This is a modern-English version of Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books., originally written by Wells, H. G. (Herbert George). It has been thoroughly updated, including changes to sentence structure, words, spelling, and grammar—to ensure clarity for contemporary readers, while preserving the original spirit and nuance. If you click on a paragraph, you will see the original text that we modified, and you can toggle between the two versions.

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Little Wars

(A Game for Boys from twelve years of age to one hundred and fifty
and for that more intelligent sort of girl who likes boys' games and books)

With an Appendix on Kriegspiel


By

H. G. Wells




CONTENTS

I.   OF THE LEGENDARY PAST
II.   THE BEGINNINGS OF MODERN LITTLE WARFARE
III.   THE RULES—
         The Country
         The Move
         Mobility of the Various Arms
         Hand-to-Hand Fighting and Capturing
         Varieties of the Battle-Game
         Composition of Forces
         Size of the Soldiers
IV.   THE BATTLE OF HOOK'S FARM
V.   EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR
VI.   ENDING WITH A SORT OF CHALLENGE
  APPENDIX—
        LITTLE WARS AND KRIEGSPIEL



I

OF THE LEGENDARY PAST

"LITTLE WARS" is the game of kings—for players in an inferior social position. It can be played by boys of every age from twelve to one hundred and fifty—and even later if the limbs remain sufficiently supple—by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist....

"LITTLE WARS" is the game of kings—for players in a lower social position. It can be played by boys of every age from twelve to one hundred and fifty—and even longer if their limbs remain flexible—by well-bred girls, and by a few exceptional and talented women. This will be a complete History of Little Wars from its documented and verified beginnings up to today, detailing how to engage in little warfare, along with invaluable tips for the lounging strategist....

But first let it be noted in passing that there were prehistoric "Little Wars." This is no new thing, no crude novelty; but a thing tested by time, ancient and ripe in its essentials for all its perennial freshness—like spring. There was a Someone who fought Little Wars in the days of Queen Anne; a garden Napoleon. His game was inaccurately observed and insufficiently recorded by Laurence Sterne. It is clear that Uncle Toby and Corporal Trim were playing Little Wars on a scale and with an elaboration exceeding even the richness and beauty of the contemporary game. But the curtain is drawn back only to tantalise us. It is scarcely conceivable that anywhere now on earth the Shandean Rules remain on record. Perhaps they were never committed to paper....

But first, it’s worth mentioning that there were prehistoric "Little Wars." This isn’t something new or a simple novelty; it’s something that’s been proven by time, ancient and well-established in its core elements, yet still fresh—like spring. There was someone who fought Little Wars during the days of Queen Anne; a miniature Napoleon. His game was inaccurately observed and not well documented by Laurence Sterne. It’s clear that Uncle Toby and Corporal Trim were playing Little Wars on a scale and with a complexity that surpassed even the richness and beauty of the contemporary game. But the curtain is pulled back only to tease us. It's barely imaginable that anywhere on earth the Shandean Rules are still recorded. Perhaps they were never put down on paper...

And in all ages a certain barbaric warfare has been waged with soldiers of tin and lead and wood, with the weapons of the wild, with the catapult, the elastic circular garter, the peashooter, the rubber ball, and such-like appliances—a mere setting up and knocking down of men. Tin murder. The advance of civilisation has swept such rude contests altogether from the playroom. We know them no more....

And throughout history, a kind of primitive warfare has been fought with toy soldiers made of tin, lead, and wood, using wild weapons like catapults, elastic bands, peashooters, rubber balls, and other similar tools—a simple act of setting up and knocking down figures. Toy violence. The progress of civilization has completely removed these crude battles from children's play. We don’t see them anymore....




II

THE BEGINNINGS OF MODERN LITTLE WARFARE

THE beginning of the game of Little War, as we know it, became possible with the invention of the spring breechloader gun. This priceless gift to boyhood appeared somewhen towards the end of the last century, a gun capable of hitting a toy soldier nine times out of ten at a distance of nine yards. It has completely superseded all the spiral-spring and other makes of gun hitherto used in playroom warfare. These spring breechloaders are made in various sizes and patterns, but the one used in our game is that known in England as the four-point-seven gun. It fires a wooden cylinder about an inch long, and has a screw adjustment for elevation and depression. It is an altogether elegant weapon.

The start of the game of Little War, as we know it, became possible with the invention of the spring breechloader gun. This invaluable gift to childhood appeared sometime towards the end of the last century, a gun that could hit a toy soldier nine times out of ten from a distance of nine yards. It has completely replaced all the spiral-spring and other types of guns previously used in playroom battles. These spring breechloaders come in various sizes and designs, but the one used in our game is known in England as the four-point-seven gun. It fires a wooden cylinder about an inch long and has a screw adjustment for elevation and depression. It’s a truly elegant weapon.

