06712165
Release Decision:
RIPPUB
Original Classification:
U
Document Page Count:
7
Document Creation Date:
December 28, 2022
Document Release Date:
December 8, 2017
Sequence Number:
Case Number:
F-2017-01129
Publication Date:
April 27, 2015
File:
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kingpin the hunt for el c[15349521].pdf | 332.91 KB |
Body:
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RULES OF PLAY
Simulation Design by
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
1
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(b)(3)
Hunter team here
Referee here
pawns
BLS 111
8.82 I
Lead
markers
dice
o
earn �punoA �
table
screen
"Finished"
Display
(discarded cards)
A
North
Game board
"Fixed" area
El Chapo
Defenses
("Fixed")
screen
El Chapo
Defenses
("Hidden")
Cartel team here
�
I Chapo at Needs discs
A
North
Game board
"Hidden" area
1.0 INTRODUCTION
KINGPIN�The Hunt for El Chapo is an
instructional boardgame designed to
familiarize intelligence analysts with
manhunting methodology. Using game
boards and cards representing both
historical and notional aspects, players
reenact the evasion and manhunt that
ended with the 2014 capture of Mexican
Sinaloa Cartel boss Joaquin Guzman Loera.
Roles
Players are divided evenly between a Cartel
team and a Hunter team. The Cartel team
sets El Chapo's Defenses and seeks to
evade capture while fulfilling a variety of El
Chapo's personal and operational needs.
The Hunter team deploys intelligence and
police assets as well as an elite Marina
(Mexican Marines) strike unit to unravel El
Chapo's nexus and support topographies
(his trusted networks) and thereby his
defenses and needs. A Referee oversees
the game to ensure that only the right secret
information is revealed.
2
Setup
See the diagram above. Set out the game
boards, displays, and screens on a long
table as shown. Shuffle the 3 Defense
decks and 1 Needs deck and place them
next to the "Hidden" game board, with a
pool of green "Needs" discs nearby. Place
the Nexus and Support Topography cards
face-down in the appropriate marked boxes
of the Topography Display in the "Found"
area, with a pool of "Lead" markers and
some 6-sided dice nearby.
Reference sheets. Give each player an
Initial Investigation and Hunter Constraints
brief, plus a Player Aid sheet. The
Ref ereee holds a Card Reference sheet.
Cartel Preparation. The Cartel team
before play draws Needs cards and
each of the 3 types of Defense cards. The
Cartel then must place all Needs cards, up
to Defense cards, and the green Chapo
pawn into legal Locations (indicated on the
cards; any for Chapo) on the Hidden are
game board. The Cartel holds the
remaining Defense cards in its hand.
�
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(b)(3)
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Layout
Again, refer to the diagram on page 2.
Hidden and Found-Fixed-Finished.
Screens divide the table into 3 player areas:
� A "Hidden" area that the Hunter team
may not view, holding a Hidden game
board and Chapo Defenses display.
� A "Found" area that the Cartel team may
not view, holding a Topography display.
� A common area in the middle that all
can view, holding a "Fixed" game board
and Chapo Defenses display, as well as
a "Finished" display.
The Referee may view all areas.
[Game board sample with legend here.]
Locations. The game boards show various
Locations in western Mexico, their Terrain,
and which are adjacent to one another.
Holding boxes for cards are associated with
each Location, to show Chapo's Defenses,
Needs, and such. Defense holding boxes
are arrayed in triangles to separate
Exposure, Mobility, and Detection types.
Components
In addition to boards and displays, the game
uses pawns, cards, and markers to record
actions of the Cartel and the Hunters.
El Chapo. A green pawn ("Chapo") shows
El Chapo's current Location, and (by game
board) whether he is Hidden or Fixed.
Hunter Assets. The Hunter team begins
with 6 white, 3 blue, and 1 black pawns
("Intelligence", "Police", and "Marina").
� Intelligence (white pawns) represent the
collection of information on individuals
around El Chapo; the Hunters place
3
them on Topography cards to Find (flip
face up) or Fix (place in a Location)
them or other cards Linked to them.
� Police (blue pawns) represent the
collection of information on individuals
around El Chapo; the Hunters place
them on Topography cards to Find (flip
face up) or Fix (place in a Location)
them or other cards Linked to them.
� Intelligence (white pawns) represent the
collection of information on individuals
around El Chapo; the Hunters place
them on Topography cards to Find (flip
face up) or Fix (place in a Location)
them or other cards Linked to them.
Personal
----
O0
O0
Visit Wife and Kids/
Nexus: Emma Coroner
Defense
Types ------- Protection
Links to
other 300 Armed Guards
/cards---------support: El Cuerno
Effect
Capture here requires
# Marina + 20p5
Terrain
47'.12etr:t
Needs Cards and Discs. A deck of
"Needs" cards contains 2 types�"Personal"
and "Operational". They represent what
Chapo wants to accomplish while evading
capture. The Cartel team at setup and
possibly during play draws Needs cards and
places them at a Hidden Location of their
choice, within the suitable Terrain shown.
