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===Complexity=== Whereas the [[rules of chess]] are relatively simple, and the [[rules of Go]] even simpler, wargames tend to have very sophisticated rules as a matter of their commitment to representing the concrete realities of warfare. Generally speaking, the more realistic a wargame seeks to be, the more complicated its rules are.<ref>{{harvp|Schuurman|2017|p=443}}</ref> For example, [[chess piece]]s only have a few rules determining their behaviour, such as how and when they are allowed to move or capture based on their type and board location, providing a highly abstracted model of warfare which represents troop positioning and composition. [[Go equipment#Stones|Stones]] in Go have no properties, behaviours, or state on their own, and only potentially represent, relative to other stones, elements of a larger board position, providing an extremely abstract strategic model in which the determinant of victory is a generalisation of territorial control and influence projection. Contrarily, in wargames [[Counter (board wargames)|counter]]s typically represent decidedly more concrete and internally quite complex entities (companies, battalions, etc.), with detailed interior state (stat blocks and tables of troop numbers, equipment, operational readiness, artillery charts, etc.), often with convoluted rules governing how they operate and interact, and furthermore the global state of the game is often governed by extensive non-local rules representing exigencies like seasonal weather or supply lines. This makes wargames difficult to learn, as it can be difficult to simply begin playing without already understanding a great deal about how to do so. Even experienced wargamers usually play with their rulebook on hand, because the rules for most wargames are too complex to fully memorize. For many people, the complexity also makes wargames difficult to enjoy, but some players enjoy high realism, so finding a balance between realism and simplicity is tricky when it comes to recreational wargames. One way to solve the problem of complexity is to use a referee who has the discretion to arbitrate events, using whatever tools and knowledge they deem fit. This solution is popular with military instructors because it allows them to apply their own expertise when they use wargames to instruct students. The drawback of this approach is that the referee must be very knowledgeable in warfare and impartial, else they may issue unrealistic or unfair rulings.<ref>{{harvp|Peterson|2012}}:<br />"...the discretion of the umpire may be subject to all manner of conscious or unconscious bias."</ref> Another way to address complexity is to use a computer to automate some or all of the routine procedures. Video games can be both sophisticated and easy to learn, which is why computer wargames are more popular than tabletop wargames.
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