KINGPIN: THE HUNT FOR EL CHAPO - RULES OF PLAY
Document Type:
Collection:
Document Number (FOIA) /ESDN (CREST):
06712168
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:
September 1, 2015
File:
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kingpin the hunt for el c[15349547].pdf | 342.3 KB |
Body:
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0i_It (b)(3)
1 September 2015
(changes after test 1 in blue, after test 2 in orange)
KIINGT:H
The Hunt for El Chapo
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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Hunter team here
pawns
a92111
MB 1
Lead
markers
Record
markers
screen
Table(s)
"Finished"
Display
(discarded cards)
A
North
Referee here
Defenses
With Chapo
("Fixed")
Game board
"Fixed" area
screen
Defenses
With Chapo
("Hidden")
0
cl)
Z �
�
Record
,markers
dice
00
Chapo SU Needs disci
A
North
Game board
"Hidden" area
("Hidden" area can be on an adjacent table)
Cartel team here
NTRODUCTION
PIN�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 2' 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 Needs deck
and place and it and the Defense cards 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 a pool of "Record" markers and
some 6-sided dice.
Reference sheets. Give each player an
Initial Investigation and Hunter Constraints
brief, plus a Player Aid card.
Cartel Preparation. The Cartel team
before play blindly draws 1 Defense and
3 Needs cards and places them and the
green Chapo pawn into legal Locations
(indicated on the cards; any for Chapo) on
the Hidden area game board.
Layout
Hidden and Found-Fixed-Finished.
Screens divide the table(s) into 3 areas:
�
�
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� A "Hidden" area that the Hunter team
may not view, holding a Hidden game
board and Defenses With Chapo box.
� 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 Defenses With Chapo box, as well
as a "Finished" box.
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 boxes are
arrayed in triangles to separate Exposure,
Mobility, and Detection types. A separate
box holds Defenses that are always with
Chapo, also considered a Location.
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 have 6 white
("Intelligence"), 3 blue ("Police"), and 1
black ("Marina") pawns.
� 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 or,
some cases, to Fix Chapo.
� 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.
� Marina (black pawn) represents an elite
strike unit; the Hunters can use it as
especially effective Police; it is also the
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only way to Finish El Chapo (once
Fixed) for the Hunters to win the game.
Personal
Need\
O0
O0
Visit Wife and Kids/
Nexus: Emma Coroneli
Defense
Types ------- Protection
Links to
other 300 Armed Guards
/cards \ support: El Cuerno
Effect
ARIEL
Capture here requires
Suitable Marina + 20p5
Terrain
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.
� Mobility Defenses tend to enable the
Chapo pawn to make additional, out-of-
sequence moves among Locations�
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representing defenses that aid transit of
exposed areas or a quick getaway.
Whenever the Cartel uses a Defense that
remains Hidden, they (or else the Referee)
must announce that they used a Defense.
Defense cards available to the Cartel team
and played onto Locations. Some go to a
'With Chapo" display and are, in effect, in a
separate Location.
Nexus
Family
Emma Coronel
Current Wife (#4)
Support: Protection
Need: Visit Wife & Twins
Types
Links to
other
cards
Suitabl
Terrain
Support
Protection
\El Cuerno
Guard Commander
Nexus: Family
Defense: 300 Armed Guards
Topography Cards. "Nexus Topography"
and "Support Topography" cards represent
trusted individuals in Chapo's network.
Nexus are individuals with a mainly
personal relationship to Chapo; Support are
those who help him run his cartel or evade
capture. Cards show subtypes (such as
"Family") on front and back to aid Hunters in
finding various parts of Chapo's network.
They show the terrain where the card may
be placed and Links to other cards. Hunters
will seek to Find and perhaps Fix
Topography and follow their Links to
Chapo's Defenses and Needs and to him.
NOTE: Topography cards are never
Finished; Fixing them represents close
surveillance or detention allowing for Hunter
pursuit of associated Leads.
Leads. "Leads" markers bear
named Locations. The Referee
places Leads on face-up
Topography to show the Hunters that there
is a Linked Defense or Need in play at that
Location and to enable them to Fix that
Topography and thereby the Linked card.
Records. A pool of "Records"
markers bears Hunter asset types
and turn numbers. Players may
place Records on face-up Topography
cards or in Locations, in order to show the
last time that a Hunter action there showed
that something (red target reticle on the
marker) or nothing (no reticle) was there.
Sequence of Play
After Setup, play proceeds through up to
8 pairs of alternating Cartel and Hunter
turns as follows and detailed below:
Cartel Turn
� Up to 3 Defense and Chapo actions
total, of which max 2 Chapo
� Draw new Needs card(s)
Hunter Turn
� Add 1 white (Intelligence) pawn
� Plan and resolve Intelligence
� Plan and resolve Police & Marina
2.0 THE CARTEL
On the Cartel's turn, it may perform up to 3
actions total, in any order. Up to 2 of them
may be Chapo actions; the remainder may
be Defense actions. The team also may
draw new Needs cards at any time.
Defense Actions
With Defense actions, the Cartel may:
� For 1 action � or far 2 if marked $$ �
place any 1 unplayed Defense card from
into a legal Hidden Location.
