KINGPIN: THE HUNT FOR EL CHAPO - RULES OF PLAY
Document Type:
Collection:
Document Number (FOIA) /ESDN (CREST):
06712167
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:
August 24, 2015
File:
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kingpin the hunt for el c[15349598].pdf | 352.84 KB |
Body:
Approved for Release: 2017/11/27 C06712167
24 August 2015
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
pawns
8,911
Eft I
Lead
markers
dice
0 0
ME �pUrIOA�
screen
Table(s)
a B
8
;
"Finished"
Display
(discarded cards)
A
North
d.mt Referee here
Game board
"Fixed" area
screen
Chapo
Defens
"Hi
-o
a) 0
cl)
Z
dice
00
�
Chapo VS 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 2001-2014 evasion and
manhunt that ended with the capture of
Mexican Sinaloa Cartel boss Joaquin
Guzman Loera (before his 2nd escape).
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 zero in
on his needs and defenses. 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 1 or 2 long
tables 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 nearby.
Give each team some 6-sided dice.
Reference sheets. Give each player an
Initial Investigation and Hunter Constraints
brief, plus a Player Aid card. The Ref ereee
holds a Card Reference sheet.
Cartel Preparation. The Cartel team
be re play blindly draws 3 Needs cards L
and a total of 6 Defense cards of any types
desired. The artel places leNeeds cards,
rawn Defense car , and the green
C apo pawn into legal Locations (indicated
on the cards; any for Chapo) on the Hidden
area game board. The Cartel holds the
remaining Defense cards in its hand.
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(0(b)(3)
Layout
Again, refer to the diagram on page 2.
Hidden and Found-Fixed-Finished.
Screens divide the table(s) into 3 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 "Fixed" game board
and Chapo Defenses display, as well as
a "Finished" display.
The Referee may view all areas.
Locations. The boards show Locations in
western Mexico and their Terrain. 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 Hunters begin with 6
white ("Intelligence"), 3 blue ("Police"), and
1 black ("Marina") pawns. An added 6 white
pawns are on a track at the Finished box.
� 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.
� Police (blue pawns) represent local
investigation, surveillance, and
enforcement; the Hunters place them on
Fixed Topography cards to or Fix other
cards Linked to them, Fixed Need or
Defense cards to Finish (remove) them,
or Locations to Fix (reveal) El Chapo.
3
� Marina (black pawn) represents an elite
strike unit; the Hunters can use it as
especially effective Police; it is also the
only way to Finish El Chapo (once
Fixed) for the Hunters to win the game.
Personal
----
O0
O0
Visit Wife and Kids
Nexus: Emma Corone
Defense
Types Protection
AIM
Links to
other 300 Armed Guards
/cards-.--..support:. El Cuerno
Effect------
Capture here requires
f Marina + 20ps
Terrain
rve
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 Chapo's physical exposure to the
authorities' operations.
� Detection Defenses tend to reduce the
number of Hunter assets (pawns)
available or nullify Fix and Finish
actions�representing defenses that
obscure El Chapo's or associates'
movements or communications from the
authorities' collection.
(b)(3)
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(b)(3)
Sequence of Play
After Setup, play proceeds through up to
4 pairs of alternating Cartel and Hunter
turns as follows and detailed below:
Cartel Turn
� Up to 3 Defense Actions, OR
� Up to 2 Chapo Actions, OR
� Draw 1 new Needs card
Hunter Turn
� Add 1 white (Intelligence) pawn
� Plan and resolve Intelligence
� Plan and resolve Police & Marina
2.0 THE CARTEL
On the Cartel team's turn, it may perform
EITHER up to 3 Defense actions OR up
2 Chapo action OR draw 1 Needs card.
3 Defense Actions
With 3 Defense actions, it may in any order:
� For 1 action, draw 1 Defense card from
any Defense deck into its hand.
� For 1 action � or for 2 if marked $$ �
place 1 Defense card from the Cartel's
hand into a legal Hidden Location.
� For 1 action if marked ;3 � or for 2 if
marked Ra � move a Defense card
between legal Locations�Hidden to�
Hidden or Fixed to Fixed (not between
Fixed and Hidden, nor from Finished).
2 Chapo Actions
With each of 2 Chapo actions, it may:
� EITHER move the green Chapo pawn to
any Location, including Hidden to Fixed,
but not Fixed to Hidden. OR
� Fulfill 1 Need�place a green Needs
disc into a circle on a Needs card that is
at the same named Location as the
green Chapo pawn. If the Need is
Hidden but Chapo is Fixed, the Cartel
may place the disc, but not vice versa.
(Chapo while Hidden cannot Fulfill a
Fixed Need; Needs in the Finished area
cannot be further Fulfilled at all.) OR
� 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.
Defense cards are drawn into the Cartel
team's hand and played onto Locations.
Some go to a "Chapo Defense" display and,
in effect, move with the Chapo pawn.
