Att1a-TEST Rulebook_v1.1

Att1a-TEST Rulebook_v1.1.pdf

[OS] CDC/ATSDR Formative Research and Tool Development

Att1a-TEST Rulebook_v1.1

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A radiation emergency has occurred, and you are tasked with setting up a Community Reception
Center (CRC) that will screen, decontaminate, and register the individuals that arrive. To operate a
successful CRC, staff will need to work together and be mindful of the continuously unfolding
situation as more and more meeple arrive at the CRC. No one can operate a CRC alone. Every
staff member has a critical role. You have a base level of equipment and staff but will likely need to
request additional resources throughout your shift. As in any emergency, time and resources are
limited so you will need to work together to efficiently process individuals effectively and safely.

Objectives

Work together to process all meeple arriving at your CRC before the shift ends. The simulation
ends automatically if any of the status meters gets to the top where is says “game end”. While
operating your CRC you will need to manage staff “fatigue”, public “anxiety”, and “hazard” levels.

Contents
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Status Tracker

Game Board
Status Tracker
Status Markers
Player Mats (7)
Player Tents
Resource Tiles
IC Token
Staging Area
Major Inject Cards
Minor Inject Cards
Funds
Meeples

Player Mats

Resource Tiles

Inject Cards
Meeple
Status Markers
Funds

Staging Area
IC Token

Setup
1. Place starting resources onto the
Game Board. Extra resource tiles
and funds may be set to the bottom
of the board in reserve along with the
Animal Area and Mobile Decon Tent.
1 Portal
2 Showers
2 Handheld Detectors
3 Registration Desks
*Place one ambulance in the parking lot if
playing with Hospital coordinator.
2. Shuffle the Major and Minor
Inject Decks and place them on
their spots in the Command
Center.

3. Next, distribute player mats and player tents. Give the Incident commander (IC) Token to
the Emergency Manager.

4. Status Markers should be placed on the Status Tracker starting in the right most position of
the yellow, or the third spot from the left. Each Player is represented by the color of their player
mat. Hazard and Anxiety have only one marker.

5. Place the “Staging Area” beside the board. Draw 8 meeple from the bag and place them on
the staging area. Count 13 funds and place them on the Staging Area too.

Gameplay

This game is played in 5 rounds which is meant to represent hours of a shift. At the start of
each round, you will draw meeple arriving from the bag and place them at the entrance to
the CRC. They will move through the stations in your CRC depending on how many
resources you have available for processing. After meeple have been processed, players
will receive funds or resources as stated on cards or the Turn Guide. Players will draw
Major and Minor Inject cards and work together to decide how best to resolve them. Then,
players will be able to play their Player Action to gain resources or adjust the Status
Tracker. Funds are used both for managing Injects and to perform Player Actions.
Position of status markers on the Status Tracker affect the difficulty level of the game.
Players should work together to keep markers in the green areas throughout the game.
There are 3 different meters: Hazard, Anxiety, and Fatigue. If any score marker reaches
“Game Over”, the CRC has become overwhelmed and stops processing any individuals.
This immediately ends the game.
The fifth round is a shortened round to allow additional meeple processing. At the end of all
the rounds, the game is over. Players win if all meeple have been processed and no score
markers are in the “Game Over” position.

Detailed Gameplay

Depending on the number of rounds chosen to play, the steps below will be completed 412 times. There is always one additional round where the CRC is closed and step 2
can be completed one more time to try to process remaining meeple.
Round Order
1. Arrival Take Meeple from Staging Area and place them in line outside CRC.
2. Processing Select Meeple to process at each station based on resource capacity.
Leave unprocessed Meeple in line.
3. Funds and Resources Gain funds from Staging Area and resources from injects or
actions. Place resources immediately.
4. Injects Current Incident Commander draws 1 Major and 3 Minor Inject cards and
passes out to group to read aloud and make choices as a group.
5. Player Action Perform any job action as long as there are funds available, and the
group agrees. If skipping turn, perform no action.
6. Prepare Draw Meeple from the bag and gather fund tokens based on round number,
Status Tracker, and card adjustments. Place Meeple and funds on Staging Area. Pass
IC token to the right. Proceed to next round and move round token on Turn Tracker.

Example Round Walkthrough
This example will walk players through an entire round assuming there are 3 players in the
game. We will start on round one. If you would rather watch a play through video, follow
this link: https://bit.ly/CRC-Test .

1. Arrival

We will take the 8 meeple from the "Staging Area"
and place them on the board in the parking lot
outside the CRC.

1

2. Processing

(a) We will now process the meeple starting with the contamination screening station. We
see that we have 1 portal monitor which means we have the processing capacity of 5 MP.

5

(b) After discussing with the group, we determine that we will process 3 green meeple and
1 yellow meeple. We place them on the portal monitor then pick them up and check their
feet.

