Wargame Nexus

Real wargaming

Games that are rehearsals for decisions

A wargame does not predict the future. Done properly, it is a research method that exposes assumptions, tests plans against a thinking opponent and prepares the people who will decide for real.

01 · Definition

What a wargame is

A wargame is a model of conflict in which people make decisions, an opponent responds, and the consequences shape the next round of decisions. That loop of choice and consequence separates a wargame from a simulation, a tabletop briefing or a staff exercise.

Its value is in what it reveals about the problem: hidden assumptions, friction points, options nobody had considered and the reasoning of the people who will have to decide for real.

“A scenario-based warfare model in which the outcome and sequence of events affect, and are affected by, the decisions made by the players.” UK MOD, Wargaming Handbook (DCDC, 2017)
BLUE

Players who decide. Real people under time pressure and uncertainty, not scripted actors.

RED

An opponent who adapts. A red cell trying to win exposes weaknesses a plan review will miss.

W

An adjudicator. White cell control decides outcomes using rules, data and expert judgement.

02 · Lineage

Two hundred years of practice

From Prussian staff officers moving blocks on map sheets, to Wrens in Liverpool beating the U-boats, to today's MOD handbooks, the method has been refined over two centuries.

A reconstruction of the 1824 Prussian Kriegsspiel played on a map with wooden blocks and dice
Kriegsspiel reconstruction. Photo by Matthew Kirschenbaum, CC BY-SA 4.0
  1. 1824

    Kriegsspiel

    Prussian officer Georg von Reisswitz publishes rules for playing war on real map sheets, with an umpire and dice-based results tables. Prussian success in 1866 and 1870 makes armies across Europe take notice.

  2. 1872

    The British Army adopts the war-game

    The War Office publishes "Rules for the Conduct of the War-Game", translated from the Prussian rules, bringing staff wargaming into British officer training.

  3. 1942

    Western Approaches Tactical Unit

    In Liverpool, Captain Gilbert Roberts RN and a team of Wrens wargame the Battle of the Atlantic. Their tabletop games develop new anti-U-boat tactics that are taught to escort commanders across the fleet.

  4. 2001

    Dstl

    The Defence Science and Technology Laboratory is formed. Wargaming becomes a core part of its analysis for the Ministry of Defence.

  5. 2017

    UK Defence Wargaming Handbook

    The Development, Concepts and Doctrine Centre (DCDC) publishes practical guidance on purpose, design, adjudication and analysis, alongside its Red Teaming Handbook.

  6. 2020s

    A wargaming revival

    UK Defence and NATO expand wargaming for planning, capability development and professional military education. NATO publishes its own Wargaming Handbook in 2023.

03 · Purpose drives design

Two families of game

Training & education

Build the people

The players are the subject. The game develops judgement, teamwork and familiarity with procedures before they are needed.

  • Success is measured in learning
  • Scenarios can be repeated and varied
  • Debrief matters more than outcome

Analytical

Answer a question

The problem is the subject. The game generates evidence about a plan, a concept or a capability for a sponsor who must decide something.

  • Success is measured in insight
  • Needs a data collection plan from the start
  • Findings are traced back to evidence
Free

Expert umpires judge outcomes. Fast and flexible, but only as good as the umpires.

Rigid

Fixed rules and tables decide results. Transparent and repeatable, but slow and brittle.

Semi-rigid

Rules set the baseline and umpires may adjust with stated reasons. The common middle ground.

Matrix

Players argue for outcomes and the facilitator weighs the arguments. Good for political and multi-actor problems.

04 · Analytical rigour

What makes a game evidence

  1. Frame the question

    Agree with the sponsor what decision the game supports. A vague aim produces vague findings.

  2. Design to the question

    Choose scale, time step, adjudication and player roles to fit the problem. Model only what matters to it.

  3. Plan the data

    Decide before play what will be recorded, by whom and how it links to the question: decision logs, rationales, timings, observer notes.

  4. Play with a free red cell

    Give the opponent real freedom to win. Record adjudication decisions and their reasons.

  5. Debrief and analyse

    Run a structured hot wash, then analyse the record. Separate what happened from why it happened.

  6. Triangulate and iterate

    Test insights with modelling, exercises and further games. Peter Perla calls this the cycle of research.

Self-check

Is your game analytical?

0 / 8 · Not yet evidence

Common failures

How games mislead

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Scripting the result

If the plan cannot fail in the game, the game only confirms what the sponsor already believed.

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One play, big claims

A single run is one story out of many. Treat it as a source of hypotheses, not a measured result.

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Fun over fidelity

Engaging mechanics help, but anything that rewards behaviour the real world would punish teaches the wrong lesson.

05 · Further reading

Sources and standards

  • Wargaming Handbook — UK Ministry of Defence, Development, Concepts and Doctrine Centre
    2017
  • Red Teaming Handbook — UK Ministry of Defence, DCDC
    3rd ed. 2021
  • NATO Wargaming Handbook — NATO Allied Command Transformation
    2023
  • Connections UK — the UK's professional wargaming conference and archive
    Annual
  • Defence Science and Technology Laboratory (Dstl) — wargaming and analysis for UK Defence
    Since 2001
  • The Art of Wargaming — Peter P. Perla
    1990