THE BATTLE OF
SEATTLE
v. 1.2, 3 February
2000
Dedication: to violins in the streets.
1.0
Introduction
Battle of Seattle is a simulation of the popular
demonstrations against the World Trade Organization (WTO) talks held in Seattle
from November 30 to December 3, 1999. In the game, one player (representing the
protesters) attempts to disrupt the WTO meetings and draw attention to the
anti-free-trade cause, while the other player (representing the Seattle civic
authorities) tries to contain the disruption.
2.0 Game
Components and concepts
The game includes the following: a
set of 96 counters, a map of the downtown Seattle area, some charts and tables,
and these rules. Sorry, you will
have to color the counters (or “units”) in accordance with the Counter Manifest
and mount them on cardboard. Players will also need two six-sided dice of
differing size or color. (Abbreviations: 1d6 means the roll of one die, 2d6
means the sum of the roll of two dice.)
2.1 Units
Counters are provided for the two
sides in the game: the Protester player and the Authority player. Each counter
(unit) is rated for its Combat Factor (bottom left number on the counter),
Morale Factor (bottom middle), and Movement Factor (bottom right).
Protester units are divided into two
types: Groups (small groups of 25 - 50 activists) and Crowds (500-800
demonstrators). These can be told
apart in that all Crowds have a Movement Factor of 1, and have representations
of several people or icons on them. Or you could just remember that all
Anarchist, Radical and Yahoo units are Groups, while the rest are Crowds.
Authority units represent large platoons of 40-60 members of the Seattle Police
Department (SPD), State Troopers, or National Guardsmen.
2.2 Map
The map is a network of areas
connected by Transit Lines, superimposed over a representation of downtown
Seattle. Each area in the "Downtown Core" is hexagon-shaped and has an Exposure
Value marked in its borders: this is important for the Protester player. Other
areas are circle-shaped. Units move from one adjacent area to another, using the
Transit Lines, during the Movement Phase.
2.3 Game
Concepts
Exposure Index (EI): The Exposure Index represents
the amount of favorable publicity and "image leverage" a side has received. In a
sense, it is a measure of how close one player or another is to "winning" the
battle. Both the Protester and Authority players have their own Exposure
Indices, maintained independently of each other, during the game. An Exposure Index may not go below zero:
if a player must subtract more EI points than he has available, the points
'beyond zero' are added to the other player's EI instead.
Protester Factions: The people who demonstrated in the
"Battle of Seattle" were united in their opposition to the WTO, but divided on
almost everything else. Therefore,
Protester units are colored in accordance with their allegiance to a (very
approximate) ideological position:
·
Anarchists (white with black edges): Members of
organizations like the Direct Action Network, the Ruckus Society, or the Eugene
Brickthrowers Local 666, who want to literally "SMASH THE
STATE!".
·
Radicals (red): A catch-all term for members
of a panoply of anti-capitalist movements, fed-up students, etc. who value
direct action over decorous demonstration.
·
Organized Labor (orange): Trade union members,
mostly.
·
Liberals (pink): another catch-all for a
variety of political non-governmental organizations: cultural or human rights
groups, etc. . Also includes irate citizens (hundreds of whom turned out to
"defend" their neighborhood of Capitol Hill when the police moved in there in
force).
·
Environmentalists (green): Groups concerned over how
WTO rulings allow corporations to damage the environment. These are the ones who
dressed up like sea turtles and butterflies.
·
Yahoos (yellow): Not an ideological
faction, these units represent unorganized youngsters who came out to loot in
the downtown area when the TV news showed some extremist protesters smashing
store windows and setting fires in the streets.
Authority Departments: Large numbers of people from
different government agencies became involved in the conflict. All Authority
units are colored blue, but they are differentiated according to their
origin:
·
Seattle Police Department (SPD):
These units
represent ordinary “beat cops” equipped for riot duty.
·
State Troopers: these units are policemen normally
under Washington State authority who were sent to Seattle to help the
SPD.
·
National Guardsmen: When things got really bad, several
small units of National Guard military policemen trained for crowd control were
brought in as well.
