This is just a short introductory excerpt from a longer piece published on the EthZ International Relations and Security Network (ISN) here.
One of the particular characteristics of the original Great Game was that there was little real distinction between the instruments of conventional conflict and competition such as wars, diplomatic missions and treaties and those of the informal realm, from subsidized bandit chieftains to third-party intelligence freelancers. Although even during the Cold War there was a place for the mercenary, gangster and assassin this was, it has to be said, very much at the periphery. Even proxy wars fought by irregulars, such as the mujahideen resisting the Soviets in Afghanistan and the Viet Cong in Vietnam, were more-or-less formally acknowledged by their patrons. Now, though, Great Game II is one in which open state actions, deniable missions by state agents and the activities of mercenary agents (from computer hackers to local warlords) blend much more seamlessly. Furthermore, the nature of those operations ranges from military missions and shows of force, through espionage and sabotage, to subversion and misdirection by paid mouthpieces and front companies.