It was with one of these guns that the beginning of our war game was made. It was at Sandgate—in England.

It was with one of these guns that our war game started. It was at Sandgate—in England.

Showing a country prepared for the war game


Showing countries prepared for the war game

The present writer had been lunching with a friend—let me veil his identity under the initials J. K. J.—in a room littered with the irrepressible debris of a small boy's pleasures. On a table near our own stood four or five soldiers and one of these guns. Mr J. K. J., his more urgent needs satisfied and the coffee imminent, drew a chair to this little table, sat down, examined the gun discreetly, loaded it warily, aimed, and hit his man. Thereupon he boasted of the deed, and issued challenges that were accepted with avidity....

The writer had been having lunch with a friend—I'll keep his identity secret and just call him J. K. J.—in a room filled with the inevitable mess of a young boy's toys. On a nearby table, there were four or five toy soldiers and one of those toy guns. After Mr. J. K. J. took care of his more pressing needs and coffee was about to be served, he pulled a chair up to the small table, sat down, examined the toy gun carefully, loaded it cautiously, aimed, and hit his target. Then he bragged about his achievement and issued challenges that were eagerly accepted....

He fired that day a shot that still echoes round the world. An affair—let us parallel the Cannonade of Valmy and call it the Cannonade of Sandgate—occurred, a shooting between opposed ranks of soldiers, a shooting not very different in spirit—but how different in results!—from the prehistoric warfare of catapult and garter. "But suppose," said his antagonists; "suppose somehow one could move the men!" and therewith opened a new world of belligerence.

He fired a shot that day that still resonates around the world. An event—let’s compare it to the Cannonade of Valmy and call it the Cannonade of Sandgate—happened, a shooting between opposing groups of soldiers, a clash not very different in spirit—but how different in outcomes!—from the ancient warfare of catapults and slingshots. "But what if," his opponents said; "what if somehow we could move the soldiers?" and with that, they opened up a whole new world of conflict.

The matter went no further with Mr J. K. J. The seed lay for a time gathering strength, and then began to germinate with another friend, Mr W. To Mr W. was broached the idea: "I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game, a kind of kriegspiel."...

The issue didn’t progress with Mr. J. K. J. The idea lingered for a while, gaining strength, and then started to take root with another friend, Mr. W. The concept was introduced to Mr. W.: "I think that if we set up some obstacles on the floor, like volumes of the British Encyclopedia and such, to create a battlefield, and moved these soldiers and guns around, we could have a pretty good game, a sort of kriegspiel."

Primitive attempts to realise the dream were interrupted by a great rustle and chattering of lady visitors. They regarded the objects upon the floor with the empty disdain of their sex for all imaginative things.

Early attempts to make the dream a reality were interrupted by a loud rustle and chatter from the women visitors. They looked at the objects on the floor with the typical indifference of their gender towards anything imaginative.

But the writer had in those days a very dear friend, a man too ill for long excursions or vigorous sports (he has been dead now these six years), of a very sweet companionable disposition, a hearty jester and full of the spirit of play. To him the idea was broached more fruitfully. We got two forces of toy soldiers, set out a lumpish Encyclopaedic land upon the carpet, and began to play. We arranged to move in alternate moves: first one moved all his force and then the other; an infantry-man could move one foot at each move, a cavalry-man two, a gun two, and it might fire six shots; and if a man was moved up to touch another man, then we tossed up and decided which man was dead. So we made a game, which was not a good game, but which was very amusing once or twice. The men were packed under the lee of fat volumes, while the guns, animated by a spirit of their own, banged away at any exposed head, or prowled about in search of a shot. Occasionally men came into contact, with remarkable results. Rash is the man who trusts his life to the spin of a coin. One impossible paladin slew in succession nine men and turned defeat to victory, to the extreme exasperation of the strategist who had led those victims to their doom. This inordinate factor of chance eliminated play; the individual freedom of guns turned battles into scandals of crouching concealment; there was too much cover afforded by the books and vast intervals of waiting while the players took aim. And yet there was something about it.... It was a game crying aloud for improvement.

But back then, the writer had a very close friend, a man too sick for long trips or vigorous sports (he passed away six years ago), who was a sweet and enjoyable companion, always joking and full of playfulness. The idea was discussed more productively with him. We got two sets of toy soldiers, laid out a clunky encyclopedic landscape on the carpet, and began to play. We decided to take turns: first one person moved all their pieces, then the other; an infantryman could move one foot each turn, a cavalryman could move two, a cannon could move two and fire six shots; and if one piece touched another, we flipped a coin to see which one was killed. So we created a game that wasn't particularly great, but was really fun a couple of times. The soldiers were hidden behind hefty books, while the cannons, seemingly alive with their own spirit, fired at any exposed heads or wandered around looking for a target. Occasionally, pieces would come into contact with surprising outcomes. It's risky to trust your life to a coin toss. One outrageous hero managed to take down nine pieces in a row, turning defeat into victory, much to the frustration of the strategist who had led those victims to their end. This excessive element of luck took away from the gameplay; the unpredictable movements of the cannons turned battles into chaotic hiding games; there was too much cover provided by the books and long waits while players aimed. And yet, there was something about it... It was a game that clearly needed some improvements.