2.4 Starting the
Game
The two Players agree which side each
will play. They set their units up on the map in the order and method described
by the scenario instructions. Play
begins with the Morning, Nov 30 Game-turn and continues until end of the
Afternoon, December 2 Game-turn at which point victory is judged (or, by mutual
agreement, the players can extend the game to the end of the Afternoon, December
3 Game-turn - this was the historical end of the WTO conference).
3.0
SEQUENCE OF PLAY
Each Game-turn represents four hours
of daylight or twelve hours of night-time activity. In each Game-turn, there is
a Random Events and Reinforcement Phase followed by two Player-turns (one for
the Protester Player, who goes first in each Game-turn, and one for the
Authority Player), and finally a Turn End Phase.
3.2 Random Events and Reinforcement
Phase
One player (it doesn't matter who)
rolls two dice in succession, reads the result from the Random Events Table, and
applies the result. Both players then simultaneously add any reinforcements they
are due this turn.
3.3
Player-turn
3.31 Movement Phase. All Protester units move within the
provisions of the rules governing movement (5.0).
3.32 Enemy Reaction Movement Phase.
Some Authority units
may, to a limited extent, move or appear on the
map.
3.33 Combat Phase. Combat between units occupying the
same area takes place, within the
provisions of the rules governing combat (6.0).
This ends the Protester player-turn.
The Authority player then moves his units, the Protester player does Reaction
Movement, and the Authority player conducts combat . During the Combat Phases of
both player-turns, certain adjustments will be made to either side’s Exposure
Index.
3.4 Turn End Phase
Both players add or deduct Exposure
Index points for various reasons (see the Exposure Index Adjustment Table). The
Protester player then removes all Crowd units if the following Game-turn is a
Night turn.
The next game-turn then begins with
the Random Events and Reinforcement Phase.
4.0 RANDOM EVENTS AND REINFORCEMENT
PHASE
4.1 Random Events
One player rolls 1d6 twice in
succession and treats the first as the 'tens' number, and the second as the
'ones' (so a roll of 4 followed by a 6 would mean random event 46). He consults
the Random Events Table and applies the result as directed.
4.2 Reinforcements
During this phase, both players
simultaneously receive reinforcements. Protester reinforcements are placed
anywhere on the map except in areas where there are only Authority units.
Authority reinforcements appear in the Reserve Pool and move from there to the
map in the Reaction Movement Phase of the Protester player-turn, or in their own
Movement Phase.
4.21 Reinforcements Derived from the
EI. Both players
look at the Reinforcement Chart and, depending on the current level of their
Exposure Index, add or remove units as directed. The Protester player draws his
Group and Crowd units randomly from the units available off-board; the Authority
player may choose only SPD units. Units that are removed due to a low or high EI
are placed with the units available off-board: they are available to enter the
game later if circumstances should change. If no units of the right type are
available off-map, they are not received. A player may decline to add
reinforcement units if he wishes, but he must remove units when directed to do
so.
Example: The Protester EI is 46 and
the Authority EI is 28. The Protester player therefore draws two Group and three
Crowd units at random, and will be able to move two units in the Reaction
Movement Phase of the Authority Player-turn. The Authority player adds three SPD
units and will be able to move one unit in the Reaction Movement Phase of the
Protester Player-turn.
4.22 Authority Emergency
Reinforcements. In
this phase, after he has taken any reinforcements due him in 4.21, the Authority
player may decide to receive emergency reinforcements. (These units are made up
of Washington State Troopers, National Guardsmen, or ordinary policemen pulled
in from other areas of the city.) He decides what and how many reinforcement
units he wants (up to the limits of the counter mix), and pays an immediate EI
penalty for each unit taken: see the EI Adjustment Chart. SPD emergency
reinforcements are placed immediately in the Reserve Pool, while State Trooper
and National Guard units take two turns to arrive: place them on the space of
the Turn Record track two turns after the current Game-turn (certain random
events may speed up or delay their arrival). On the turn of their arrival, the
units are placed in the Reserve Pool.
5.0 MOVEMENT
During the Movement Phase of his
player-turn, a player may move all, some or none of his units. A given unit may
move from one area to another area connected to it by a Transit Line, up to a
number of areas equal to its Movement Factor (therefore a Group unit starting in
International District could move Kingdome - Pioneer Square - Waterfront, but no
further). Units must stop when they
enter an area with an enemy unit in it.
A unit beginning the turn in an area with enemy units may leave that
area, but must stop in the first area it enters that contains another enemy
unit.
Reserve Pool: In the Movement Phase of his
player-turn, the Authority Player may move any number of his units to or from
the Reserve Pool. They may be
placed in any area on the map.
