Explore how wargames help people examine choices and their consequences. Play an example, question its assumptions and discover tools for thinking about a problem. No military or gaming experience is required.
No prior experience needed. Begin with the rules and a worked example.
WHY WARGAME?
Experience a decision. Examine what shaped it.
Other people get a choice
A plan meets someone else’s priorities. Playing a role can help you notice the constraints and competing interests that a written case leaves easy to overlook. After an action, ask how the other side’s response changed your thinking.
Consequences make assumptions visible
A limited budget or an uncertain report can force a difficult choice. Ask which rule produced the consequence and what that rule assumes about the world. A convincing game can still teach a misleading lesson.
After playing: questions worth discussing
What did you expect? Which decision changed the situation? What information did you lack, and did another player surprise you?
Then separate the result from the explanation. Did it follow from a choice, a rule or chance? What would you need to check before applying the lesson outside this game? Winning and learning are different outcomes.
Reading connections: Perla and McGrady, “Why Wargaming Works” (2011); Lacey, “Wargaming in the Classroom: An Odyssey” (2016). A playthrough can generate questions and reveal assumptions; it does not by itself establish a real-world prediction.
BEFORE CHOOSING SOFTWARE
What would help you think?
A sketch and a conversation are enough to start. Explore what a tool makes visible, what it hides and whether it fits the question you want to examine.
Places and connections
A map shows where things happen. A route diagram shows what connects to what. Try both: does distance matter, or is the important question who depends on whom?
Explore with a fictional example
Open Island Relay in the sandbox and trace one route. What does the diagram tell you about access? What would you still need to know before interpreting a delay?
People and capabilities
Role cards describe what someone can see and decide. A list of pieces describes available resources or forces. In a military game, an “order of battle” lists units and their capabilities.
A question for discussion
Who has influence over the problem but is missing from the board? How might including that perspective change what players notice?
Limits and uncertainty
A resource track can make scarcity visible. Cards can introduce information or events; dice can represent a range of possible outcomes. Each choice makes assumptions that deserve examination.
Look past the component
Is the player uncertain before choosing, or does uncertainty affect the result afterward? Would a die represent the uncertainty you care about, or simply add randomness?
Rules and a record
A decision table connects inputs to an outcome. An action record lets people revisit what happened. Together they can help distinguish a player’s choice from the procedure used to resolve it.
Check your understanding
Could two people follow the same rule with the same inputs and agree on the result? What would you record to explain a disagreement afterward?
The sandbox supports discussion and experimentation. Students develop their own research, game concepts and assessed work. It does not generate a game or an assignment.
Reading connections: Dunnigan, “Simulation Game Design,” in Tabletop: Analog Game Design, pp. 27–31; the course sessions on mechanics, rules and prototyping. Enrolled students should use the current syllabus and Canvas for required readings.
CHOOSE YOUR STARTING POINT
Learn at your own pace
01
Beginner: follow an action
Start with an isolated influence example. Predict the result, reveal the explanation and try again. No physical components are needed for this short example.
Use a fictional example to examine what its components represent. Consider what the model leaves out and which tools could help you explore a different question.
Guidance is optional at every level. Course students: use Canvas for assignment requirements. Battle for Moscow is the shared class exercise and does not count toward the two-game activity.
THE PRACTICE LIBRARY
Choose where to begin.
Find game resources, try the Red Sea companion, or explore fictional components.
BEGINNER · GAME RESOURCES
Battle for Moscow
Find the published rules, an online game and a beginner video. Our two-human-side teaching version is undergoing public-release review.
VPG 2009 · External resources
Designed by Frank Chadwick · Victory Point Games edition. Full credits.
Display only information everyone is allowed to see. Keep private roles and hidden information separate.
Test what the screen adds
Compare setup time and rule errors with and without the screen. Keep a paper copy ready.
Examine an AI player’s impact
A future teaching topic: what changes when AI occupies a player seat, and who checks its actions? Current tools use human decisions; no AI player is implemented.
FOR THE CLASSROOM
Teaching a first session
Watch an example
“How to Play: Battle For Moscow” by The Name Of The Game. Rules begin at 3:14; the playthrough begins at 17:00.
The video uses the older GDW edition. Check the edition of the game you are playing.
Demonstrate one attack. In pairs, students take turns playing and checking the rules. Each person then explains an outcome without help. Use the published rules to check each result.