Follow the Money - Video Template
 
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The Game 

Follow the Money is a game of terrorist financing and counter-terrorist financing.  It reinforces some key methods used by terrorists to move money (banks, hawalas, courriers) and a key strategic choice the state must make to freeze or follow financial transactions. The terrorists start with full information, while the state has incomplete information.

Roles 

  • State
  • Terrorist 

Network Rules

The network is made up of 2 types of nodes that never connect to each other: Hawala nodes and Bank Nodes. Dashed lines represent slower transaction routes that will take 1 extra turn for transactions to travel across.

Terrorist Rules

  • Needs to get $25,000 to terrorist leader.
  • Each terrorist must have at least $5,000 every fifth turn

Terrorist Actions

  • Each turn, the Terrorist player can make up to 5 new transactions using the money they have available to them that turn.
  • Couriers can be hired for any transaction on a Bank node. Each courier will subtract $500 from the transaction and add a 1 turn delay for it to reach the next node in the network. However, any agents following that transaction will lose track of it.
  • Transactions can be rerouted freely from any node in either network. This can be useful if a transaction is known to be followed to guide what parts of the network and which terrorists the State agent will get revealed.

Terrorist Money Rules

  • Starts with $5,000 available to make transactions with at the start of the game.
  • $6,000 becomes available to create new transactions with each turn. The amount of money available stacks, so the Terrorist player doesn't have to use it all every turn and can save up for bigger transactions.
  • The Terrorist player has $100,000 for the entire game that gets freed up a set amount each turn. If the total money they have in reserves, available for new transactions, and as transactions on the network is less than the funding goal, they will lose.

​​​​State Rules

  • Needs to follow transactions to reveal the 2 networks and 3 terrorists.

  • Needs to freeze transactions to keep terrorists from being funded.

  • Can accuse 1 of the terrorists of being the leader, a correct guess will win the game, a wrong guess will lose the game.

State Actions 

  • The State player has 10 agents to use across the network. Each agent can find incoming transactions, follow or freeze spotted transactions, or lockdown a Hawala node.

  • If at least 1 agent on a node was actively finding transactions (has the magnifying glass icon) at the end of the previous turn, then all transactions from the Terrorist player that arrived at that node this turn and up to 3 false lead transactions will show up on the node.

  • If 4 transactions appear on a node, then at least 1 of them is from the Terrorist player since only 3 false leads can be generated on a node per turn.

  • Any agent following a transaction from the Terrorist player on a Hawala node will be led to the next node in the network the transaction went to, but lose the transaction.

  • Any agent following a transaction from the Terrorist player on a Bank node will be led to the next node in the network and continue to follow the transaction unless the Terrorist player hires a courier. If the route to the next node is a slow transaction route, then the agent will stay at his current node following the transaction until it reaches its destination.

  • An agent following a false lead has a 35% chance of being led to a random node further into the network, but the transaction will always be gone the next turn.

  • An agent can freeze a single transaction on a Bank node. The next turn, the frozen money totals will be adjusted based on whether this was a false lead or a Terrorist player transaction. The agent will be occupied (crossed red circle) the next turn, meaning they can't be assigned to do anything else for 1 turn.

  • A single agent can lockdown a Hawala node, which will freeze all transactions that have been spotted on that node that turn.

  • The agent will be occupied (crossed red circle) the next turn, meaning they can't be assigned to do anything else for 1 turn.

Money Rules

  • The closer to the funder a network node is, the higher chance of a false lead transaction appearing for the State player.

  • Each node where money can be spotted will try 3 times to generate a false lead transaction. Each of these attempts has a certain percent chance of succeeding.

  • In the first column of the network (counting from the left), a single false transaction attempt has a 70% chance of succeeding.

  • In the second column, a single false transaction attempt has a 35% chance of succeeding.

  • In the third column, a single false transaction attempt has a 17% chance of succeeding.

Winning Conditions

The terrorist player must move funds from the financier to the operational cell of three terrorists.  One of these three is designated as the cell leader and must receive $25,000 for the terrorist to win. If the State can prevent enough money from reaching the terrorist cell, or has discovered and apprehended the terrorist leader, the terrorist event will be averted!PLAY NOW

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