During its turns, the Cartel will seek to Fulfill
Needs by placing green discs into empty
circles on Needs cards collocated with the
Chapo pawn, in order to win the game.
Defense Cards. Cartel "Defenses" are of
3 major types�"Exposure", "Detection", and
"Mobility"�sorted into a deck each.
� Exposure Defenses tend to block the
placement of Hunter assets (pawns) in
certain areas during Planning or to
reduce their local effectiveness�
representing defenses that limit El
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Chapo's physical exposure to the
authorities's operations.
� Detection Defenses tend to reduce the
number of Hunter assets (pawns)
available or to nullify Fix and Finish
actoins�representing defenses that
obscure El Chapo's or associates'
movements or communications from the
authorities' collection.
� Mobility Defenses tend to enable the
Cha'po pawn to make additional, out-of-
sequence moves among Locations�
representing defenses that aid transit of
exposed areas or a quick get away.
Nexus
Family
Emma Coronel
El Chapo's Wife
Support: Guard Commander
Need: Visit Wife and Kids
-111itap'
Types
Links to
other
cards
Suitabl
Terrain
Support
Protection
\El Cuerno
Guard Commander
exus: El Chapo's Wife
Defense: 300 Armed Guards
*1417
Topography Cards. "Nexus Topography"
and "Support Topography" cards represent
trusted individuals in Chapo's network.
Nexus cards are individuals with a mainly
personal relationship to Chapo; Support
cards are those who help Chapo run the
cartel or evade capture. Cards show
subtypes (such as "Family" or "Protection")
on front and back to aid Hunters in finding
various parts of Chapo's network. They
show the types of Terrain where the card
may be placed, as well as Links to various
other cards. Hunters will seek to Find and
perhaps Fix Topography cards in order to
follow their Links to Chapo's Defenses and
Needs and thereby capture him.
Leads. A pool of "Leads" markers
bears named Locations. Leads get
placed on face-up Topography
cards in the Found area, in order to show
the Hunters that there is a Linked Defense
or Need card in play at that Location, and
allow them to Fix that Topography and
possibly thereby the Linked card (see
Resolving Intelligence below).
Sequence of Play
After Setup, play proceeds through up to
pairs of alternating Cartel and Hunter
turns as follows:
Cartel Turn
� 2 Chapo Actions
� 2 Defense Actions
Hunter Turn
� Plan
� Resolve Intelligence
� Resolve Police
� Resolve Marina
The sections below detail this sequence.
2.0 THE CARTEL
On its turn, the Cartel team may perform:
� Up to 2 Chapo actions, THEN
� Up to 2 Defense actions.
Chapo Actions
First, with each of its 2 Chapo actions, in
any order, the Cartel team may EITHER:
elocate the green Chapo pawn to any
Location
OR
� Fulfi eed�remove a green Needs
disc from a Needs card currently
collocated with the green Chapo pawn
at a Hidden Location or at a Fixed
Location. Note that Chapo while Hidden
cannot Fulfill a Need that has been
Fixed, and that a Need in the Finished
area cannot not be further Fulfilled at all.
Defense Actions
Then, with each of its 2 Defense actions, in
any order, the Cartel team may EITHER:
� Relocate* a Defense card from one
Location to another legal Location�
Hidden to Hidden or Fixed to Fixed (not
between Fixed and Hidden, nor from
Finished); Reform adjusts Load
4
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mar-kers-or-Fi-xeci-T-epagfaphy--earel
hesati-isms-as-neede4k(see-L-ea4s-aF4
Refereeing}, OR
� Draw 1 Defense card from any Defense
deck into the Cartel team's hand, OR
� Place 1 Defense card from the Cartel's
hand into a legal Hidden Location.
*NOTE: Certain Defenses are not allowed to
be Relocated, as stated on the card.
Defenses on the Chapo Defense displays
relocate with the Chapo pawn, in effect.
3.0 THE HUNTERS
On its turn, the Hunter team may:
� Plan actions* by placing any or all of its
available pawns, THEN
9 Resolve all Intelligence collection (white
pawns), THEN
� Resolve all Police activity (blue), THEN
� Resolve a Marina strike (black).
Fixing Topography. In addition, at any
times during the Hunter turn, the Hunters
may move any Topography cards with Lead
markers (see Leads) from the Found area to
the corresponding Fixed Location.
*PLAY NOTE: To speed things along, the
Hunter team can begin Planning Actions
behind its screen during the Cartel turn.
Planning
First, the Hunter team on its turn may place
any or all of the white, blue, and black
pawns that it has available* onto any legal
cards or Locations in the Found and Fixed
areas, as follows:
� Intelligence (white) pawns onto any
individual face-down or face-up Nexus
or Support Topography cards in the
Found or Fixed areas (within Location
limits below).
� Police (blue) pawns and the Marina
(black) pawn onto any Fixed cards or
into any Locations (within the limits).
5
*NOTE: Some Hunter pawns may not be
available, due to the effects of Cartel
Defense cards in play. See Refereeing.
