The December 2008 U.S. Army Field Manual 7-0, Training for Full Spectrum Operations, defines the phrase "Train as you fight" as: "training under the conditions of the expected operational environment." However, an installation's ability to emulate the conditions of an expected operational environment during live training is limited due to terrain, safety, and resource constraints. Acknowledging this as a problem, the Army invested in virtual and constructive simulations. In 2008, based on requirements from the field for a semi-immersive and flexible training tool, the Army formally recognized PC-based gaming as a training enabler. This paper explores the potential of the game, Virtual Battle Space 2 (VBS2â„¢), as an effective training and educational tool for transferring knowledge and surrogate experience, enhancing cognitive skills, and developing an adaptive mindset in Soldiers. Using Improvised Explosive Device Defeat training as a case study, we demonstrate how leveraging a common training tool and fostering collaboration within the Army and among the Joint and American, Britain, Canada, and Australia user communities provides increased opportunities for teachable moments and potentially saves lives. Enabling Soldiers to virtually operate in environments and situations characterized by an increasingly hybrid assortment of lethal and non-lethal threats and challenges, VBS2â„¢ bridges the pedagogical gap between classroom briefs and resource-intensive live training. Because the Army has moved beyond the debate about whether gaming possesses the potential to be an effective training tool (it decided it does) and which gaming tool should be used (it selected VBS2â„¢), we address the practical matters associated with maximizing the effectiveness of VBS2â„¢ as a training tool. By leveraging collaboration and connecting the gaming community, the training support community, and the units conducting training, we demonstrate how VBS2â„¢ might be successfully integrated into a commander's blended training strategy.