� For 1 action if marked RI � or for 2 if
marked � move a Defense card
between legal Locations�Hidden to
Hidden or Fixed to Fixed (not between
Fixed and Hidden, nor from Finished).
Chapo Actions
With Chapo actions, the Cartel 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. However, at most 1
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action can be used per turn to place
Needs discs. NOTE: Finished Needs
cannot be further Fulfilled at all.
Add Needs Cards
Also, the Cartel team may draw 1 or more
Needs cards from the deck and place it in
its Hidden area. (It may wish to do so if too
many unfulfilled Needs are Finished.)
Leads
Whenever the Cartel adds any Defense or
Needs card to a Location, the Referee adds
any corresponding Leads markers to Found
or Fixed (face-up) Nexus or Support cards
Linked to it (see Leads below).
3.0 THE HUNTERS
The Hunter team on its turn, in this order:
� 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.
� Advance marker on Turn Track.
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.
Records. Throughout the Hunter turn, both
Hunter and Cartel teams may place
Records markers as appropriate to note
whether or not Hunter actions found
something or nothing that turn.
Planning Collection
First, the Hunter team places any or all
white pawns that it has available* onto any
individual Nexus or Support cards (face-
down or face-up, in the Found or Fixed
areas) or on their Lead markers ("pursuing a
lead"), including multiple pawns on one
spot, if desired.
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*NOTE: Some pawns may be unavailable or
ineffective, due to Cartel Defenses.
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 spot 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 Linked to the targeted face-up
Nexus (per the Nexus card). In addition,
Referee places any Lead markers* as
appropjjate on the targeted and any just
revledthoort cards.
�,'Lead on Fouri card: Roll a die; on a
directs Cartel to put all
ayed (not in-hand) Need and
ense cards Linked to the targeted
card onto the Fixed board at their
Locations (or in With Chapo box).
Lead on Fixed card: Same as above
(regardless of the Location of the Fixed
card). But, if no Linked cards remain
Hidden, Cartel must instead Fix 1 other
card or Chapo if either currently Hidden
in that Location (not 'With Chapo" box).
*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. For all face-up Nexus and Support
cards, the Referee monitors whether any
Needs or Defenses Linked to it are in play
(either Hidden or Fixed). If so, the Referee
places a Lead marker showing the current
Location of each Linked Need or Defense
onto that Topography card.*
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� Hunters may move a card bearing any
Lead at any time to that Fixed Location
(including fr9m another Location where
that card had been moved earlier).
*NOTE The Lead marker lets the Hunters
know that a Linked Need or Defense is in
play and where, enables them to Fix the
Nexus/Support for further action, and allows
targeting of the Linked cards.
Planning Enforcement
Next, the Hunters place any or all of the
blue and black pawns that they have onto
any Locations, Leads, or cards, (one or the
other) in the Fixed area, including multiple
pawns on a single spot, if desired.
Resolving Police and Marina
After planning enforcement, the Hunters
resolve Police'and Marina actions in any
order they desire. During Resolution,
Hunters may reposition pawns within a
Location (or "With Chapo" box) among
cards, Leads, or the Location itself.
Police. For Police (blue), Hunters roll 1 die
pawn by pawn and carry out the following
(on a 4-6).
� Location (including With Chapo box):
on a 4-6, Cartel team must move either
Chapo (if currently Hidden in that
Location) or any 1 Defense or Need
card Hidden there (if any) to Fixed.
� Lead on Fixed (Nexus or Support) card:
on a 4-6, Cartel must move all Defense
and/or Needs Linked to that card from
Hidden to Fixed (same as Intel, above)...
If no Linked cards remain Hidden, Cartel
must instead Fix 1 other card or Chapo
if either currently Hidden in that Locatio
(not in 'With Chapo" box).
� Fixed Need or Defense card: on a 4-6,
that Need or Defense to Finished. Any
discs (Fulfilled Needs) on Needs card
stay with the card. Also, if Chapo is at
that card's Location (nat if card is in
'With Chapo" box), Fix Chapo (not a
card).
Marina. The Hunters carry out a Marina
strike (black), if any planned, as follows.
� Any Fixed card or a Location without
Chapo Fixed: results are the same as a
successful Police action, as if a 4-6 had
been rolled. (It is still not "Police" for
purposes of any Cartel Defenses.)
� Location where Chapo is Fixed: Chapo
is Finished (captured). Hunters win.
NOTE: The Cartel may be able to use a
Defense to block this result.
Advance Turn
After the Hunters' turn, Referee (or Hunters)
advances the colored pawn by 1 number on
the track of circles next to the Finished box.
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).
� As Intelligence collection (a white pawn)
is resolved or as the Cartel adds Need
or Defense cards into play, place or
update Lead markers corresponding to
current Locations of any Linked cards.
� Help manipulate cards, Record markers,
Turn Track, and such in the Fixed area.
5.0 VICTORY
The game ends either as soon as the
Hunter team wins or after 8 turns:
Hunter Win. The Hunters win the instant
that they Finish (capture) El Chapo.
Cartel Win. The Cartel wins if Chapo
remains free (not Finished) for 8 pairs of
Cartel and Hunter turns, and it has at that
time Fulfilled (placed a disc on) at least 1/2
(rounded up) of total circles on Needs cards
on the table (Hidden plus Fixed plus
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.
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