5.1 Enemy Reaction
Movement
Immediately after a player's Movement
Phase comes the Reaction Movement Phase. The player whose player-turn it
isn't may move a number of units equal to his Reaction Movement Limit,
related to his current Exposure Index and found on the Reinforcement Chart. The
Protester player may reaction-move only his Group units, and each unit may move
a maximum of one area. The Authority player may reaction-move his units that are
currently on the a maximum of one area, or he may move a unit from the Reserve
Pool to any area on the map.
5.2
Stacking
Any number of units from either side
may be present in a single area on the map with the following exceptions:
·
there
may never be more than TWO Crowd counters in an area at any time;
and
·
there
may never be more than ONE Barricade marker in an area.
6.0 COMBAT
6.1 Combat
Procedure
During the Combat Phase of a
player-turn, a player may have combat with enemy units that are in the same area
as his units. Combat is voluntary and simultaneous between units, and not all
the units in an area need be involved. A given player's units may be involved in
only one combat in a given Combat Phase.
To conduct combat, a player whose
turn it is declares which of his units are attacking and which enemy units in
the area are the target of his attack. He totals the adjusted Combat Factors
(CF) of his attacking units, rolls 1d6 and cross-indexes the roll with the
column on the Combat Results Table that corresponds with the total CF of his
units. The player whose turn it isn’t then “counterattacks” by doing the reverse
with those units that were just attacked. Both players then apply the specific
combat results to their involved units.
6.2 Combat Factor (CF)
Adjustments
Special Munitions: The Authority player may declare in
any combat that he is using special munitions (tear gas, pepper spray, rubber
bullets, baton rounds, stun grenades, attack hamsters, etc. etc.). This doubles
the CF of each Authority unit doing so, but there is an EI penalty for each
unit.
Barricades: If Protester units are involved in
combat in an area with a Barricade marker in it, the CF of both sides’ units is
halved (round up). See 7.2 for more
on Barricades.
Night: During night turns, the CF of both
sides’ units is halved (round up).
Random Events: The “Angry Womyn” and “Pointing
Fingers” random events, when in effect, will double some units’ CF in the proper
circumstances: see the Random Events Table.
Escalation: All units double their CF if the
Authority player decides to go to “Stage Three” escalation (see
7.3).
Combat Factor adjustments are
cumulative: do all the doubling first, then the halving, rounding up each time
you halve.
6.3 Combat Results
N: No effect. Nothing happens.
MC: Morale Check. One enemy unit of the rolling
player's choice that was involved in the combat must make a Morale
Check.
A: Arrest. If the Authority player rolled the
die, one Protester unit of the Authority player's choice that was involved in
the combat is PERMANENTLY removed from the game and all other Protester units
that were involved in the combat must make a Morale Check. Then any EI penalty
or reward is given (see the EI Adjustment Chart). If the Protester player rolled
the die, one Authority unit that was involved in the combat is temporarily
removed to the Reserve Pool.
X: Dispersal. If the Authority Player rolled the
die, all Protester units that were involved in the combat are PERMANENTLY
removed from the game. If the Protester player rolled the die, all Authority
units that were involved in the combat are temporarily removed to the Reserve
Pool. (Note: at Stage One escalation (7.3), “X” results are treated as
“A”.)
6.4 Morale
Checks
A unit making a Morale Check rolls
1d6. If the die roll is less than or equal to the unit's Morale Factor, the unit
has passed the check and is unaffected. If the adjusted roll is greater than the
checking unit's morale, then the unit is TEMPORARILY removed from the game.
Protester units are removed to the appropriate off-map pile, while Authority
units are removed to the Reserve Pool.
Note that there is an EI change only when Protester units are permanently
removed from the game due to Arrests or Dispersals, or when Authority units are
temporarily removed due to combat results.
When the “Solidarity Forever” random
event is in effect, all Protester units conduct Morale Checks as if their Morale
Factor were one number higher (i.e., a 3 becomes a 4)
Example of
Combat:
It is the Authority player’s turn,
and in an area there are two SPD units, two 2-4-3 Protester Group units, a 1-3-1 Crowd unit and a Barricade. The Authority player decides
to attack both Group units with both of his SPD units, and to use Special
Munitions. 4+4 = 8, doubled to 16 for Special Munitions and halved to 8 for the
Barricade. He rolls a 6, which on the 7-10 column of the CRT gives an “X” result. The Protester player
counterattacks with his Group units: 2+2 = 4, halved for the Barricade is 2. He
rolls a 5 which on the 2-3 column
of the CRT gives an “MC.”
