WarPaths

Features

This is a description of the features available in all Warpaths decision simulations, with minor differences between the two formats (seminar and matrix). If you have questions on how any of these are implemented or if others are possible based on your needs, please reach out to ask!

Customizable Scenario, Teams, and Mapview

You have control over every aspect of your game. Create your default map view, build a series of scenario backgrounders, decide on your team names, and more. 

Email-Based Invites with Three User Roles

Invite players though an email system that automatically assigns them to a team with the appropriate permissions. Team Leaders have full access to invite players to their teams, input all text for turn inputs, and approve the final submission for each turn. Team members can provide text inputs, and Observers can read all information, but cannot modify anything in the database. 

Controllable Formatting for Turn Inputs

For matrix games, you can choose between a traditional matrix structure (action, result, 3x justifications) or a DIME-centric format aimed at using whole-of-government approaches. Decide if you’d like teams to submit 1, 2, or 3 separate arguments per turn – each on a designated topic of your choice. 

In seminar games, players respond to a series of strategic questions that you create ahead of the game. You can choose to hide all responses until the turn is over, allow edits of past turns, and more.  

Color-Coded Conditions for Countries and Regions

Use up to three color-coded conditions in the game. Colors shades of each family correspond to weak, moderate, and strong conditions. There are four color families for you to selectively use (red, blue, green and amber) or instead use a stoplight-style (red, amber, green) along a single spectrum. 

You define the conditions, what they mean, and what each strength corresponds to. Possibilities might include readiness for war, receptivity to foreign influence, willingness to engage in diplomacy, severity of a crisis, or others. 

A Wide Selection of Icons for Map Activities

Units and incidents are represented on the map with popup information windows for player reference. Teams are able to control the positions of their own units and movement each turn, while only the white cell can place incident icons. Icons can be pre-loaded to automatically be revealed on a designated turn. 

Coordinate with the admin for new icons based on what you’d like to be able to represent in your game. 

Pre-Loadable Scenario Slides, Intel Reports, & Media Items

Create a unique information environment with scenario slides (viewable by all), intel reports (specific to teams), media articles (3 outlets with leanings toward red, blue, and neutral), and a simultated social media feed.

Like incident icons, all of these can be pre-loaded for revealing at a specific turn with notifications to all players that a new item is available for viewing. 

Map Overlays

Use an overlay for weapon ranges, trade routes, disaster extent/regions, or others, for users to toggle on their map interface.

Have a unique problem you’d like to represent with a custom overlay in your game? Contact the admin to inquire about how you can do this. 

Presentation Mode for Seminar Games

Seminar games have some unique dynamics, and a presentation mode helps with that. Pre-load all of your turn information, consolidate your information tabs, and widen your screen to take advantage of available projection real estate. 

Presentation mode is user-specific, so one person can present while other participants have full use of normal mode for information input and reference. 

Additional Features Include:

Team Coordination Features

Give team-level guidance while allowing them to develop the details of their strategic approach. A message system helps facilitate coordination within teams, within allies, with the white cell, and through direct messages between teams.

Game History Capture

As turns advance, all aspects of the previous turn (incidents, intel reports, media, unit locations, arguments, comments, color-based map conditions, etc…) are preserved for team reference later in the game and for after action reviews. 

Timer-Based Controls

Control all aspects of team inputs with timers for arguments, comments, responses, and discussion. As time expires for each, the phase of the turn is automatically advanced so players can begin their next set of tasks. 

Multi-Game Management

For users that are running several games simultaneously, WarPaths has features that allow you to quickly change between games and copy content from one to another. 

Bulk Invites for Large Games

For organizations running large exercises (50+ users), the WarPaths Admin can help with generating a waiting room list for email invites – preventing the need to fill out information for each new player invite.

Game Reset Options

You can easily reset your game to Turn 0 and preserve all turn-specific items (intel, media, incident icons, scenario, conditions, team and players) to rerun the game – with modifications, if desired. Or, deleted all current players to bring in a new crop, start from scratch to rebuild your game, and more. 

White Cell Overrides

For all aspects of the game, white cells retain the ability to create new inputs or modify old inputs on behalf of teams to provide a greater degree of control and safety for your game. 

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