TEACHINGWARGAMING
Teaching WargamingEDUCATIONAL PILOT · FICTIONAL EVIDENCE

ORIGINAL TEACHING GAME / ADVICE UNDER PRESSURE

Last Convoy

Command a relief convoy while deciding how much to trust your adviser.

Deliver more relief crates than the other team over six dispatches. Keep the shared port above zero integrity; if it closes, both teams lose. Scores measure this game's outcomes, not learning.

Set up the table

Two people or groups play North and South on one device. Alone? Choose for both teams yourself. There is no computer opponent. Keep each team’s order private until the reveal; blank the projector while choosing.

The adviser gives scripted advice to the active team. Some advice may be incomplete or wrong. Check it against the fictional documents inside the game; all the evidence is there.

First visit? Choose Untimed and learn one dispatch before trying the clock. Keep this tab open: unfinished games are not saved. Download your decision record from the debrief.

Written rules and limits

Each team has a fresh allocation of four crates per dispatch. Send two or four through the channel, two along the coast, or hold. Unsent crates expire. Each team has its own channel capacity limit for the dispatch. Cargo above that limit is lost. If local weather exceeds the fleet-specific limit, all channel cargo is lost and that team causes two integrity damage. Equality is permitted. The coast always delivers two in this model.

If both choose the channel and combined cargo exceeds six, each team's otherwise deliverable cargo is reduced by one, never below zero; shared integrity also falls by one. Apply unsafe-route damage as well. Both orders resolve together. Add delivered crates to each score. Port integrity starts at eight; zero ends the game with no winner. Otherwise, after six dispatches the higher score wins; equal scores draw.

Time runs while reading. When time runs out, a team that has not locked its order sends no cargo. The next team’s private evidence stays hidden until the handoff. Pausing freezes the decision desk and timer. Untimed play uses the same rules without a deadline. Verification has no arbitrary point penalty. Its cost is attention and time taken from deciding. No external browsing is required.

The packet has 18 pages per dispatch, including contextual data, outdated baselines and current restrictions. It is deliberately dense, wholly fictional and not a real research paper. The source index is available. A passing evidence check confirms three facts and their pages; it cannot prove understanding. Adviser quality and game balance await human testing.

Dispatch research packet

SIMULATED DOCUMENTS · ALL DATA INVENTED · Your dispatch clock continues while you read.

Document index and source hierarchy

Current engineering: page 4. Local weather: page 12. Fleet restrictions: page 16. These override baseline and regional summaries. Use the pages to obtain the actual values.

Record the controlling facts

Find all three values and cite their page numbers, in capacity, weather, limit order. The check will not reveal corrections.

Advice under pressure

Your job is to choose a dispatch that delivers cargo while preserving the shared port. You can follow the adviser, offload arithmetic, read the packet, or combine those approaches.

The adviser will often save effort. Some recommendations contain a consequential mistake. Your opponent also affects congestion. Check the local evidence when it matters, decide, then see both results together.

There is no bonus for distrusting the adviser. During the debrief, compare the time you spent, the evidence you consulted and the decisions you handed over. This scripted exercise cannot establish how a real AI behaves.