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:
Attachment | Size |
---|---|
kingpin the hunt for el c[15349563].pdf | 330.26 KB |
Body:
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
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� � � � � � � 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.
�
�
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(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
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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