Nexus
Family
Emma Coronel
Current Wife (#4)
Support: Protection
Need: Visit Wife & Twins
-gat Jam'
Types
Links to
other
cards
Suitabl
Terrain
Support
Protection
\El Cuerno
Guard Commander
Nexus: Family
Defense: 300 Armed Guards
14.v
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 his
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).
-c.
�
(b)(3)
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1 Needs Card
Alternatively, it may draw 1 Needs card fro
the deck and place it in its Hidden area. (It
may opt for this because too many
unfulfilled Needs have been Finished.)
3.0 THE HUNTERS
The Hunter team on its turn, in this order:
� Adds 1 white (Intelligence) pawn to its
available pawns from the track.
� Plan Intelligence collection* by placing
any or all of its available white pawns.
� Resolve Intel collection in any order.
� Plan Police and Marina enforcement by
placing any or all blue and black pawns.
� Resolve Police investigation (blue) and/
or a Marina strike (black), in any order.
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.
*PL4 Y NOTE: To speed things along, the
Hunter team should begin planning behind
its screen during the Cartel turn.
Building Intelligence Capability
The Hunters take one white pawn from the
track of circles next to the Finished box and
add it to their available Intelligence pawns.
If the last such added pawn is removed, this
will be the game's last turn (see Victory). -
*NOTE: The added Intel pawns represent
growing Hunter understanding of the
Cartel's denial and deception practices.
They also provide a game clock.
Planning Collection
First, the Hunter team places any or all
white pawns that it has available* onto any
individual Nexus or Support Topography
cards (face-down or face-up) in the Found
or Fixed areas, including multiple pawns on
a single card, if desired.
*NOTE: Some pawns may be unavailable or
ineffective, due to Cartel Defenses.
7
5
kW- 40�'AP A
Resolving Intelligence
After planning collection, the Hunters and
Referee 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). Referee places any Leads.*
� Found (face-up) Nexus: automatically
flip any 1 face-down Support card of a
type to which the targeted face-up card
is Linked (per the card). In addition, j
Referee places any Lead markers* as
appropriate on the targeted and any just
revealed Support car
�An Fixed Nexus or Support: Roll a d�;
on 4-6, Cartel puts all Hidden played LZ,
(not in-hand) Need and Defense cards
Linked to the targeted card onto the
Fixed board at their Locations (or in
Chapo Defenses box, as applicable).
*NOTE: Whenever Referee places a Lead
marker, the Hunter team may immediately
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 area), 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.*
� Hunters may Fix a card bearing a Lead
marker at any time (to that Location).
(b)(3)
�iv
*NOTE: The Lead marker lets the Hunters
know that a Need or Defense that is Linked
to that Nexus/Support is in play and where,
and enables them to Fix the Nexus/Support (
for further action against the Need/Defense. miere(
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Planning Enforcement
Next, the Hunters place any or all of the
blue and black pawns that they have onto
any cards or Locations (one or the other) in
the Fixed area, including multiple pawns on
a single spot, if desired.
Resolving Police
After planning enforcement, the Hunters
resolve Police and Marina actions in any
order they desire. For Police (blue) Hunters
roll 1 die pawn by pawn 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: on a 4-6,
Cartel team must move all Defenses
/*and/or Needs Linked to that card from
Hidden to Fixed (same as Intel, above).
Fixed Need or Defense card: on a 4-6,
that Need or Defense and all face-up Yeti
Nexus or Support Linked to it to Finished. Any Any discs (Fulfilled Needs) on
Needs card stay with the card. See
Tickling the Wires, below.
� Location: on a 4-6, if Chapo is currently
in that Location (either Hidden or Fixed),
Cartel team must move either Chapo or
an e o d card there or in
(if any) from
Chapo is already
Fixe there and any Chapo Defenses or
Needs there are Hidden, the Cartel must
move 1 such Hidden card to Fixed.)
Resolving Marina
The Hunters carry out 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. (It is still not "Police" for
purposes of Cartel Defenses.)
� Location where Chapo is Fixed: Chapo
is Finished (captured).* Hunters win.
*NOTE. The Cartels team would be able to
employ or expend Defenses to block this
result, as noted on those Defense cards.
6
Tickling the Wires. On each Police
enforcement and each Marina Strike that
Finishes any cards, the Hunters roll a die:
on a 4-6, the Cartels must immediately draw
a Needs card from the deck, if any remain,
and place it in a Hidden Location.
4.0 REFEREEING
The Referee has these responsibilities:
� 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.).
� 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.
5.0 VICTORY
The game ends either as soon as the
Hunter team wins or after a predetermined
number of turns.
Hunter Win
The Hunter team wins the game the instant
that it Finishes (captures) El Chapo. -7
Cartel Win
The Cartel team wins the ga Chapo
remains free (not Finished) f s of
Cartel and Hunter turns, and at
time Fulfilled (placed a disc o
(rounded up) of total circles o
on the table (Hidden plus Fixes
Finished). NOTE: Unfilled circles on
Finished Needs may prevent a Cartels win.
Stalemate
The game is a draw if, after that number
turns, neither team has won.
�
�
.(b)(3)
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