For wargaming, or the simulation of war, to be realistic, it should allow the player to react to the uncertainties, or the "fog" of war. This paper, which originally appeared in Fire and Movement, No. 58, Oct./Nov. 1988, evaluates board games for their inclusion of uncertainties about the enemy, the environment, the use of friendly forces, and the underlying laws of war. In addition, the author discusses how to modify the paradigmatic commercial wargame to include fog-of-war elements, modifications that may be applicable to some of the human-oriented games used in the defense analytic community.
John K. Setear, Simulating the Fog of War, RAND Corporation (1989).