Cyber Dilemma

Fulfills Step 4 of GSUSA Ambassador Cybersecurity Basics badge requirements.

Info Needed for the badge requirements: Cyberwarfare is when countries use technology to attack or defend against each other online, like hacking or stealing data. Some people criticize the U.S. for spying on allies, calling it harmful cyberwarfare. Others believe gathering intelligence is necessary for safety. Nations constantly weigh risks and benefits. Avoiding attacks builds trust but can leave them vulnerable. Breaking promises can ruin trust and lead to retaliation or conflict. Cyberwarfare decisions are complicated and can have big consequences.

Items Needed

  • Two sets of VTK Cyberwarfare Cards by GSUSA (print and cut out ahead of time, one set per team)
  • Paper and pen/pencil to keep score

Instructions

  1. Divide scouts into two teams: Team A and Team B. Each team represents a fictional country and can name their country if they wish. The goal is to achieve the highest score by the end of the game.
  2. Each team chooses a leader. Give each leader a set of Cyberwarfare Cards, which includes “Cyber Attack” and “Do Not Engage” cards.
  3. Each team has two minutes to decide, privately, which card to play. A round is simply revealing the cards and noting down the score based on which cards are revealed.
    • Both teams attack: -3 points each.
    • One team attacks, the other does not: +6 points for the attacker, -6 points for the non-attacker.
    • Neither team attacks: +3 points each.
  4. Use a timer, and when the 2 minutes are up, teams cannot communicate. In silence, Leaders reveal their cards at the same time.
  5. Rounds:
    • Play Round One and score the results.
    • Play Round Two.
    • Before Round Three, allow two minutes for teams to negotiate with each other. Then two minutes for the standard team discussion where they decide whether to attack or not.
    • Play Round Three and Round Four.
    • Announce that points will double in Round Five. Allow teams to negotiate again for two minutes.
    • Play Round Five and score.
  6. Teams will learn that:
    • If both teams refrain from attacking, both gain.
    • If both teams attack, both lose.
    • If one team attacks while the other does not, the attacker gains while the other loses significantly.

Discussion Questions

  • What was the outcome of the game? Did one country win?
  • The goal was to achieve the highest positive score. Did that mean the highest score for your team or the highest total score for everyone?
    (Answer: The rules don’t specify, but the highest total score for everyone is only possible if neither team attacks.)
  • How did you decide which card to play?
  • In real life, how do you think nations decide their actions in cyberwarfare?
    (Answer: Nations assess risks and benefits, considering what others might do.)
  • What are the risks and benefits of not launching a cyberattack?
    (Answer: Builds trust and collaboration but leaves a country vulnerable.)
  • What happens if a country does something different from what they claimed they would do?
    (Answer: Trust breaks down, leading to retaliation or a hostile environment.)

References:

This game is similar to the classic Prisoner’s Dilemma.