Both sides then apply the combat
results simultaneously. The Authority player permanently removes both Group
units and adds four points to his EI, then deducts two points for the two units
that used Special Munitions, for a net change of +2. Meanwhile, one of the SPD
units must make a Morale Check: it rolls a 5 and fails, is removed to the
Reserve Pool and the Protester player adds one to his EI.
7.0 SPECIAL
RULES
7.1 Night
After the end of the Afternoon
Game-turn of each day, night falls. All Protester Crowd units are removed from
the map and set aside. All remaining units may continue to move and engage in
combat, but all Combat Factors are halved during night turns. In the Random
Events and Reinforcement Phase of the Morning Game-turn of the following day,
all Crowd units that were removed at nightfall become available as
reinforcements, plus any other Crowd units that may have entered the game as
reinforcements during the Night turn.
7.2
Barricades
Barricades may be built by Protester
units at Stage Two or Three escalation (7.3). A Protester unit may, instead of
moving during the Movement Phase, declare that it is trying to build a
barricade. Units attempt individually to build by rolling 1d6: Group units
succeed if they roll a 1, Crowd units if they roll a 1 or 2. There may be only
one Barricade marker in an area.
A Barricade marker gives protection
to all Protester units in its area. All units of both sides involved in combat
in an area with a Barricade in it do so at half their Combat Factor (round
up). If, at the end of any Combat
Phase, a Barricade marker is in an area and there are no Protester units
present, it is removed. Authority units may never build or benefit from
Barricades.
7.3 Escalation
During the game, the Authority Player
may “up the ante” in his attempts to clear the streets quickly. Escalation takes
place in three stages, and may only go up, not down.
Stage One: The Authority Player may not use
Special Munitions or take State Trooper or National Guard emergency
reinforcements. The Protester player may not build Barricades. Treat all “X”
combat results as “A”.
Stage Two: All conditions of Stage One are
lifted.
Stage Three: All units may double their Combat
Factor. Authority units may double it again if they use Special Munitions.
Consider that Stage One is in effect
at the start of the game. The Authority Player may go to Stage Two at any point
in the game after the first Authority unit has been removed due to a Morale
Check, and must spend at least one complete Game-turn at Stage Two before going
to Stage Three. If the Authority Player goes to Stage Three, he cannot win the
game - if he ends the game with a higher EI than the Protester, then the game is
judged a Protester Marginal Victory.
8.0 VICTORY
At the end of the Afternoon, December
2 Game-Turn, play stops and victory is judged. If both players agree, they may
extend the game to the end of the Afternoon, December 3
Game-turn.
Authority EI higher than Protester:
Triumph for the Forces of Capitalist Darkness. The WTO talks go on unhindered.
What's that noise outside? Here, have some more champagne...
Protester EI 0-30 points more than
Authority: Protester Marginal
Victory. The talks
are somewhat disrupted; some delegates never make it out of their hotel suites.
The Seattle PD takes a pasting in the papers.
Protester 31-60 Points more than
Authority: Protester Substantial Victory. The talks are seriously disrupted,
forcing a delay or change of venue. Delegates run scared in the streets. The
Chief of the SPD resigns. This was more or less the historical
result.
Protester 61+ points more than
Authority: Protester Decisive Victory. The talks are completely canceled;
the next round will be held in Novosibirsk or some other hard-to-reach place.
The Mayor of Seattle is toast.
DESIGNER’S
NOTES
A central concept in the game is the
Exposure Index. This is a reflection of many things: a side’s relative freedom
of movement or choice of options (the Reaction Move Limit); a perception of who
is winning the day (the addition and subtraction of units - as the Protester EI
goes up, their forces become less radicalized and more crowds join the ones in
the streets but as the Authority EI goes up, patrol officers are released back
to normal duties); and who ultimately wins the image “victory” (the Protester
player wins bigger by getting a larger point spread, while the EI deductions for
taking Authority emergency reinforcements or fielding too many SPD units
represents the backlash from stripping most of the city of normal police
coverage as well as the “shame” of having to call in State-controlled police and
National Guardsmen).