Improvement came almost simultaneously in several directions. First there was the development of the Country. The soldiers did not stand well on an ordinary carpet, the Encyclopedia made clumsy cliff-like "cover", and more particularly the room in which the game had its beginnings was subject to the invasion of callers, alien souls, trampling skirt-swishers, chatterers, creatures unfavourably impressed by the spectacle of two middle-aged men playing with "toy soldiers" on the floor, and very heated and excited about it. Overhead was the day nursery, with a wide extent of smooth cork carpet (the natural terrain of toy soldiers), a large box of bricks—such as I have described in Floor Games—and certain large inch-thick boards.

Improvement happened almost at the same time in several ways. First, there was the development of the Country. The soldiers didn’t stand well on a regular carpet, the Encyclopedia made a clumsy, cliff-like “cover,” and especially the room where the game began was often invaded by visitors—strangers, people with swishing skirts, chatty folks, and those who looked down on the sight of two middle-aged men playing with “toy soldiers” on the floor, who were very into it. Above was the day nursery, with a vast area of smooth cork carpet (the perfect ground for toy soldiers), a big box of blocks—like the ones I described in Floor Games—and some large inch-thick boards.

It was an easy task for the head of the household to evict his offspring, annex these advantages, and set about planning a more realistic country. (I forget what became of the children.) The thick boards were piled up one upon another to form hills; holes were bored in them, into which twigs of various shrubs were stuck to represent trees; houses and sheds (solid and compact piles of from three to six or seven inches high, and broad in proportion) and walls were made with the bricks; ponds and swamps and rivers, with fords and so forth indicated, were chalked out on the floor, garden stones were brought in to represent great rocks, and the "Country" at least of our perfected war game was in existence. We discovered it was easy to cut out and bend and gum together paper and cardboard walls, into which our toy bricks could be packed, and on which we could paint doors and windows, creepers and rain-water pipes, and so forth, to represent houses, castles, and churches in a more realistic manner, and, growing skilful, we made various bridges and so forth of card. Every boy who has ever put together model villages knows how to do these things, and the attentive reader will find them edifyingly represented in our photographic illustrations.

It was easy for the head of the household to kick out his kids, take these advantages, and start planning a more practical country. (I can't remember what happened to the children.) Thick boards were stacked up to create hills; holes were drilled into them, where twigs from different shrubs were inserted to stand in for trees; houses and sheds (solid and compact structures about three to six or seven inches high, and wide accordingly) and walls were made with the bricks; ponds, swamps, rivers, and fords were drawn on the floor, and garden stones were brought in to represent large rocks, creating our "Country" for the perfected war game. We found it easy to cut, bend, and glue together paper and cardboard walls, where we could fit our toy bricks and paint doors, windows, vines, and downpipes to depict houses, castles, and churches in a more realistic way. As we got better, we also made various bridges out of card. Every boy who has ever built model villages knows how to do this, and the keen reader will see them effectively represented in our photographic illustrations.

There has been little development since that time in the Country. Our illustrations show the methods of arrangement, and the reader will see how easily and readily the utmost variety of battlefields can be made. (It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations.

There hasn't been much progress in the Country since then. Our illustrations show the layout methods, and you'll see how easily a variety of battlefields can be created. (It's worth noting that an overly crowded Country makes the guns less effective and leads to chaotic fights from tree to tree and house to house. Large open areas in the middle, or rivers without many fords and bridges, result in ineffective cannon fire due to the risks of advancing. Overall, having too much cover is better than having too little.) We decided that one player would design and organize the Country, while the other player would choose which side to approach from. And today, we play across such landscapes in a cork-carpeted classroom, where the usual occupants are no longer removed but instead remain to take on an increasingly responsible and less intrusive role in the activities.

Showing the war game in the open air


The war game in the open air

We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood.

We deemed it important to establish some general rules. Houses and sheds must be built from solid bricks, not hollow ones, so that soldiers cannot be hidden inside them, as that can lead to confusion. It is also essential to mark the outlines of furniture and buildings on the floor or boards they sit on to ensure that displaced items can be easily replaced.

And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other. This restored strategy to its predominance over chance.

And while we improved the country, we were also getting rid of all kinds of boredom, questionable options, and stalemates from the game. We decided that every man should be as brave and skilled as every other man, and that when two men from opposite sides faced off, they would inevitably kill each other. This brought strategy back to being more important than luck.

