The Peace Game

by Tom Barnes

(Editor's Note: Tom's article is about a matrix game that is used to play out cold war situations. He's using my basic outline for how to resolve arguments but he has added to it some strict number based rules on force build ups and diplomatic tension. It sounds like an interesting game.)

Situation: Two countries are in a state of cold war with each other (not neccessarily modern, think of Ancient Greece arid Persia, Medieval France and England, or 19th century England and Germany). One faction within the country wants to prosecute a successful way, by building up more military force than the other side and then straining diplomatic relations to the point where they can provoke a war. The other faction wants peace. They do this by keeping diplomatic tensions low and preventing arms build ups. If force or diplomatic tension levels force both sides go below 1, then BOTH peace players win. [so it sounds like there are 4 players: 2 peace players and 2 hawk players.)

Sides: 4, 2 countries, 2 factions within each country.

MECHANICS

Random Events are rolled using 2D6, they can be used to Influence certain matrix actions. The various factions attempt to influence each other In 2 separate areas: diplomatic relations and arms build up. The results of the matrix desions effect a sliding scale which represents the military force land diplomatic tension) of each side.

Random events are real and are added to the matrix for as long as their influence lasts. They count over and above the normal reasons In an argument. [So a random event can make it more difficult for my arguments to win.]

Matrix:. The matrix is a standard matrix where you make arguments by stating an action, a result, and 3 reasons), but it is influenced by random events. Players may add or remove elements from the matrix by consensus or by random events [what about by results? Are they added to the matrix? It sounds like they don't). Furthermore random events might add or subtract from certain types of. arguments, or the arguments of a specific faction.

Argument Resolution

    +1 For each reason taken from the matrix (up to 3)
    +/- currently effective random events
    +1 For a "Strong" argument. Settled by consensus
    -1 For a "Weak" argument [also done by consensus]
    +1 "Yes and counter-argument
    0 "Yes but counter-argument
    -1 "No actually counter-argument

Tracks: The military force track goes from 0 to 50, with each side starting off at 10. Going above 50 means that the economy collapses, Armageddon breaks out, or some catastrophe overtakes both sides and everybody loses. The tracks are normally kept hidden from the other countries factions [so they will not know exactly how strong you are, or how close to war you are). The Diplomatic force track goes from 0 to 30 and starts at 10. Above 24 there is a chance that a player might be able to provoke a war. Roll 1D6 and add it to the number on the track. If the number is over 30 then somehow a war has been started. This track is moved by random events, matrix decisions, and arms build ups.

TURN SEQUENCE

    1. Roll for random events
    2. Matrix resolution for diplomatic interaction
    3. Matrix resolution for arms buildup/disarmament
    4. Move both sides force track
    5. Move both side diplomatic tension track
    6. Provoke war
    7. Fight wars

RANDOM EVENTS: Roll 2D6, then roll 1D6 as necessary to determine which countries or factions) are affected by the random event.

    2 Add an element to the matrix
    3 Discredit/squelch -2 to arguments for 1D3 turns
    4 Popular movement lasts 1D3 turns
      1,2,3 Militarism/Pacifism = +2 to arguments for Hawks/Doves
      4,5,6 Isolationism = Factions of each side resolve arguments separately and secretly

    5 Diplomatic Shift 1D6 to diplomatic tension track
    6 Economic Change 1D3 to any force built for next 3 turns.
    7,8 No event
    9 Spy/Subversion = permanent, take effect Immediately
      1,2,3 Reveal force level to within 5 points of true level
      4,5,6 Cancel effect of I current random event -OR- Subract 1D6 from one sides forces

    10 Change of Government = +1 to 1 faction for 1D3 turns
    11 Technological breakthrough : Take an extra +/- 1D6 to any military force built (or reduced) on this turn or the next.
    12 Subtract an element from the matrix.

Who is affected:

    1. Country A, Hawk
    2. Country A, Dove
    3. Country B, Hawk
    4. Country B, Dove
    5. All Hawks
    6. All Doves

THE MATRIX

EMOTION: Love, Hate, Fear, Greed, Charity, Pride

POLITICAL PLAYERS: Hawks, Defense Industry, Militarists, Conservatives, Businessmen, Farmers, Army, Navy, Police, Liberals, Intellectuals, Workers, Counter-Culture, Dove, Church, Pacifists, Idealists

POWER BASES: King/President, Assembly/Congress, Bureaucracy, Lobbyists, People

REAL POLITICK: Economic Constraints, Pressure, Rivalry, Betrayal, Deals, Interia.

IDEOLOGY: Truth, Freedom, Justice, Law and order, Patriotism, Idealism, Equality

TACTICS:

Modifier to
Argument Resolution
Type of ActionResult In Track Change
-2Expand+1D6 to force
-2 Dismantle-1D6 to force
-2 Provoke+1D6 to tension
-2 Pacify-2D6 to tension
-1Build+1D3 to force
-1 Disarm-1D3 to force
-1Bait-3d3 to tension
-1 Negociate-1D3 to tension
0Increase+1 to force
0Limit-1 to force
0Strain+1 to tension
0Warm-1 to tension

[So you must choose one of the above tactics to be your action in a given turn - which automatically yields the following result]

WAR

When war breaks out one person on each side chooses a battle tactic (roll a die or do a quick matrix argument to decide who does this). once a tactic is chosen that player rolls 1D6 for each 10 points of force the country has. Reduce the enemy forces that number, plus or minus the modifier from the below table. Combat Is simultaneous. If both sides have forces left, and everybody agrees, then combat continues a second round. If someone [a Dove maybe] does object, start a new cold war turn. If, after that round of matrix arguments, tension is still high enough to start a war (and both sides have forces left) then the war goes on.

TACTICS MODIFICATION

Side ASide B
AtAtAtMa DeAtDeMa
Attack Attrition +3/+3+2/+1 +1/+1+2/-2
Attack Maneuver+1/+1 +1/+1+1/00/0
Defend Attrition +2/+20/+1 +1/+10/-2
Defend Maneuver-2/-20/0 -1/0-3/-3

PostScript

I wrote this game in response to a random comment made about the lack of "Peace games" and to comment on several problems I have with Chris Engle's matrix system.

I have always been bothered by the lack of some concrete system for resolving conflict in matrix games. I also wonder about the absolute control that players have over events. To counter these complaints I have come up with a rudimentary combat resolution system and random events chart. This, plus a tightly defined goal for the players with fairly rigid methods for achieving the goals make what Chris has convinced me is a good, if completely untested game.

(I asked Tom if I could print his game after seeing it at a party. I think his observations about the holes in the matrix system are right on the mark. It does not produce fast paced combat resolution. It is unpredictable, but since players do have absolute control over what they try to make happen (though not over what does happen - that is up to the great dice God) strange things can and do often come up.

My experiments in MGs shows me that the ones with clear scale, and obvious goals, work the best. The system also seems to be best suited for political or heroic level play (since the time scales of these two fields tends to be pretty loose and open).

If any of you have problems with any way Matrix Games are being run. Please write me.. I am definitely open to feedback.)


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© Copyright 1990 by Chris Engle
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