Introduction
    
    The first stage in designing the game was to work out the scales. I
      had already settled on 20mm figures mainly because there are more vehicles 
      and helicopters available in 1:72 or 1:76 than any other scale. There 
      is also a wider choice of Vietnam infantry at 20mm than at 15mm or 25mm. 
      The core goal when designing these rules was to capture the tactics and 
      atmosphere of the period as accurately as possible. Real tactics should 
      work in the game without being forced - the player should deploy troops 
      in realistic ways not because the rules directly force them to, but 
      because this is the most tactically sensible way to do it. Here are 
      three areas of the rules which I hope will help to achieve this: 
Casualties
  
    Casualty evacuation and recovery had significant impact on the course
      of engagements, so are an important part of the game, something which 
      is difficult to satisfactorily simulate this when the smallest element 
      on the table is a group. Consequently I decided to use a figure scale 
      of 1 model to represent one man on individual bases (I think 20mm is 
      a bit big to base in groups, personally I draw the line at 15mm). When 
      a casualty are taken, their initial status is generally unknown, the 
      logic being that their comrades are unlikely to know - so this information 
      should not be available to the players either. Another model must then 
      be moved to them to stabilise the casualty and their status will be 
      resolved. The casualty can become Walking Wounded, Incapacitated or 
      Dead. Once stabilised they can then be evacuated. If the casualty is 
      left unattended then after a while they will die, with disastrous consequences 
      for the players' victory points.
Ammunition
  
    Modern weapons are capable of a staggering rate of fire - the M60 fires
      over 600 rounds per minute (rpm) which equates to an alarming 5kg of 
      bullets. Even assault rifles with 20 or 30 round magazines can go through 
      over a hundred rounds a minute including reload time. Given that each 
      game turn is around 1 minute, it is therefore possible for troops to 
      shoot off all their ammunition in a few turns. Rate of fire becomes 
      an important tactical decision. The greater the volume of fire, the 
      more likely it is to cause enemy casualties and the less opportunity 
      they will have to return fire, but if the players respond to the odd 
      sniper shot by lighting up the woods with belt after belt of machine 
      gun ammo, they will soon have nothing left when it really matters. They 
      must therefore learn restraint, and tailor their response to the situation. 
      Ammunition is not tracked precisely, but as models fire, 'Low Ammo' 
      counters will gradually stack up, reducing their maximum rate of fire. 
      This is administered at a squad level to prevent it being too cumbersome. 
    
  Aggression
    
    This aspect of the game was principally triggered by something I noticed
      when playing paintball - your exposure to danger is something which 
      you have substantial control over. If you hide behind cover all the 
      time then you aren't going to hit anyone, but they aren't going to hit 
      you either (until you've been outflanked). To reflect this a squad's 
      offensive/defensive status can be altered and this impacts both on how 
      much they can fire but also how likely they are to take casualties from 
      incoming fire. A unit receiving heavy enemy fire can also be forced 
      into a more defensive state, regardless of its commander's wishes, which 
      is a handy way of reflecting the value of suppression and covering fire 
      in the game. 
Roleplaying/Wargaming
  
    The distinction between these two is fairly blurred, but I would define
      a role playing game as one in which players involvement in the game 
      is through individual characters. The knowledge available to them is 
      through the eyes of that character, and they can make decisions only 
      about that characters actions. Role playing games are generally less 
      competitive and the player may even make choices which jeopardise the 
      safety of their character in order to remain true to their role. 'Mad 
      Minutes' falls somewhere between the two. The players move other models 
      as well as their own characters, but their scope of decision making 
      is confined as far as possible to the perspective of their individual 
      leader. Players are also given personality based objectives, so it is 
      likely that they will be pulling in different directions during the 
      course of the game.