Location Limits. In general, multiple
pawns may be placed on the same card or
at the same Location in the Fixed area.*
However, the Hunters may not place more
of their total pawns of any colors at a given
Fixed Location (including on Fixed cards at
that Location) than the following:
� Mountain and Desert: max 1 pawn.
� Border: maximum 2 pawns.
� Resort: maximum 4 pawns.
� City: Any number of pawns.
*NOTE: A given Hunter pawn may be
placed on or into only 1 card or Location at
a time. Any number of pawns may be
placed onto a card in the Found area.
Resolving Intelligence
After Planning, the Hunters and Referee
next resolve all Intelligence (white) pawns,
pawn by pawn in any order the Hunters
desire, as follows depending on what sort of
card that pawn occupies.
� Face-down Nexus: flip the card face up
(automatically; keep any other pawns on
the card there). Referee places Lead
marker* (if any, see Leads).
� Face-down Support: roll a die; if the roll
is a 4-6, flip the card face up (if 1-3, do
nothing). Place any Lead.*
� Any face-up Found: automatically flip
any 1 face-down card of a type to which
the targeted face-up card is Linked (per
the card). In addition, Referee places
any Lead markers* as appropriate on
the targeted and any just revealed
Topography cards.
� Fixed: Roll a die; on a 4-6, Cartel team
must move any Defense and/or Need
Linked to that card from Hidden to
Fixed.
*NOTE Whenever Referee places a Lead
marker, the Hunter team may immediately
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move the card to that Fixed Location, along
with any pawns still on the card.
Leads. Whenever Intelligence (white pawn)
has just targeted or flipped a card (the card
will be a face-up Nexus or Support
Topography card in the Found are), the
Referee checks whether any Needs or
Defenses Linked to it are in play (either
Hidden or Fixed). If so, the Referee silently
places a brown Lead marker showing the
current Location of the Linked Need or
Defense* onto that Topography card.
* NOTE: The Lead marker lets the Hunters
know that they a Need or Defense is Linked
to that Topography is in play and where,
and enables them to Fix the Topography for
further action against the Need or Defense.
Resolving Police
After Intelligence, the Hunters resolve all
Police activiLinks (blue). Pawn by pawn,
Hunters roll 1 die and on a 4-6 carry out the
following (or just remove the pawn without
effect on a 1-3).
� Fixed Nexus or Support card (with no
Fixed Links*): on a 4-6, Cartel team
must move any Defense and/or Need
Linked to that card from Hidden to
Fixed.
� Fixed Need or Defense card: on a 4-6,
that Need or Support and all face-up
Nexus or Support Linked to it to
Finished. Any discs (Fulfilled Needs) on
Needs card stay with the card.
� Location: on a 4-6, if Chapo is currently
in that Location (either Hidden or Fixed),
Cartel team must move either Chapo or
any 1 Defense or Need card there (if
any) from Hidden to Fixed. (If Chapo is
there and Fixed while any cards there--
including Chapo Defenses�are Hidden,
the Cartel must move 1 such Hidden
card to Fixed.)
*NOTE A "Fixed Link" means a Need or
Defense card that is in the Fixed area (such
as a Fixed Chapo Defense) and Linked to
that Topography (as noted on the cards).
Resolving Marina
After Police, the Hunters resolve a Marina
strike (black), if any Planned, as follows.
� Any Fixed card or a Location without
Chapo Fixed: treat as an automatically
successful Police activity (as if a 4-6 had
been rolled).
� In addition, if the above Marine Strike
Finishes either a Nexus or Support card,
the Cartels team must immediately draw
an additional Needs card (from the
Needs deck to a Hidden Location).
� Location where Chapo is Fixed: Chapo
is Finished.* The Hunters win.
*NOTE. The Cartels team would be able to
expend various Defenses to block this
result, and noted on those Defense cards.
4.0 REFEREEING
The Referee has these responsibiliLinks:
� Enforce compliance by the teams with
all game rules, particularly within the
Hidden and Found areas (for example,
screened die rolls and their effects;
Cartel placement of cards from Hidden
to Fixed due to Intelligence; verifying
Cartel claims of a win; etc.).
o As the Cartel team relocates Defense
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to them4hown-lay-tea8s-RciaFker-s-4n-the
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the Fixe4-afea),.
� As Intelligence collection (a white pawn)
is resolved, place or update Lead
markers corresponding to current
Locations of any Linked cards.
� As any card is Finished, relocate any
placed cards Linked to it to Finished.
6
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5.0 VICTORY
The game ends as soon as either team wins
or both teams complete the predetermined
number of turns.
Cartel Win
The Cartel team wins the game the instant
that it places a disc (fulfill a Need) so that
ths
/4 (rounded up) of total circles on Needs
cards on the table (Hidden plus Fixed plus
Finished). Note that the number unfilled
circles on Finished Needs may prevent a
Cartels win.
Hunter Win
The Hunter team wins the game the instant
that it Captures El Chapo.
Stalemate
The game ends in a draw if 4 pairs of Cartel
and Hunter turns go by without a win by
either team.
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