This report deals with practical issues and major themes as identified during the first Global War Game (GWG) Series. Its focus is on various general topics, specific force employment issues, and game histories. Because of the interplay among many themes and issues, some repetition is included to provide a more complete discussion. The GWG series was conceived in 1978 to build a structure to explore warfighting issues and to provide a larger perspective than the tactical view that was prevalent in the Navy at that time. The domain of research for this project ranges from policy through strategy to operations (campaigns). It was and is an opportunity to investigate ideas and concepts that may vary from current strategy or policy wisdom. With the understanding that these simulations were but an approximation of the behavior of governments facing global war, the scenarios should be considered as a context for issues to be explored. The first game had a specifically Navy focus, but the series quickly evolved, by obvious necessity, into a much broader military and political forum. Throughout the first series, GWG was utilized as a test bed or crucible for an emerging maritime strategy. Both developments were smiled upon by then Chief of Naval Operations (CNO) Admiral Thomas B. Hayward. Effort has been made throughout this paper to preserve the terminology that was in use when the games were conducted. This report endeavors also to relate faithfully actual strategies and operations as well as the rationale behind them. Thus, while some of the terms may seem archaic and some of the operations ill-advised, it is necessary to look at these early efforts as a learning experience that reflects where we were when the games started and how far we have come since then.