This work aims to define meaningful actions that players can take in a wargame. Starting from the premise that wargames are (serious) games, we wondered if a wargame and its actions could be well modeled as a game. We looked at formal approaches and decided to model wargames in MDA since this framework analyzes the actions in games as mechanics or dynamics. The proposed model links emotions with instincts that may arouse in players with mechanics and dynamics from wargames. Afterward, we indirectly evaluated the model through a survey among wargames experts. Although most research participants agree with the suitability of the proposed mechanics and dynamic, they suggested other actions that players could perform in wargames. The model matched most emotions and instincts selected by the participants and the results allowed us to improve the model mainly in mechanics and dynamics. An important contribution of this work is to recognize the emotions and instincts that are triggered by the dynamics and mechanics of wargames. The participants’ answers on instincts agree with our understanding from the literature, but their answers on emotions contradict some views on wargames. Many participants indicated that wargames can evoke fear, anger and sadness, but wargames have limitations to arouse these emotions in players. Most military see wargames primarily as training activities. However, few participants find enjoyment in wargames.