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SCUDHUNT GAME OVERVIEW
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page by clicking on the links below:
Introduction
Objective
How to Play
Assets
Game Variations
Introduction
The hostile state of Korona has
acquired mobile ballistic missiles and weapons of mass destruction and
they plan on destroying a US ally, Kartuna, located across the Gulf of
Sabani.
You are a member of a
national-level C3ISR planning staff, responsible for making decisions on
the allocation of scarce information resources to locate the 3 suspected
Koronan missiles. This information is valuable input to the US National
Command Authority so they can make the best decision about where and
when to strike. Now that you have your mission, you are ready to play
SCUDHunt.
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Objective
SCUDHunt is a simple game of
command, control, communication, intelligence, surveillance, and
reconnaissance (C3ISR) played by distributed teams. The objective is to
work with your team members to find the 3 hidden SCUD launchers on a 5 X
5 grid map representing Korona.
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How to Play
You will be responsible for 1 or 2
information assets (these are discussed later in the overview). For each
of the seven turns, you must place your asset(s) on the left-hand game
board. If your asset is vulnerable to attack, you also have the option of skipping
a turn to preserve the asset for use on future turns. To skip a turn,
select the Skip Turn button.
After all team members have
submitted their moves, the results of the search will be displayed. If
an 'X' ( )is returned, you may have found one of the three Scud launchers.
You can always trust that an X result is an actual launcher unless that
X result came from COMINT or Manned Air search. A '?' means that there
was evidence of suspicious activity within that square of the grid but
it could not be determined if the evidence indicated definite presence
of the launchers. If you get a green '0' ( ), it indicates the asset had
nothing to report. Depending on the reliability of your asset, an '?' ( ) or
'0' may not be accurate. Other results include the skull and crossbones ( )
symbol that indicates your asset was either killed or shot down and the
"thumbs up" icon ( ) that indicates your asset was extracted.
After all the results are returned and the team has had a chance to
interpret them, players submit 3 or more target nominations (grid squares)
based on their best estimate where the SCUDs may be located. After seven turns, the game ends and the success of the
team's target nominations can be assessed.
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Assets
Recon Satellite; Controlled by
Space Asset Manager. Searches one column each turn.
UAV; Controlled by Air Asset
Manager. The UAV can search 1-5 contiguous squares: across, down or
diagonal. The UAV must enter and exit on an edge.
Manned Aircraft; Controlled by the
Air Asset Manager. The manned aircraft may only fly around the edges of
the game board either over bodies of water or friendly countries
bordering Korona. The manned aircraft is required to "rest"
between turns because of crew fatigue, refueling, etc. and thus is
available every other turn.
COMINT; Controlled by the
Intelligence Manager. The COMINT can search any one grid square. In the
game it represents focused attention by skilled analysts, rather than
any specific collection platform or capability.
HUMINT; Controlled by the
Intelligence Manager. The HUMINT can search any one square. HUMINT
starts in the C3 grid (which represents Koronabad, the capital of Korona)
and can only move to adjacent squares. To represent the time delay
associated in receiving this type of intelligence, HUMINT's asset report
is delayed by one turn.
Special Operations; Controlled by
the SpecOps Manager. SpecOps may search any one square. The SpecOps team
can move to any adjacent square after the first turn.
Navy SEALS; Controlled by the
SpecOps Manager. The Navy Seals can only be inserted into coastal grid
squares. Once inserted, the SEALS can move like the SpecOps team.
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Game
Variations
SCUDHunt was designed to evaluate
communications and understanding in distributed teams. To gain a better
understanding of this, SCUDHunt will be played using different
communication and visualization tools. There are 6 combinations of games
that will explore 2 variables:
Modes of Communication:
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Text Chat: Players communicate
only through the text chat window.
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Voice: Players communicate on
the phone via a teleconference.
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Text Chat with Control Only:
Players do not communicate with one another - only with the game's
controller.
Visualization:
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Shared Visualization: Players
see a common graphic representation of the aggregated search results
for all assets for each turn.
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Individual Visualization:
Players must build their own representation of the game board by
printing blank game boards and building their own picture of the
game board based on collaboration with the other players or control.
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Sunday March 23, 2003
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