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===Setting and scenario=== A wargame must have a ''setting'' that is based on some historical era of warfare so as to establish what armaments, unit types, and doctrines the combatants may wield and the environment they fight in.<ref>{{harvp|Peterson|2012}}: "Unlike abstract games of strategy, all wargames have a setting, which determines the armaments of the combatants and the environment in which they deploy."</ref> A ''historical setting'' accurately depicts a real historical era of warfare. Among recreational wargamers, the most popular historical era is World War 2. Professional military wargamers prefer the modern era. A ''fantasy setting'' depicts a fictional world in which the combatants wield fictional or anachronistic armaments, but it should be similar enough to some historical era of warfare such that the combatants fight in a familiar and credible way. For instance, ''[[Warhammer Age of Sigmar]]'' has wizards and dragons, but the combat is mostly based on medieval warfare (spearmen, archers, knights, etc.). Some are also set in a hypothetical future or counterfactual past, to simulate, for example, a "World War Three" or rebellion of colonists on Mars. A wargame's ''scenario'' describes the circumstances of the specific conflict being simulated, from the layout of the terrain to the exact composition of the fighting forces to the victory conditions of the players. Historical wargames often re-enact historical battles. Alternatively, the game may provide fictional "what-if" scenarios. One challenge in the design of historical wargames is that the scenarios may be inherently unbalanced and present one side with an unwinnable situation. In such cases, the victory conditions may be adjusted for the disadvantaged side so that they can win simply by doing better than what happened historically. Some games simply concede that the scenario is imbalanced and urge players to switch sides and play again to compare their performance. It is easier to design a balanced scenario where all players have a fair chance of winning if it is fictionalized. Board wargames usually have a fixed scenario.
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