(c) We find 1 green and 1 yellow is contaminated because we see the red mark on their
foot. The 2 contaminated meeple are placed in the contaminated area.

(d) The other 3 meeple are deemed “clean” and follow the arrows to go wait in line at
registration.

(e) Next, we will process the meeple that need to be decontaminated. We currently only
have 2 showers which has processing power of 2MP in total whereas we have a total need
of 3MP.
We can either choose to process the yellow or green meeple, but not both. We decide to
process the yellow meeple to be most efficient with our 2MP.
*We also note that it may be a good idea to get additional showers.

(f) The yellow meeple then proceeds to post decon screening and then to wait in line at
registration.

(g) Finally, we will process meeple at registration. We currently have 3 registration desks
and total meeple processing of 6MP. Adding up the total MP in line, we have 4MP so we
will be able to process all meeple in line at registration this round.
*If we had had more than 6 MP that needed processing, we would have needed to choose
which meeple to process just like we did at contamination screening.

3. Funds and Resources

We receive 13 funds from the Staging Area. We do not receive any
resources this rounds.
*In future rounds we might gain resources from Inject Cards or
Player Actions.

x 13

4. Draw Injects
We look at the Status tracker and note that we don’t
have any Player Fatigue in the green, orange, or red
zones so we will draw 3 Minor injects and 1 Major
inject passing them out to players to read. Each player
reads out loud their inject card then the group
discusses how to proceed. As an example, the 4 cards
are shown below.

We will resolve the cards one at a time
and show the effect on the status tracker
for each step.

Trip Over Wires- no matter what we will gain 1 Hazard and we choose to "Tape Down"
which means that the EM (Emergency Management) player will gain 1 Fatigue.

Request To Enter CRC Info into RadResponder- We don't want to receive less funds
so we will choose for Radiation to skip their turn and take 2 Fatigue. This means
Radiation will not be able to play any player actions this round.

Service Animal Contaminated- We choose to process the animal with the owner. There
are no yellow meeple in our Contamination Screening line, so we take one of the green
meeple and put them in the Contaminated Area.
*If there were no meeple in the Contamination Screening line, then we would take a
yellow meeple from the extra meeple bag. We also reduce Anxiety by 1.

Data Sharing and HIPPA- We choose Secure File Transfer and pay 3 Funds. Then we
reduce Anxiety by 1.

-3

5. Player Actions

Now that we have resolved all injects, we move to player actions. We have 7 Funds
left and Radiation will be unable to perform any actions this turn.
We currently have a line at Contamination Screening and Decontamination. This
means we might want to consider getting additional portal monitors and/or
decontamination equipment.
First, we decide to use the Emergency Manager player action of "Immediate Support"
and pay 6 Funds. We choose a portal monitor and place it immediately on the board.

-6

5

5

Next, we have 1 Fund left so Public Health decides to use one of the "Psychological
First Aid" actions to reduce the Fatigue of Radiation by 1. Public Health places a red
cube to mark that one action has been taken.

6. Prepare
Draw Meeple from the bag and gather fund tokens
based on round number, Status Tracker, and card
adjustments. For Rounds 2 we will get 13 Funds and
12 Meeple.
Place Meeple and Funds on Staging Area.

x 13

Pass Incident Commander (IC) token to the right.

Proceed to next round and move round token on Turn Tracker.

Game End
If players reach the end of the shift and have processed all meeple in the CRC, players
“win” and have successfully processed everyone at the CRC. Congratulations!
If any one of the status meters reaches “Game Over”, the CRC becomes overwhelmed,
and the game is “lost”. Players should reflect on their choices and what actions to have
taken differently or resources to have prioritized to improve their CRC plans.

Post-Game Discussion
Using injects that were encountered in the game, review your current plans and
procedures. Discuss with your group: what injects do you feel are adequately addressed
in your plans? What injects do you feel that you handled different than your plans and
why? What injects identified gaps in your current plans? Use the Discussion Supplement
for guidance

Acronyms

EM- Emergency Management
FP- Fire and Police
HC- Hospital Coordinator
IC- Incident Commander
PH- Public Health
PIO- Public Information Officer
Rad- Radiation Control
VC- Volunteer Coordinator

Resolving Rules
In the instance where a card refers to moving a meeple in line or exchanging, if there
is no meeple in line, draw a meeple from the extra meeple bag.
Once meeple run out of the bag, place all meeple in the shelter back into the bag.

Acknowledgements
This game was created by the Centers for Disease Control and Prevention as a pilot project for
Austin Public Health to exercise Community Reception Centers during the 2022 Cobalt Magnet
Exercise. Images and Content may be subject to copyright. Contact CDC for permission to use.

