KINGPIN: THE HUNT FOR EL CHAPO - RULES OF PLAY

Document Type: 
Collection: 
Document Number (FOIA) /ESDN (CREST): 
06712166
Release Decision: 
RIPPUB
Original Classification: 
U
Document Page Count: 
6
Document Creation Date: 
December 28, 2022
Document Release Date: 
December 8, 2017
Sequence Number: 
Case Number: 
F-2017-01129
Publication Date: 
June 26, 2015
File: 
AttachmentSize
PDF icon kingpin the hunt for el c[15349563].pdf330.26 KB
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c) Maj.- (Approved for Release: 2017/11/27 C06712166 � � The Hunt for El Chapo RULES OF PLAY Simulation Design b 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 Approved for Release: 2017/11/27 C06712166 Approved for Release: 2017/11/27 C06712166 (b)(3) � � � � � � � Hunter team here � pawns DM III MR 1 Lead markers dice 0 gale �pUrlOa� screen Table "Finished" Display (discarded cards) A North Game board "Fixed" area Referee here El Chapo Defenses ("Fixed") screen El Chapo Defenses ("Hidden") I Chapo at Needs discs A North Game board "Hidden" area ("Hidden" area can be on an adjacent table) Cartel team here 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. 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. � � 2 Approved for Release: 2017/11/27 C06712166 (b)(3) Approved for Release: 2017/11/27 C06712166 (b)(3) (n.J 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"). � Intellipence (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. � 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) rds Linked to them. Intellioence (white pawns) represent collection of information on individuals around El Chapo; the Hunters place them on Topography cards to Find (flip or Fix (place in a Location) them or ot e �s Linked to them. Personal --.- O0 O0 Visit Wife and Kids/ Nexus: Emma Coroner Defense Types Protection Links to other 300 Armed Guards cardtr-----Support: El Cuerno / MEM Effect 14.11*ID Capture here requires # Marina +____20ps Terrain hci rwirago, 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 (b)(3) Approved for Release: 2017/11/27 C06712166 Approved for Release: 2017/11/27 C06712166 Chapo's physical exposure to the authorities' operations. � Detection Defenses tend to reduce the number of Hunter assets (pawns) available or to nullify Fix and Finish actions�representing defenses that obscure El Chapo's or associates' movements or communications from the authorities' collection. � Mobility Defenses tend to enable the Chapo pawn to make additional, out-of- sequence moves among Locations� representing defenses that aid transit of exposed areas or a quick getaway. Nexus Family Emma Coronel Current Wife (114) Support: Protection Need: Visit Wife & Twins IL44 Types Links to other cards Suitabl Terrain Support Protection El Cuerno Guard Commander Nexus: Family Defense: 300 Armed Guards b1)/A4* [-Mgg