When units in the game are
temporarily removed due to Morale checks, it models confusion and distraction. A
Crowd so removed is one that is temporarily scattered or stalled in the street:
an Authority unit so removed is one that is temporarily ineffective and
disorganized by chasing down vandals or carting off arrested people. Similarly,
arrest or dispersal results don’t mean that all 500-800 people in a crowd are
taken away in cuffs: rather, it means the Authority have fired enough tear gas
or arrested enough ringleaders that the rest of the crowd disperses for its own
safety, and decides to go home and stay there.
One more thing: although this game
attempts to model some of what happened in Seattle, it is also partially a
SATIRE on the events, perhaps best displayed by the irreverence of the Random
Events Table. I remind all readers that SATIRE is intended to be HUMOROUS, and
should be taken as such.
A note on the counter
graphics
Most of the counter graphics and
images in this game were found on the Internet. Many of these came from the
Radical Image Archive (http://come.to/radikala-arkivet/), while others came from
the shareware/freeware dingbat fonts Kersplebedeb, Devo Dingbats and Bobco. “Mr.
Natural” is of course ÓRobert Crumb. The “Goofy with M-16”
image is taken from a cartoon by Andy Singer. The images used for the SPD units
and several of the Anarchist and Radical counter images are from rubber stamps I
have made.
DESIGN CREDITS
Game Design:
Brian Train
Development:
Joe Miranda
Graphics:
Brian Train
EXPOSURE INDEX ADJUSTMENT
CHART
AMOUNT |
WHY |
WHEN |
+/- ? |
per specific random
event |
Random Events
Phase |
-4
Authority |
for each Emergency
Reinforcement unit taken |
Random Events
Phase |
+2 Authority
OR -2
Protester |
for each Protester Group unit
permanently removed by A or X result (Authority player's
choice) |
Combat
Phase |
-1 Authority
AND -1d6
Protester |
for each Protester Crowd unit
permanently removed by A or X result |
Combat
Phase |
-1 Authority
|
Authority player attacks using
Special Munitions, per unit |
Combat
Phase |
+1
Protester |
for each Authority unit
temporarily removed due to combat result |
Combat
Phase |
+?
Protester |
equal to the Exposure Value of
each Downtown Core area where the Protester player has at least one
unit |
Turn End
Phase |
+10
Authority |
if there are no Protester Crowd
units on the map (day turns only) |
Turn End
Phase |
+20
Authority |
if there are no Protester units
at all on the map (exclusive of the above) |
Turn End
Phase |
-1
Authority |
for every five SPD units on the
map (don’t count those in Reserve Pool, round fractions
up) |
Turn End
Phase |
EXPOSURE INDEX REINFORCEMENT
TABLE
0-20 |
21-40 |
41-60 |
61-80 |
81-100 |
101+ |
Exposure
Index |
+2d6 |
+1d6 |
+2 |
+1 |
-1 |
-2 |
Protester Group
units |
+1 |
+2 |
+3 |
+1d6 |
+1d6 |
+2d6 |
Protester Crowd
units |
+3 |
+2 |
+1 |
0 |
-1 |
-2 |
SPD
units |
0 |
1 |
2 |
3 |
4 |
5 |
Reaction Move
Limit |
The number on the table is the number
of units in that category that are added to or removed from the units on the
map. Units removed are still available to enter as
reinforcements.
RANDOM EVENTS TABLE
Die
Roll |
Random
Event |
11-16 |
Random Reinforcement.
The Protester
player rolls 1d6 and halves the result (round fractions up). If the
Protester EI is equal to or higher than the Authority EI, he may choose up
to that number of Group or Crowd units; if lower, then he may choose only
Group units. |
21 |
The Kids are
Untied. All Anarchist units may not move
this turn while they discuss tactics. |
22 |
Angry Womyn Unite!
An incautious
remark by a policeMAN enrages our sisters in struggle; all Radical units
double their Combat Factor this turn. |
23 |
Coffee Break. Organized Labor units may not
move or attack in the Protester player-turn. |
24 |
Folk Music
Festival.