We then began to humanise that wild and fearful fowl, the gun. We decided that a gun could not be fired if there were not six—afterwards we reduced the number to four—men within six inches of it. And we ruled that a gun could not both fire and move in the same general move: it could either be fired or moved (or left alone). If there were less than six men within six inches of a gun, then we tried letting it fire as many shots as there were men, and we permitted a single man to move a gun, and move with it as far as he could go by the rules—a foot, that is, if he was an infantry-man, and two feet if he was a cavalry-man. We abolished altogether that magical freedom of an unassisted gun to move two feet. And on such rules as these we fought a number of battles. They were interesting, but not entirely satisfactory. We took no prisoners—a feature at once barbaric and unconvincing. The battles lingered on a long time, because we shot with extreme care and deliberation, and they were hard to bring to a decisive finish. The guns were altogether too predominant. They prevented attacks getting home, and they made it possible for a timid player to put all his soldiers out of sight behind hills and houses, and bang away if his opponent showed as much as the tip of a bayonet. Monsieur Bloch seemed vindicated, and Little War had become impossible. And there was something a little absurd, too, in the spectacle of a solitary drummer-boy, for example, marching off with a gun.

We then started to tame that wild and scary weapon, the gun. We decided that a gun couldn't be fired unless there were six—later we lowered it to four—men within six inches of it. We established that a gun couldn't both fire and move in the same general move: it could either be fired, moved (or left alone). If there were fewer than six men within six inches of a gun, we experimented with letting it fire as many shots as there were men, and we allowed a single person to move a gun, moving with it as far as the rules allowed—a foot if he was an infantryman and two feet if he was a cavalryman. We completely eliminated the magical ability of an unassisted gun to move two feet. We fought several battles based on these rules. They were interesting but not entirely satisfying. We took no prisoners—a practice that was both brutal and unconvincing. The battles dragged on because we shot with extreme caution and deliberation, making it hard to reach a decisive conclusion. The guns were way too dominant. They thwarted attacks from succeeding, making it possible for a cautious player to hide all his soldiers behind hills and buildings and fire away if his opponent showed even the tip of a bayonet. Monsieur Bloch seemed validated, and Little War had become impossible. There was also something a bit ridiculous about the sight of a lone drummer boy, for instance, marching off with a gun.

But as there was nevertheless much that seemed to us extremely pretty and picturesque about the game, we set to work—and here a certain Mr M. with his brother, Captain M., hot from the Great War in South Africa, came in most helpfully—to quicken it. Manifestly the guns had to be reduced to manageable terms. We cut down the number of shots per move to four, and we required that four men should be within six inches of a gun for it to be in action at all. Without four men it could neither fire nor move—it was out of action; and if it moved, the four men had to go with it. Moreover, to put an end to that little resistant body of men behind a house, we required that after a gun had been fired it should remain, without alteration of the elevation, pointing in the direction of its last shot, and have two men placed one on either side of the end of its trail. This secured a certain exposure on the part of concealed and sheltered gunners. It was no longer possible to go on shooting out of a perfect security for ever. All this favoured the attack and led to a livelier game.

But since there was still a lot about the game that seemed really beautiful and interesting to us, we got to work—and Mr. M., along with his brother Captain M., fresh from the Great War in South Africa, was really helpful in this. Clearly, the guns needed to be adjusted to be manageable. We reduced the number of shots per turn to four and required that four men be within six inches of a gun for it to be operational at all. Without those four men, it couldn't fire or move—it was out of action; and if it did move, the four men had to go with it. Additionally, to deal with that stubborn group of men hiding behind a house, we required that after a gun was fired, it had to stay pointed in the same direction as its last shot, without changing its elevation, and have two men positioned on either side of the end of its trail. This ensured that concealed gunners were somewhat exposed. It was no longer possible to keep shooting from a perfect position forever. All of this favored the attackers and made for a more dynamic game.

Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and "getting left," to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting. It also made the game brisker. We have since also made a limit, sometimes of four minutes, sometimes of five minutes, to the interval for adjustment and deliberation after one move is finished and before the next move begins. This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general's decisions, once a fight has begun, must be made in such brief intervals of time. (But we leave unlimited time at the outset for the planning.)

Our next step was to eliminate the boredom from the long aiming of the guns by setting a time limit for each turn. We initially set this limit to ten minutes, but later we realized that shortening it made the game feel more intense, allowing just enough time for a slow player to fire all their guns and move all their troops. This caused small groups of soldiers to lag behind and "get left," leading to careless risks, faster but less accurate shooting, and the excitement you’d expect from the urgency and intensity of real combat. It also made the game more fast-paced. We have since set a limit, sometimes of four minutes, sometimes five, for the time allowed for adjustments and decisions after one move is done and before the next begins. This further distinguishes the game from chess and makes it resemble active military service more closely. Most of a general's decisions, once a battle starts, must be made in such short time frames. (But we allow unlimited time at the start for planning.)

