Module:Fitna: The Global War in the Middle East

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Fitna: The Global War in the Middle East is a two- to six-player grand strategic level card-driven wargame depicting the military confrontations in the Middle East since 2012, up to the near future. Among 10 historical and hypothetical scenarios, players can simulate the war against the Islamic State in Iraq and Syria (ISIS), the Kurdish Rebellion, the Sunni versus Shia confrontation as well as Russian, Turkish, Israeli and Western intervention in the region. ISIS troops are activated through Event cards.

This wargame allows you to have a clearer view of the local protagonists' goals and a real understanding of what is going on in this chaotic area. This is why it is used by experts and analysts of the French Ministry of Defence to test prospective scenarios, as the iconic “Gulf Strike” used to be by US experts to plan the Gulf War.

Each turn represents two months of real time and is divided into several phases allowing players to play events, to take reinforcements, to check supply, to spend operational points, to move units (mostly brigades and divisions) and to launch offensives. Each player gets 4 cards in hand allowing him or her to use them carefully either for creating events, spending operational points or supporting battles.

Fitna V2 : modifications from version 1 : bug fixes : - Fix Al bagdadi, counter now double sided. - Correction card 102, in asset and not in event. - Fix missing map 76. - Correction printing counters (missing flags) improvements/changes : the squares are now magnetized, the pieces are more easily positioned in the squares. But, if you place a counter outside the squares, the counters are not attracted to the nearest square. This makes it possible, for example, to prepare reinforcements or to detach attacking units from units that are still behind. It is possible to retrieve asset and event maps directly from the private maps of each country, without having to go into the asset or event map. It is possible to create a fog of war, each player can hide units, the choice of hiding by player is influenced by the fact that we do not know how many players are playing each scenario, so it is easier to hide by player than by country. At the bottom left of the central map, a movement/combat point counter has been put in place of the international turn and tension, which are managed elsewhere. When the turn reaches the values 3, 6, 9, 12, the played asset and event piles are automatically returned to their respective piles. Each counter can be identified as "active" (highlighted in red), or "target" (a superimposed target, to facilitate discussion between players who cannot see or hear each other. When a player plays his joker, the joker is placed on the main map in the corresponding slot, so that the other players know which jokers are already played.

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