How to use the card deck for serious strategy
planning
Games to play with the card deck
Robert Cantrell, the author, is a professional strategist and a client of
Atchity
Editorial/Entertainment International |
StratEffects
A game for the world as it is
(This game
can be used for training and to solve real world problems.)
- Select a strategic
problem to solve.
- Describe what the
problem is and what the problem means.
- Build a cause and
effects chain forward and backward from the problem. For example, if
the problem is I do not have outside support, meaning I will have to
proceed on my own, you might go forward with I will have to proceed on
my own, meaning I will have to succeed with the resources I have, and
then I will have to succeed with the resources I have, meaning I will
have only one chance to reach my objective. You might go backward with
I have moved beyond the capacity of my support to reach me, meaning I
do not have outside support, and before that, my objective is remote,
meaning I have to move beyond the capacity of my support to reach me.
Go forward and backward at least two steps from the central problem;
branches are acceptable. (Within reason, the broader your cause and
effects chain or net, the better your potential result.)
- Deal at least five
Strategy cards from the Art of
War: Sun Tzu Strategy Card Deck to each player.
- Allow each player, on
successive turns, to apply a Strategy card anywhere along the cause and
effects chain to include supporting previously played cards in a way
that supports the resolution of the original strategic problem. For the
example in #2 above, the card 10 of Diamonds, FEINT IN THE EAST, ACT IN
THE WEST, evokes the
possibility that you might draw an adversary away from your objective
thereby eliminating your need for support at the objective. Queen
of Hearts, CREATE SOMETHING FROM NOTHING, evokes the possibility
you might cause your adversary to believe you have support even though
you do not. You might further develop the Queen of Hearts by playing the 3
of Clubs, SOW A DISCORD, that evokes the
possibility you might allow your adversaries to discover secrets that
are actually false the secret in this example being that your support
has greater reach than it does.
- Draw cards to replace
those used.
- Play until you have a
plan, succeed at a plan, or until cards run out.
- For real world
problems, play is continuous as the situation changes.
- You win as a team by
solving the strategic problem, though a moderator or group consensus can
award the designation of winner for training games.
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