As to our time-keeping, we catch a visitor with a stop-watch if we can, and if we cannot, we use a fair-sized clock with a second-hand: the player not moving says "Go," and warns at the last two minutes, last minute, and last thirty seconds. But I think it would not be difficult to procure a cheap clock—because, of course, no one wants a very accurate agreement with Greenwich as to the length of a second—that would have minutes instead of hours and seconds instead of minutes, and that would ping at the end of every minute and discharge an alarm note at the end of the move. That would abolish the rather boring strain of time-keeping. One could just watch the fighting.

When it comes to keeping time, we try to catch a visitor with a stopwatch if we can, and if not, we use a decent-sized clock with a second hand: the player who isn’t moving says "Go," and gives a warning at the last two minutes, last minute, and last thirty seconds. However, I think it wouldn’t be hard to get a cheap clock—since, of course, no one really needs it to match Greenwich precisely in terms of seconds—that has minutes instead of hours and seconds instead of minutes, and that pings at the end of every minute and sounds an alarm at the end of the move. This would eliminate the somewhat tedious task of keeping time. One could simply focus on the action.

Moreover, in our desire to bring the game to a climax, we decided that instead of a fight to a finish we would fight to some determined point, and we found very good sport in supposing that the arrival of three men of one force upon the back line of the opponent's side of the country was of such strategic importance as to determine the battle. But this form of battle we have since largely abandoned in favour of the old fight to a finish again. We found it led to one type of battle only, a massed rush at the antagonist's line, and that our arrangements of time-limits and capture and so forth had eliminated most of the concluding drag upon the game.

Furthermore, in our eagerness to bring the game to a climax, we decided that instead of fighting until one side was completely defeated, we would fight to a specific point. We thought it would be exciting to imagine that the arrival of three players from one team on the opponent's back line was so strategically important that it could determine the outcome of the battle. However, we have largely moved away from this style of play in favor of the traditional fight to a finish. We realized it only led to one kind of battle—a full-on rush at the opponent’s line—and that our time limits and capture rules had removed much of the tension from the game.

Our game was now very much in its present form. We considered at various times the possibility of introducing some complication due to the bringing up of ammunition or supplies generally, and we decided that it would add little to the interest or reality of the game. Our battles are little brisk fights in which one may suppose that all the ammunition and food needed are carried by the men themselves.

Our game has now taken its current shape. We occasionally thought about adding some complexity by including the logistics of bringing in ammunition or supplies, but we concluded that it wouldn't really enhance the excitement or realism of the game. Our battles are quick skirmishes where you can assume that the soldiers carry all the ammo and food they need on their backs.

But our latest development has been in the direction of killing hand to hand or taking prisoners. We found it necessary to distinguish between an isolated force and a force that was merely a projecting part of a larger force. We made a definition of isolation. After a considerable amount of trials we decided that a man or a detachment shall be considered to be isolated when there is less than half its number of its own side within a move of it. Now, in actual civilised warfare small detached bodies do not sell their lives dearly; a considerably larger force is able to make them prisoners without difficulty. Accordingly we decided that if a blue force, for example, has one or more men isolated, and a red force of at least double the strength of this isolated detachment moves up to contact with it, the blue men will be considered to be prisoners.

But our latest development has been focused on hand-to-hand combat or capturing prisoners. We found it important to differentiate between an isolated unit and a unit that is just a part of a larger group. We established a definition for isolation. After a lot of testing, we decided that a person or a small group should be seen as isolated when there are fewer than half as many of their teammates nearby. In actual modern warfare, small isolated groups don’t put up much of a fight; a much larger force can easily capture them. So, we determined that if a blue force, for instance, has one or more men isolated, and a red force that is at least twice the size of this isolated group approaches, the blue individuals will be considered prisoners.

