FOR YOUR EYES ONLY // MODULE 09

DRILLS & GAMES

ESTIMATED: 15 MINUTES
OPERATIONAL BRIEF

Operational skill comes from repetition. These drills and games build the reflexive speed needed for error-free field work.

9.1 Skill Matrix

Master each skill individually before combining them in the full pipeline. The matrix below tracks your progression.

SKILLDESCRIPTIONBENCHMARK
AMod-10 addition — reflexive, no conscious calculation< 1 second per pair
BTens complement — reflexive, no table lookup< 1 second per digit
CCheckerboard encode — character to digit(s), immediate< 2 seconds per character
DCheckerboard decode — digit stream to character, sequential< 3 seconds per character
EFive-group transcription — error-free at operational speed10 consecutive groups, zero errors
FKey stream discipline — position tracking, no reuse, no skip10 messages tracked without error
GFull pipeline — integrate all skills under mild time pressure10-char message encrypted in < 5 min

9.2 Drills

Each drill targets a specific skill. Work them in order. Do not advance until you meet the benchmark for the current drill.

Drill A-1: Mod-10 Flash

Partner (or yourself) calls out two digits. You respond with the mod-10 sum. No table. Do 50 pairs per session.

PLAY NOW →

Drill A-2: Running Sum

Roll a d10 ten times, reading each result aloud. Keep a running mod-10 sum: after each roll, announce the new running total mod 10.

EXAMPLE

Roll: 4 → running: 4
Roll: 7 → running: 1  (4+7=11→1)
Roll: 3 → running: 4  (1+3=4)
…

This simulates chaining key stream addition.

PLAY NOW →

Drill B-1: Complement Flash

One person calls a digit 0–9. Other responds with tens complement. 50 reps. Target: immediate response, no thinking.

Note the only non-trivial pairs: 1↔9, 2↔8, 3↔7, 4↔6, 5↔5, 0↔0. Internalize these.

PLAY NOW →

Drill C-1: Encode Flash

Using the checkerboard (memorized or on card), one person calls a letter, other gives the digit code. Include both single-digit and double-digit characters. Vary distribution: include more E/T/A/O than Z/Q/X. 50 characters per session.

PLAY NOW →

Drill C-2: Speed Encode

Write a short word (8–10 characters). Race against your partner to encode it completely. First to finish with no errors wins the round. Deliberately include Row 2 and Row 3 characters.

PLAY NOW →

Drill D-1: Decode Stream

Partner reads a digit string (no spaces, 20–30 digits) at moderate pace. You decode in real time and write the characters. Evaluate accuracy.

PLAY NOW →

Drill D-2: Cascade Detection

Partner encodes a 15-character phrase, deliberately introduces one error (changes one digit). Gives you the corrupted encoded string. You decode and identify where the corruption begins.

PLAY NOW →

Drill E-1: Five-Group Transcription

Partner reads five-digit groups at dictation speed (one group every 3 seconds). You write. Verify group by group.

PLAY NOW →

Drill F-1: Position Tracking

Use your practice pad page. Work through 3 back-to-back messages of varying lengths. After each, mark the page and log: message ID, page, start position, end position. Partner audits. One mis-mark is a failure.

PLAY NOW →

Drill G-1: Relay Race

Two-person team. One encrypts a plaintext; hands ciphertext to partner who decrypts. Time the full cycle.

PLAY NOW →

Drill G-2: Blind Relay

Same as G-1, but the encryptor does not tell the decryptor what the plaintext is. Remove the psychological crutch of knowing what to expect.

PLAY NOW →

9.3 Games

Games add competitive pressure and ambient noise simulation. Play after reaching drill benchmarks.

Mod-10 Duel

Two players. Both roll 2d10 simultaneously. First to call the correct mod-10 sum of their own two dice wins the round. First to 10 wins.

Teaches: reflexive mod-10 addition.

PLAY NOW →

Complement Hunt

One player calls a digit. Other must call its tens complement within 2 seconds. Failure (wrong answer or timeout) gives a point to caller. First to 5 penalty points loses.

Teaches: reflexive tens complement (needed for decryption).

PLAY NOW →

Checkerboard Bingo

Pre-print 5×5 bingo-style grids of random characters. Caller encodes characters to digit sequences and reads the digits aloud. Players must decode the sequence, find the character on their grid, and mark it. First to complete a row wins.

Teaches: checkerboard decode under ambient noise (simulates real conditions).

PLAY NOW →

Encryption Relay

Players take turns encrypting one character at a time (encode to digit, add key digit mod 10, write ciphertext digit). One mistake and your turn ends. Player who contributes the most correct ciphertext digits wins.

Teaches: single-character pipeline discipline.

PLAY NOW →

Error Injection Challenge

One player fully encrypts a 10-character message. Secretly introduces one error in the ciphertext (changes one digit). Passes to opponent who decrypts and must identify the position and describe the nature of the error.

Teaches: error detection and cascading analysis.

PLAY NOW →

Position Audit

One player encrypts 5 short messages on a practice pad, marking used positions. Partner independently audits the page by re-encrypting the same plaintexts and verifying that positions were consumed correctly. One missed position or overlap is a loss.

Teaches: key stream discipline and position accounting.

PLAY NOW →

9.4 Practice Message Set

Use these plaintexts for all exercises. They are short enough to be tractable but long enough to require full pipeline operation.

Set A — Training

  1. MEETING CANCELLED
  2. PROCEED AS PLANNED
  3. ABORT AND RETURN
  4. PACKAGE SECURED
  5. CONTACT TOMORROW

Set B — Intermediate

  1. RENDEZVOUS AT BRIDGE ZERO TWO HUNDRED
  2. SUPPLY ROUTE COMPROMISED FIND ALTERNATE
  3. EXTRACTION WINDOW CLOSES AT DAWN
  4. THREE AGENTS IN PLACE AWAITING SIGNAL
  5. ALL CLEAR PROCEED TO SECONDARY LOCATION

Set C — Advanced (Long Messages)

  1. HOSTILE SURVEILLANCE DETECTED ON NORTHERN APPROACH REQUEST IMMEDIATE EXTRACTION AUTHORIZATION
  2. DOCUMENTS TRANSFERRED SAFELY CONFIRM RECEIPT NEXT CONTACT IN SEVENTY TWO HOURS

9.5 Self-Assessment Schedule

SESSIONFOCUS
1–2Module 1 drills. Mod-10 only. No checkerboard yet.
3–4Module 2 drills. Checkerboard encode/decode only. No OTP.
5–6Module 4 worked examples. Encrypt Set A messages.
7–8Module 5 worked examples. Decrypt Set A messages from ciphertext only.
9–10Full pipeline on Set B messages. Introduce Games.
11+Set C messages. Error injection drills. Speed benchmarks.

Printable Reference

Download and print the dice games reference sheet for offline practice sessions.

DOWNLOAD: OTP DICE GAMES (PDF) →