Remove all Liberal units: they reappear in the Morning turn of the
following day. |
25 |
Uh-oh, My Costume
Broke. All
Environmentalist units may not move this turn. |
26 |
Hey Beavis... 1d6 Yahoo units arrive as
reinforcements (pick them out of the available
units). |
31-32 |
Transit SNAFU. All SPD, National Guard, or
State Trooper emergency reinforcements the Authority player has on the way
arrive one turn later. |
33-34 |
Rapid Response. All National Guard or State
Trooper emergency reinforcements the Authority player has on the way
arrive one turn earlier. |
35-36 |
Solidarity Forever.
All Protester
units this turn conduct Morale Checks as if their Morale Factor were one
number higher than it is. |
41-42 |
Faction Friction.
Protester
units of different factions may not combine in attacks in the Protester
Combat Phase. |
43-44 |
"This is a Nonviolent
Protest!"
Crowd units may not attack in the Protester Combat
Phase. |
45-46 |
Mainstream Protesters Point
Fingers. This
turn, the Authority player may double the Combat Factor of any units used
to attack Group units in areas where Crowd units are also present (he may
not attack any Crowd units in the area if he wants this advantage, but he
can choose to ignore it and attack the Crowds
too). |
51-53 |
Attrition. Protester player must remove
one Crowd unit of his choice (but no EI
penalty). |
54-56 |
Paperwork. Authority Player immediately
removes one SPD unit from the game (but no EI penalty), so it can spend
the rest of the game filling out forms. |
61-62 |
Mayor Denounces
Protesters.
Add 10 points to Authority EI. |
63-64 |
Bill Clinton Admits Protesters
Have a Point.
Add 10 points to Protester EI. |
65-66 |
Lost Keys to the Ammunition
Locker! Authority units can’t use
Special Munitions this turn. |
COMBAT RESULTS TABLE
(sum of attacking Combat
Factors)
Die
Roll |
1 |
2-3 |
4-6 |
7-10 |
11-15 |
16+ |
1 |
N |
N |
N |
N |
N |
MC |
2 |
N |
N |
N |
N |
MC |
MC |
3 |
N |
N |
MC |
MC |
MC |
A |
4 |
N |
MC |
MC |
MC |
A |
A |
5 |
MC |
MC |
A |
A |
A |
X |
6 |
MC |
A |
A |
X |
X |
X |
Combat Factor Adjustments
(cumulative)
Combat Factor DOUBLED: Authority
Special Munitions attack; "Angry Womyn" or "Pointing Fingers” random event;
Stage Three escalation.
Combat Factor HALVED: attacking or
counterattacking with Barricade present; Night turn.
Combat Results
N: No effect. Nothing
happens.
MC: Morale Check. One defending unit (attacking
player chooses) rolls 1d6: if roll<= Morale then OK, otherwise temporarily
removed (to off-map piles if Protester, or to Reserve Pool if
Authority).
A: Arrest. If the Authority player is
attacking, one Protester unit of the Authority player's choice is PERMANENTLY
removed from the game and all other defending units must make a Morale Check.
Then any EI penalty or reward is given (see the EI Adjustment Chart). If the
Protester player is attacking, one defending Authority unit is temporarily
removed.
X: Dispersal. If the Authority Player is
attacking, all defending Protester units are PERMANENTLY removed from the game.
If the Protester player is attacking, all defending Authority units are
temporarily removed to the Reserve Pool.
Setup Instructions (Authority player
first)
Authority: Place 1 SPD unit in the Convention
Centre. Place all remaining SPD, National Guard, and State Trooper units aside
off-map. Set Exposure Index to 30.
Protester: divide Group and Crowd units into
two piles off-map. Choose five
Crowd units randomly and place them in any areas of the Downtown Core. Set
Exposure Index to 0.
COUNTER MANIFEST (total 96)
Protester Units |
Unit
(factors) |
Faction (color) |
|
Anarchists (white and
black) |
8 x
2-5-3 |
Radicals
(red) |
12 x
2-4-3 |
Organized Labor
(orange) |
12 x
1-3-1 |
Liberals
(pink) |
12 x 2-2-1 |
Environmentalists
(green) |
8 x
2-3-1 |
Yahoos
(yellow) |
10 x
1-2-3 |
Authority Units
(blue) |
|
SPD
units |
15 x
4-4-3 |
National
Guards |
4 x
2-6-3 |
State
Troopers |
4 x
3-5-3 |
Markers
(white) |
|
Barricade |
6 |
Protester EI
markers |
2 |
Authority EI
markers |
2 |
Turn
marker |
1 |
version 1.2, 3 February
2000