can you get paid to write amazon reviews

can you get paid to write amazon reviews

can you get paid to write amazon reviews


How much does Amazon Pay for work from home

can you get paid to write amazon reviews players use intelligence collection techniques to solve intelligence problems in real time.


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amazon real or fake reviews

each collection technique lists the name of the technique as well as: what collection discipline it falls under geoint, humint, masint, osint, or sigint

a description of the technique the types of intelligence aspects it can be used against (p)political, (m)military, (e)economic, (s)social engineering/psyops, and (w)weapons the difficulty range of problems it can be used against. some techniques may have additional language if they are immune to certain reality checks or have restrictions on the kinds of intelligence problems they can be used against. this is the start of your training to familiarize yourself with the various collection techniques and tools.

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each intelligence problem lists the name of the problem, a clickable briefing for background as well as:

  • how many collection techniques must be used to solve it (this is also how many points the document is worth)
  • the intelligence aspects of the problem: (p)political , (m)military , (e)economic , (s)psyops and (w)weapons and the problem’s difficulty rating

note: today's intelligence problems as shown on the home page - they are difficult as they come in real time. it's your job to read and solve the problem - with some facilitation.

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reality checks can have a positive effect or negative effect on a player’s ability to use collection techniques against an intelligence problem, either by affecting some aspect of the problems or outright countering the collection technique’s use. fact checking is very much part of the gameplay.


there are a few special reality checks: collection manager challenge: if a collection manager challenges a player with a yellow and red card against a player’s collection techniques, the player has to provide an explanation of how that technique could actually be used against the issue identified in the intelligence problem in the real world.  if the facilitator (in a facilitated game) or other players (in a non-facilitated game) find the explanation feasible, the challenge has been defeated and the collection management challenge card is discarded. otherwise, the collection manager challenge card counters the collection technique, both are discarded, and the player must replace the collection technique or end his turn.

thinking outside the box: players can use one or more "facts" to defeat any reality check document that another player uses against one of their collection technique, with the exception of collection manager challenge.

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separate out the intelligence problems "click on the problems you see on the home page and print them out", if your using "the print-and-play" version print out collection technique and reality check documents and sort or shuffle remaining documents (collection technique and reality check) together.  then pass out seven documents from the collection technique / reality check pile to each player.  place place the selected intelligence problem pile face up on the table between the players; this is known as the field of play.

can you get paid to write amazon reviews

players will have in their hands some combination of collection technique and reality check documents. players use their collection technique to solve the intelligence problem on the field of play, and can use their reality check documents to help them do so or hinder their opponent’s ability to do so. however, not every collection technique document can be used against every intelligence problem. in order to use a technique against a problem, the collection technique has to meet two conditions.


  1. 1. the intelligence aspects listed in the collection technique document have to match at least one of the intelligence aspects listed in the intelligence problem document.
  2. 2. the range listed on the collection technique card has to cover the difficulty rating of the intelligence problem.
  3. reality check document can be used to modify a technique or a problem to create matches that would otherwise not be possible. the player who most recently talked with someone in an au citizen organization gets to go first.

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on their turn, each player will announce which (if any) of the problems on the field they want to solve, and collection technique and any reality checks to do so. this is the player’s collection strategy. a player can only target one intelligence problem a turn but should play as many collection techniques as they need to solve the problem (i.e. if it's a 2 point problem, they should play two techniques).


players may also choose to pass and not target any problem, at which point 'it’s the next player’s turn.

once a player has played his collection strategy, the other players then have a chance to act as “the system” and try and disrupt the strategy. up to three reality check documents can be played by all the other players combined to disrupt the played collection strategy. after each disruption attempt, the player whose turn it is has the opportunity to respond to the disruption by either playing his own reality check document or replacing a countered collection technique document with another one from his pile.

countered techniques and associated reality check documents are placed in the discard pile; reality checks which are used to modify an intelligence problem document stay on the field until the intelligence problem is solved.

 

if the player still has an intact collection strategy after all disruption attempts have been made (or if none of the other players attempt to disrupt his strategy), the player keeps the intelligence problem document, and counts the number of techniques required to solve the problem (as identified in the intelligence problem document) towards his point total. play then continues to the next player. if a player is unable to respond to a disruption attempt, his turn is over and play continues to the next player. when a player is trying to solve a problem that requires multiple techniques, his turn may end with some collection technique documents still being on the field of play but not enough to solve the problem. in this case, the non-countered collection technique documents stay associated with that intelligence problem on the field, and other players can opt to solve the problem by adding their own collection technique documents to complete the collection strategy on their turn


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play continues around the table until all players have determined there is nothing else they can do. this ends the round. before the next round starts:

  • 1) if there are less than ten documents on the field, place additional documents from the intelligence problem pile on the table until there are ten.
  • 2) any player who has documents left over can discard any unused documents that they don’t want for the next round.
  • 3) after all players have discarded unwanted documents, rebalance by handing out new documents (collection technique and reality check) to each player so they are back up to a set of seven documents.
  • the next round starts with the player who went second in the last round

late arrivals rule

players who want to join in the middle of a game are welcome to do so but, have to wait until a new round to do so.  at the beginning of a new round, they are dealt seven documents and can join the game.

self-defeatist rule

players may not play reality check cards to counter their own collection technique or otherwise defeat their own collection strategies (e.g. in an attempt to get rid of documents).

victory

the game ends when one of the players solves 10 points worth of intelligence problems, or until everyone has had enough and wants to go do something else.

can you get paid to write amazon reviews

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