Resource Library

Resources & Downloads

Publish reusable frameworks, reading maps, templates, and debrief tools that support the institute's methods.

[V-72]
Worksheet

Matrix Game Template

A simple template for running your first matrix game, including setup, turn structure, and adjudication guidelines.

Open Resource
[X-74]
Tutorial

Reading a Wargame Rulebook

How to approach dense wargame rulebooks without getting overwhelmed. Focus on structure, not details.

Open Resource
[Z-76]
Guide

Wargame Complexity Ladder

A recommended learning path from simple intro games to complex simulations, organized by mechanics and complexity.

Open Resource
[B-78]
Reference

Wargaming Terms Glossary

Common wargaming terminology explained: ZOC, OOS, EZOC, odds columns, phasing player, and dozens more.

Open Resource
Interactive Lessons

Playable Wargame Mechanics

These demos are built to teach. Each one isolates a core wargaming idea and makes the mechanic visible through interaction.

>How Wargames Make Reality Playable

See how a messy real-world situation gets simplified into a playable model without losing the structure that makes decisions meaningful.

From Reality to Play

See how wargames simplify real-world problems into playable systems without losing the mechanisms that matter

1
Real-World
Problem
2
Playable
Abstraction
3
Wargame

Real-World Problem

A live situation with too many interacting variables to play directly

Complexity Level
100%
>Political relations
>Economic factors
>Weather patterns
>Supply chains
>Troop morale
>Intelligence data
>Terrain features
>Public opinion
>Technology levels
>Alliance dynamics
>Cultural factors
>Historical context
>Resource availability
>Communication networks
>Leadership decisions

The real world is too dense to play directly. A useful wargame begins by deciding what must stay and what can be abstracted away.

Step 1 of 3

>Combat Results Table (CRT)

The classic odds-based combat system used in most traditional wargames. Attack strength vs defense strength creates odds ratios (3:1, 2:1, etc.), terrain shifts the column left, and dice determine the result.

Educational Focus: The CRT teaches force concentration, combined arms, when to attack vs defend, and how terrain affects combat odds. This mechanic makes planning and preparation matter more than dice luck.
[W-73]

Attacking Force

14
🎖️Infantry(ATK: 2 × 3)
🛡️Armor(ATK: 4 × 2)

Defending Force

9
🎖️Infantry(DEF: 3 × 2)
🎖️Infantry(DEF: 3 × 1)
Defender Terrain
Open Ground (No modifier)
COMBAT ODDS
1:1
14 ATK vs 9 DEF
No terrain modifier - using base odds
Combat Results Table (1:1 Column)
Roll 1d6 to determine the outcome on this odds column:
Die Roll 1:AE - Attacker Eliminated
Die Roll 2:AR - Attacker Retreats
Die Roll 3:AR - Attacker Retreats
Die Roll 4:EX - Exchange (Both Lose)
Die Roll 5:EX - Exchange (Both Lose)
Die Roll 6:DR - Defender Retreats
Combat Log
⚔️ Configure your forces and attack!
How The CRT Works:

1. Calculate Odds: Divide attacker strength by defender strength to get a ratio (like 3:1 or 2:1). This determines which column of the table you use.

2. Terrain Shifts: Terrain "shifts" the odds left (toward worse odds for attacker). Forest is -1 column (3:1 becomes 2:1), City is -2 columns (3:1 becomes 1:1). This is why attacking into cities is hard.

3. Roll The Die: Roll 1d6 and look up the result on your odds column. The table shows what happens:

  • AE (Attacker Eliminated): Your attack failed catastrophically - you lose all units
  • AR (Attacker Retreats): Attack failed - you lose 1 unit and must pull back
  • EX (Exchange): Bloody fight - both sides lose 1 unit
  • DR (Defender Retreats): Success! Defender loses 1 unit and must retreat
  • DE (Defender Eliminated): Total victory - defender loses all units

Key Lesson: Better odds give better results more consistently, but nothing is guaranteed. A 4:1 attack in open ground is strong. That same attack into a city (becomes 2:1 after -2 shift) is much riskier. This is why concentration of force and terrain matter.

>Hex and Counter Primer

A compact explainer for classic hex-and-counter systems. It shows how counters encode movement, combat, and battlefield role directly in their printed values.

Hex and Counter Primer

This is a compact teaching aid for classic hex-and-counter design. Click each counter type to see how printed values become battlefield behavior.

23
X
Infantry3
Typical counter anatomy: attack top-left, movement top-right, symbol in center, defense bottom-right.

Printed Values

Attack: 2
Defense: 3
Movement: 3
Range / Effect: adjacent

Mechanic

Infantry is the baseline unit in many hex-and-counter systems: steady, versatile, and best at holding ground.

Why Hex and Counter Systems Matter

This teaches that counters are not just tokens. Their printed numbers are the rule arguments that create different battlefield roles.

What These Demos Teach

These are focused teaching tools, not full wargames. Each one isolates a core concept and makes it visible through interaction.

What you're learning:

  • Reality to Playable Model: How complex real-world situations get simplified into playable systems without losing the structure that makes decisions meaningful.
  • Combat Results Table (CRT): The classic odds-based combat system. Learn why force concentration matters, how terrain affects combat, and when to attack vs defend. This mechanic makes planning and preparation matter more than dice luck.
  • Hex and Counter Primer: How traditional wargame counters encode movement, attack strength, defense strength, and battlefield role directly on the piece. This is the information-dense design language of classic wargames.

These mechanics are building blocks. Real wargames combine them with scenarios, historical context, and adjudication rules to explore specific questions about conflict, strategy, and decision-making under uncertainty.