Disclaimer
Neither the Centers for Disease Control and Prevention, nor any of their employees,
make any warranty, express or implied, or assume any legal responsibility for the
accuracy or completeness of the information and instructions in this game, including its
rulebook. Use of specific trade names and commercial sources does not constitute an
endorsement by the authors or by the Centers for Disease Control and Prevention.

APPENDIX
Player Roles

There are 7 player roles in This is a T.E.S.T. Each role has certain responsibilities and special skills
that will be used to operate the CRC. Refer to play Job Action Sheets which depict real realistic job
action sheets for a CRC and aligns with Player actions in This is a T.E.S.T.
Public Health (PH): Tasked with radiation screening, registration, medical triage and follow-up,
crisis communication, population, and individual health.
Special Skills:
Shorten Registration Forms Perform
Minor First Aid Mental Health
Counseling Train Interns
Radiation (Rad): Tasked with providing radiation expertise, dose assessment and consultation, radiation
safety, screening, and decontamination.
Special Skills:
Background Check
State Radiation Assistance Request
a R.O.S.S
Train Staff to Assist with Screening
Emergency Management (EM): Tasked with logistics and operational support and coordination, CRC
management and filling staff where needed, providing resource management, and handing resource
requests.
Special Skills:
Immediate Support
Request Resource from EOC
Request Federal Support Safety
Check
Fire/Police (FP): Tasked with security, traffic control, radiation screening, decontamination, safety
enforcement, and crisis counseling.
Special Skills:
Mobile Decon Tent
Re-Establish Perimeter Call
for Back Up
Just in Time Training
Public Information Officer (PIO): Tasked with developing communication messaged, applying
Crisis and Emergency Risk Communication principles, message coordination, translation of
information into plane language, and providing situational updates for awareness.
Special Skills:
Coordinate with News Media Press
Conference
Emergency Alert Message Social
Media Post

Hospital Coordinator (HC): Tasked with coordinating hospital operations with the CRC.
Special Skills:
Collect Consent Forms
Contain Contaminated Entryways
Conduct Specimen Tests Transfer
Stable Patients

Volunteer Coordinator (VC): Tasked with coordinating across multiple types of volunteer and

community assistance agencies.
Special Skills:
Medical Reserve Corps
Civilian Emergency Response Teams Red
Cross
Animal Assistance Teams

Number of Starting Meeple (Place in Bag)
Contamination Total Green (# Contaminated)
High
30 (19)
Moderate
30 (13)

Total Yellow (# Contaminated
12 (6)
12 (4)

APPENDIX

CRC Processing Guide
About the Meeple

Meeple will be arriving at your CRC and are either green, yellow, or red. Green meeple will
take the least amount of processing time while yellow meeple will take longer. This is meant
to simulate those with Access or Functional needs or someone who may take additional
time to process at the CRC.
Red meeple are always identified as contaminated and may need additional time.
Green and yellow meeple will not always be contaminated so you will need to “screen”
them at the Contamination Screening station by checking the bottom of their foot. It will be
marked red. Contaminated meeple will need to be decontaminated prior to going to
registration.

Meeple Points
The Meeple Point value is indicated below.
Green Meeple = 1 MP
Yellow Meeple = 2MP

Resource Processing Capabilities
Contamination Screening- Portal- 5 MP per Portal
Decontamination- Shower- 1 MP per Shower
Post Decon - Handheld Detector- 2 MP per Handheld
Registration Desk- Desk- 2 MP per Desk

Meeple Processing

5

Example: Each Portal monitor can process 5 MP. Add up the total number of MP you can
process in the area. For example, 2 portal monitors would be 10 MP. Place meeple in the
portal areas adding up to 10MP. You may choose whichever meeple you would like.
Examples include:
a. 10 green meeple 10x 1MP=10MP
b. 5 Yellow meeple 5x2MP= 10MP
c. Or a combination of green and yellow
meeple-> 2 yellow and 6 green = 2x
2MP+6x1MP=10MP

a
b
c

APPENDIX

Turn/Round Guide
Drawing Meeple
Each turn you will draw meeple based on the round (hour in the shift) you are on. The
table below tells you how many meeple to draw from the bag. There may be
modifications to this number based on the 1) status tracker either from too high of a
hazard or anxiety level, 2) player action cards, or 3) inject cards. Make sure to add any
modifications to the number below.
Round 1 Round 2 Round 3 Round 4
Meeple Drawn

8

12

12

8

For the fifth round of the game, you will not draw additional meeple. You will be
able to perform one round of processing. Any additional meeple left in your CRC
would have not been processing within your shift.

Getting Funds
Each turn you will receive 13 funds unless a player action or inject card has modified the
amount. Make sure to add any modifications to your base funds.

Keeping Funds
If you choose not to spend all your funds, they do roll over to the next hour.


File Typeapplication/pdf
File TitleThis is a Rule book
AuthorLauren Finklea
File Modified2023-02-07
File Created2023-02-07

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