That seemed fair; but so desperate is the courage and devotion of lead soldiers, that it came to this, that any small force that got or seemed likely to get isolated and caught by a superior force instead of waiting to be taken prisoners, dashed at its possible captors and slew them man for man. It was manifestly unreasonable to permit this. And in considering how best to prevent such inhuman heroisms, we were reminded of another frequent incident in our battles that also erred towards the incredible and vitiated our strategy. That was the charging of one or two isolated horse-men at a gun in order to disable it. Let me illustrate this by an incident. A force consisting of ten infantry and five cavalry with a gun are retreating across an exposed space, and a gun with thirty men, cavalry and infantry, in support comes out upon a crest into a position to fire within two feet of the retreating cavalry. The attacking player puts eight men within six inches of his gun and pushes the rest of his men a little forward to the right or left in pursuit of his enemy. In the real thing, the retreating horsemen would go off to cover with the gun, "hell for leather," while the infantry would open out and retreat, firing. But see what happened in our imperfect form of Little War! The move of the retreating player began. Instead of retreating his whole force, he charged home with his mounted desperadoes, killed five of the eight men about the gun, and so by the rule silenced it, enabling the rest of his little body to get clean away to cover at the leisurely pace of one foot a move. This was not like any sort of warfare. In real life cavalry cannot pick out and kill its equivalent in cavalry while that equivalent is closely supported by other cavalry or infantry; a handful of troopers cannot gallop past well and abundantly manned guns in action, cut down the gunners and interrupt the fire. And yet for a time we found it a little difficult to frame simple rules to meet these two bad cases and prevent such scandalous possibilities. We did at last contrive to do so; we invented what we call the melee, and our revised rules in the event of a melee will be found set out upon a later page. They do really permit something like an actual result to hand-to-hand encounters. They abolish Horatius Cocles.

That seemed fair; but so desperate is the courage and devotion of soldiers that it came to this: any small group that got or seemed likely to get isolated and caught by a larger force, instead of waiting to be taken prisoner, charged at their potential captors and fought them off one by one. This was clearly unreasonable to allow. In thinking about how to prevent such inhumane bravery, we were reminded of another common incident in our battles that also stretched believability and undermined our strategy. That was the charging of one or two isolated horsemen at a gun to try to disable it. Let me illustrate this with an example. A force of ten infantry and five cavalry with a gun is retreating across an exposed area, while a gun with thirty men, both cavalry and infantry, in support, comes to a position that can fire within two feet of the retreating cavalry. The attacking player places eight men within six inches of his gun and moves the rest a bit forward to the right or left to pursue his enemy. In reality, the retreating horsemen would quickly head for cover with the gun, racing away, while the infantry would spread out and withdraw, shooting as they went. But look at what happened in our flawed version of Little War! The retreating player began his move. Instead of retreating his entire force, he charged in with his mounted fighters, killed five of the eight men around the gun, and thus silenced it according to the rules, allowing the rest of his small force to escape to cover at a leisurely pace of one foot per move. This wasn’t like any real war. In reality, cavalry cannot single out and kill their equivalent while that equivalent is closely supported by other cavalry or infantry; a handful of soldiers can’t just gallop past well-defended guns, cut down the gunners, and interrupt the firing. Yet for a while, we struggled to create simple rules to address these two problematic scenarios and prevent such outrageous possibilities. Eventually, we managed to do so. We came up with what we call the melee, and our revised rules for melee situations will be detailed on a later page. They genuinely allow for something closer to actual outcomes in hand-to-hand encounters. They put an end to Horatius Cocles.

The war game in the open air


Fig. 1--Battle of Hook's Farm.  General View of the Battlefield and Red Army

We also found difficulties about the capturing of guns. At first we had merely provided that a gun was captured when it was out of action and four men of the opposite force were within six inches of it, but we found a number of cases for which this rule was too vague. A gun, for example, would be disabled and left with only three men within six inches; the enemy would then come up eight or ten strong within six inches on the other side, but not really reaching the gun. At the next move the original possessor of the gun would bring up half a dozen men within six inches. To whom did the gun belong? By the original wording of our rule, it might be supposed to belong to the attack which had never really touched the gun yet, and they could claim to turn it upon its original side. We had to meet a number of such cases. We met them by requiring the capturing force—or, to be precise, four men of it—actually to pass the axle of the gun before it could be taken.

We also encountered challenges with how to capture guns. Initially, we defined a gun as captured when it was out of action and four members of the opposing force were within six inches of it, but we realized that this rule was too vague in several situations. For instance, a gun could be disabled with only three men nearby; then the enemy might approach with eight or ten men within six inches on the other side, but not actually touch the gun. On the next turn, the original owner could move half a dozen men within six inches. So, who actually owned the gun? According to our original rule, it might seem like it belonged to the attacking side that had never really made contact with it, allowing them to claim it and aim it back at its original side. We encountered many such scenarios and decided that the capturing force—or, to be specific, four of its members—had to actually pass the axle of the gun for it to be considered taken.

All sorts of odd little difficulties arose too, connected with the use of the guns as a shelter from fire, and very exact rules had to be made to avoid tilting the nose and raising the breech of a gun in order to use it as cover....

All kinds of strange little problems came up as well, related to using the guns as a shield from fire, and very specific rules had to be established to prevent tilting the barrel and raising the breech of a gun to use it as protection....

