COLLECTION DECK: GAME INSTRUCTIONS
Document Type:
Collection:
Document Number (FOIA) /ESDN (CREST):
06711365
Release Decision:
RIFPUB
Original Classification:
U
Document Page Count:
4
Document Creation Date:
December 28, 2022
Document Release Date:
November 7, 2017
Sequence Number:
Case Number:
F-2017-01128
Publication Date:
July 1, 2016
File:
Attachment | Size |
---|---|
collection deck game ins[15338831].pdf | 153.99 KB |
Body:
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UNCLASSIFIED/ /FOUO
COLLECTION DECK
� Game Instructions
.........
PREMISE
Players use intelligence collection techniques to solve intelligence problems.
COMPONENTS
COLLECTION TECHNIQUE CARDS (66)
(UNCLASSIFIEDIIFOU0)
FOREIGN
MEDIA
TRANSCRIPTION
OSINT
TECHNIQUE
English-language foreign
media products can be
provided directly to the
IC without translation
RANGE
1 � 7
Not affected by
Linguists Reassigned
Each Collection Technique card lists the name of the technique as well as:
� What collection discipline it falls under: GEOINT, HIJMINT, MASINT,
OSINT, or SIGINT
� A description of the technique
� The types of intelligence aspects it can be used against: (P)olitical,
(M)ilitary, (E)conomic, and (W)eapons
� The difficulty range of problems it can be used against
Some technique cards may have additional language if they are immune to certain
reality cards or have restrictions on the kinds of intelligence problems they can be
used against.
INTELLIGENCE PROBLEM CARDS (46)
(LINCLASSIFIED/IFOU0)
PAKISTAN
NUCLEAR
SECURITY
INTELLIGENCE
PROBLEM
TECHNIQUES REQUIRED
DIFFICULTY
9
Each Intelligence Problem card lists the name of the problem as well as:
� How many Collection Technique cards must be used to solve it (this is
also how many points the card is worth)
� The intelligence aspects of the problem: (P)olitical, (M)ilitary,
(E)conomic, and (W)eapons
� The problem's difficulty rating
REALITY CHECK CARDS (55)
Reality cards can have a positive effect or negative effect on a player's ability to use Collection
Technique cards against an Intelligence Problem card, either by affecting some aspect of the cards or
outright countering the card's use. There are a few special Reality Check cards:
Collection Manager Challenge: If a Collection Manager Challenge card is played against a player's
Collection Technique card, the player has to provide an explanation of how that technique could actually
Updated May 2012 (v4.3)
UNCLASSIFIED//FOU0
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(WICLAS5IFIE0IW0U0)
MISINFORMED
SOURCE
REALITY
CHECK
Counter a
HUMINT collection
technique
Wow. I guess he really
didn't know what he
zu talking about.'
INITIAL SETUP
be used against the issue identified on the Intelligence Problem card in the real
world. If the facilitator (in a facilitated game) or other players (in a non-
facilitated game) find the explanation feasible, the challenge has been defeated
and the Collection Management Challenge card is discarded. Otherwise, the
Collection Management Challenge card counters the Collection Technique card,
both are discarded, and the player must replace the Collection Technique card or
end his turn.
Think Outside the Box: Players can use one of these cards to defeat any Reality
Check card that another player uses against one of their Collection Technique
cards, with the exception of Collection Manager Challenge.
Separate out the Intelligence Problem cards from the deck, and shuffle the remaining cards (Collection
Technique and Reality Check cards) together. Deal seven cards from the Collection Technique / Reality
Check deck to each player.
Place ten cards from the Intelligence Problem deck face up on the table between the players; this is known
as The Field.
PLAYING THE GAME
Players will have in their hands some combination of Collection Technique and Reality Check cards.
Players use their Collection Technique cards to solve Intelligence Problem cards on the Field, and can use
their Reality Check cards to help them do so, or hinder their opponent's ability to do so.
However, not every Collection Technique card can be used against every Intelligence Problem card. In
order to use a technique against a problem, the Collection Technique card has to meet two conditions.
1. The intelligence aspects listed on the Collection Technique card have to match at least one of the
intelligence aspects listed on the Intelligence Problem card.
2. The range listed on the Collection Technique card has to cover the difficulty rating of the
Intelligence Problem card.
Reality Check cards can be used to modify a technique or a problem to create matches that would
otherwise not be possible.
The player who most recent talked with someone in a collection organization gets to go first.
PLAYER TURN
On their turn, each player or will announce which (if any) of the problems on The Field they want to
solve, and Collection Technique cards and any Reality Check cards to do so. This is the player's
Collection Strategy. A player can only target one Intelligence Problem card a turn, but should play as
many collection techniques cards as they need to solve the problem (i.e. if it's a 2 point card, they should
play two techniques). Players may also choose to pass and not target any problem, at which point it's the
next player's turn.
2
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Once a player has played his Collection Strategy, the other players then have a chance to act as "the
system" and try and disrupt the strategy. Up to three cards can be played by all the other players
combined to disrupt the played Collection Strategy. After each disruption attempt, the playei whose turn
it is has the opportunity to respond to the disruption by either playing his own Reality Check cards or
replacing a countered Collection Technique card with another one from his hand. Countered techniques
and associated Reality Check cards are placed in the discard pile; Reality Check cards which are used to
modify an Intelligence Problem card stay on the Field until the Intelligence Problem is solved.
If the player still has an intact collection strategy after all disruption attempts have been made (or if none
of the other players attempt to disrupt his strategy), the player keeps the Intelligence Problem card, and
counts the number of techniques required to solve the problem (as identified on the Intelligence Problem
card) towards his point total. Play then continues to the next player. If a player is unable to respond to a
disruption attempt, his turn is over and play continues to the next player.
When a player is trying to solve a problem that requires multiple techniques, his turn may end with some
Collection Technique cards still being on the Field but not enough to solve the problem. In this case, the
non-countered Collection Technique cards stay associated with that Intelligence Problem card on the
Field, and other players can opt to solve the problem by adding their own Collection Technique cards to
complete the Collection Strategy on their turn.
STARTING A NEW ROUND
Play continues around the table until all players have determined there is nothing else they can do. This
ends the round. Before the next round starts:
� If there are less than ten cards on The Field, place additional cards from the Intelligence Problem
deck on the table until there are ten.
� Any player who has cards left over can discard any unused cards that they don't want for the next
round.
� After all players have discarded unwanted cards, deal cards to each player so they are back up to
a hand of seven cards.
The next round starts with the player who went second in the last round.
LATE ARRIVALS RULE
Players who want to join in the middle of a game are welcome to do so, but have to wait until a new
round to do so. At the beginning of a new round, they are dealt seven cards and can join the game.
SELF-DEFEATIST RULE
Players may not play Reality Check cards to counter their own Collection Technique cards or otherwise
defeat their own collection strategies (e.g. in an attempt to get rid of cards).
3
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VICTORY
The game ends when one of the players solves 10 points worth of intelligence problems, or until
everyone has had enough and wants to go do something else.
VARIANT RULES
TEAM PLAY
Players play in teams of two or three people, with three to five teams per game; each team gets
only one set of cards and play as if they were a single player, but should discuss and come to
agreement on each move.
HARDCORE
Remove all the Collection Manager Challenge cards (12) from the deck. Every time a player
plays a Collection Technique card against an Intelligence Problem card, the player must explain
to the satisfaction of the facilitator or other players how that technique could actually be used
against the issue identified on the Intelligence Problem card in the real world.
UNCLASSIFIED//FOU0
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