First of all, let us be clear that there is no typo here: RAND’s recently-published game of strategic resource management really is called “hedgemony” and not “hegemony.” There’s a good reason for that, too. In Hedgemony, the Blue side is preoccupied with allocating scarce resources, investments, and actions to counter challenges from Red. Much of this involves what international relations scholars call hedging: that is, using a mix of military and economic resources to both balance and engage, while trying to avoid costly large-scale conflict.
Hedgemony is a designed to be played with up to six players (or teams of players) divided into two sides. Blue consists of the United States and its EU/NATO allies. The Red side consists of Russia, China, North Korea, and Iran. The game also requires a White cell (game control, adjudication, and facilitation) of 2-4 persons. A game would typically take a half or full day. You can see RAND’s nice promotional video below
The game sequence functions like this:
Red signalling. Each Red player chooses up to three investment or action cards that they might play this turn. They then brief these possible actions to the Blue side.
Blue investment and actions. Have been briefed on possible threats, the Blue players decide what actions and investments they will make. Although they too have cards, they are not limited to these and may propose other actions and investments (to be adjudicated by the controller). The US will also have to spend resources to sustain its desired level of readiness.
Red investment and actions. Red may now to choose to play any or all of the cards that they signalled at the start of the turn, provided they have adequate resources for this.
Annual resource allocation. Players gain new resources based on the scenario and developments within the game.
In any phase, the White cell may inject international and domestic events, selected from an event deck or crafted for the scenario and current situation. Finally, they summarize the state of the world based on the most recent gameplay, thus setting the stage for the next turn.
Key to the game is the struggle for “influence points,” which largely define success or failure. Various actions (or responses to events and actions) tend to increase or decrease each players influence.
The board is divided into theatre zones, conforming to the US system of combatant commands. Because this is a strategic game focused on national resource allocations and theatre-level capabilities, military assets are abstracted to “force factors.” There is no differentiation of land, air, maritime, cyber, or space assets. However, forces do have a modernization level, which shapes their effectiveness for military operations. The game also tracks national technology levels, as well as certain critical capabilities (such as C4ISR, special operations forces, long-range fires, nuclear capabilities, integrated air and missile defence). There are also special rules for proxy forces.
Hedgemony comes with an extensive rulebook, player’s guide, and glossary, all of which are available as free downloads from the RAND website. There is also a game board/map (27’x36″), markers for forces, indicators for national displays, information displays and place tags for each actor, quick reference charts, and dice. The game materials are generally of very high quality. The force markers are rather small (and with very small printing on them), however. They are also laser-cut and rather sooty—I had to frequently wipe my hands when using them to avoid transferring black carbon smudges to other game materials. If I was using Hedgemony regularly I would probably invest in some plastic chips and laser-printed round labels to make them all a bit more substantial.
At the time of writing, the pandemic precludes a proper playtest: to do the game full justice you really need a dozen people in a room for a few hours discussing resource allocation and strategic options. However, I had the good fortune to take part in a few moves of the game via a Zoom call with the RAND designers and others. I liked what I saw.
Hedgemony is very much a serious game intended to spark thoughtful discussion on strategic issues, rather than a game designed for hobby play. The game strikes a good balance between the structure of a rigid, written ruleset and opportunities for more freeform adjudicated improvisation. If I were running a session I could even see switching to a quick round of matrix game-style argumentation to resolve actions outside the written rules and cards.
You do, however, need controllers and facilitators who know what they are doing. While the action and investment cards are clear enough, some of the resource bookkeeping could get a bit confusing for players, and they probably need to be talked through how the combat adjudication charts works if they have never seen a CRT (combat results table) before, especially given the need to take force modernization levels into consideration. It might be useful if RAND were to post a a “how to” video showing a full turn of game play to help those who are thinking of using it.
For my part, I will certainly be using it in my conflict simulation course at McGill University when we return to regular teaching next academic year.