We still found it difficult to introduce any imitation into our game of either retreat or the surrender of men not actually taken prisoners in a melee. Both things were possible by the rules, but nobody did them because there was no inducement to do them. Games were apt to end obstinately with the death or capture of the last man. An inducement was needed. This we contrived by playing not for the game but for points, scoring the result of each game and counting the points towards the decision of a campaign. Our campaign was to our single game what a rubber is to a game of whist. We made the end of a war 200, 300, or 400 or more points up, according to the number of games we wanted to play, and we scored a hundred for each battle won, and in addition 1 for each infantry-man, 1-1/2 for each cavalry-man, 10 for each gun, 1/2 for each man held prisoner by the enemy, and 1/2 for each prisoner held at the end of the game, subtracting what the antagonist scored by the same scale. Thus, when he felt the battle was hopelessly lost, he had a direct inducement to retreat any guns he could still save and surrender any men who were under the fire of the victors' guns and likely to be slaughtered, in order to minimise the score against him. And an interest was given to a skilful retreat, in which the loser not only saved points for himself but inflicted losses upon the pursuing enemy.

We still found it hard to introduce any imitation into our game of either retreat or the surrender of men who weren't actually taken prisoner in a melee. Both were allowed by the rules, but no one did them because there was no incentive to do so. Games tended to end stubbornly with the death or capture of the last man. We needed an incentive. We came up with this by playing not for the game itself but for points, scoring the outcome of each game and using the points to decide the campaign. Our campaign was to our single game what a rubber is to a game of whist. We set the end of a war at 200, 300, or 400 points or more, depending on how many games we wanted to play. We scored a hundred for each battle won, and additionally, 1 for each infantryman, 1.5 for each cavalryman, 10 for each gun, 0.5 for each man captured by the enemy, and 0.5 for each prisoner held at the end of the game, minus what the opponent scored using the same scale. So, when he felt the battle was hopelessly lost, he had a clear incentive to pull back any guns he could save and surrender any men under fire from the victors' guns and likely to be slaughtered, in order to minimize the score against him. This added an element of strategy to a skilled retreat, where the loser not only saved points for himself but also inflicted losses on the pursuing enemy.

At first we played the game from the outset, with each player's force within sight of his antagonist; then we found it possible to hang a double curtain of casement cloth from a string stretched across the middle of the field, and we drew this back only after both sides had set out their men. Without these curtains we found the first player was at a heavy disadvantage, because he displayed all his dispositions before his opponent set down his men.

At first, we played the game openly, with each player's forces visible to their opponent. Then we figured out how to hang a double curtain of window cloth from a string stretched across the middle of the field, and we only pulled it back after both sides had set up their pieces. Without these curtains, we realized the first player was at a significant disadvantage since they revealed all their moves before the opponent placed their pieces.

And at last our rules have reached stability, and we regard them now with the virtuous pride of men who have persisted in a great undertaking and arrived at precision after much tribulation. There is not a piece of constructive legislation in the world, not a solitary attempt to meet a complicated problem, that we do not now regard the more charitably for our efforts to get a right result from this apparently easy and puerile business of fighting with tin soldiers on the floor.

And finally, our rules have become stable, and we now look at them with the proud sense of accomplishment that comes from working hard on a major project and achieving clarity after many challenges. There isn’t a single piece of constructive legislation in the world, nor any attempt to tackle a complex issue, that we don’t now view more sympathetically because of our efforts to reach the right outcome from this seemingly simple and childish task of playing with toy soldiers on the floor.

And so our laws all made, battles have been fought, the mere beginnings, we feel, of vast campaigns. The game has become in a dozen aspects extraordinarily like a small real battle. The plans are made, the Country hastily surveyed, and then the curtains are closed, and the antagonists make their opening dispositions. Then the curtains are drawn back and the hostile forces come within sight of each other; the little companies and squadrons and batteries appear hurrying to their positions, the infantry deploying into long open lines, the cavalry sheltering in reserve, or galloping with the guns to favourable advance positions.

And so our laws are established, battles have been fought, just the beginnings, we feel, of huge campaigns. The game has become in many ways remarkably similar to a small real battle. Plans are made, the country is quickly surveyed, and then the curtains close while the opponents set up their initial positions. Then the curtains are pulled back, and the opposing forces come into view; the small teams, squads, and artillery rush to their spots, the infantry lines up in long formations, and the cavalry stays in reserve or charges forward with the guns to advantageous positions.

In two or three moves the guns are flickering into action, a cavalry melee may be in progress, the plans of the attack are more or less apparent, here are men pouring out from the shelter of a wood to secure some point of vantage, and here are troops massing among farm buildings for a vigorous attack. The combat grows hot round some vital point. Move follows move in swift succession. One realises with a sickening sense of error that one is outnumbered and hard pressed here and uselessly cut off there, that one's guns are ill-placed, that one's wings are spread too widely, and that help can come only over some deadly zone of fire.

In just a couple of moves, the guns are firing, a cavalry battle might be happening, the attack plans are becoming clear, soldiers are emerging from the cover of the woods to gain a strategic advantage, and troops are gathering among the farm buildings for a strong assault. The fighting intensifies around a crucial point. Actions unfold in quick succession. One feels a nauseating realization of being outnumbered and cornered here and uselessly isolated there, that the artillery is poorly positioned, that the flanks are too stretched out, and that reinforcements can only arrive through a dangerous area of gunfire.

So the fight wears on. Guns are lost or won, hills or villages stormed or held; suddenly it grows clear that the scales are tilting beyond recovery, and the loser has nothing left but to contrive how he may get to the back line and safety with the vestiges of his command....

So the battle continues. Guns are either gained or lost, hills or villages attacked or defended; suddenly it becomes obvious that the balance is tipping beyond repair, and the defeated have no choice but to figure out how to retreat to safety with what little remains of their command…

But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules.

But before I dive into the actual battles and campaigns, let me give a summary of our key rules.




III

THE RULES

HERE, then, are the rules of the perfect battle-game as we play it in an ordinary room.

HERE, then, are the rules of the perfect battle game as we play it in a regular room.


THE COUNTRY

(1) The Country must be arranged by one player, who, failing any other agreement, shall be selected by the toss of a coin.

(1) The Country must be set up by one player, who, if there's no other agreement, will be chosen by flipping a coin.

(2) The other player shall then choose which side of the field he will fight from.

(2) The other player will then decide which side of the field they will fight from.

(3) The Country must be disturbed as little as possible in each move. Nothing in the Country shall be moved or set aside deliberately to facilitate the firing of guns. A player must not lie across the Country so as to crush or disturb the Country if his opponent objects. Whatever is moved by accident shall be replaced after the end of the move.

(3) The playing area must be disturbed as little as possible with each move. Nothing in the area should be moved or set aside intentionally to make it easier to fire guns. A player cannot lie across the area in a way that crushes or disrupts it if the opponent disagrees. Anything that gets moved by accident should be put back after the move is finished.


THE MOVE

(1) After the Country is made and the sides chosen, then (and not until then) the players shall toss for the first move.

(1) Once the country is established and the teams are chosen, only then will the players toss a coin to decide who goes first.

(2) If there is no curtain, the player winning the toss, hereafter called the First Player, shall next arrange his men along his back line, as he chooses. Any men he may place behind or in front of his back line shall count in the subsequent move as if they touched the back line at its nearest point. The Second Player shall then do the same. But if a curtain is available both first and second player may put down their men at the same time. Both players may take unlimited time for the putting down of their men; if there is a curtain it is drawn back when they are ready, and the game then begins.

(2) If there’s no curtain, the player who wins the toss, referred to as the First Player, will arrange their pieces along their back line as they choose. Any pieces they place behind or in front of the back line will be counted in the next move as if they were touching the back line at its closest point. The Second Player will then do the same. However, if a curtain is available, both the First and Second Players can set down their pieces at the same time. Both players can take as much time as they need to place their pieces; if there’s a curtain, it is pulled back when they’re ready, and the game then starts.

Fig. 2--Battle of Hook's Farm.  A Near View of the Blue Army


Fig. 3--Battle of Hook's Farm.  Position of both Armies after first move.

(3) The subsequent moves after the putting down are timed. The length of time given for each move is determined by the size of the forces engaged. About a minute should be allowed for moving 30 men and a minute for each gun. Thus for a force of 110 men and 3 guns, moved by one player, seven minutes is an ample allowance. As the battle progresses and the men are killed off, the allowance is reduced as the players may agree. The player about to move stands at attention a yard behind his back line until the timekeeper says "Go." He then proceeds to make his move until time is up. He must instantly stop at the cry of "Time." Warning should be given by the timekeeper two minutes, one minute, and thirty seconds before time is up. There will be an interval before the next move, during which any disturbance of the Country can be rearranged and men accidentally overturned replaced in a proper attitude. This interval must not exceed five or four minutes, as may be agreed upon.

(3) The following moves after the putting down are timed. The amount of time given for each move is based on the size of the forces involved. You should allow about a minute for moving 30 people and one minute for each gun. So, for a group of 110 people and 3 guns, moved by one player, seven minutes is a good amount of time. As the battle goes on and people are taken out, the allowance can be reduced as agreed by the players. The player about to move stands at attention a yard behind their back line until the timekeeper says "Go." They then make their move until time runs out. They must stop immediately at the call of "Time." The timekeeper should give warnings at two minutes, one minute, and thirty seconds before time is up. There will be a break before the next move, during which any disruptions in the Country can be fixed and any accidentally toppled men can be put back in the right position. This break should not exceed five or four minutes, as decided by the players.

(4) Guns must not be fired before the second move of the first player—not counting the "putting down" as a move. Thus the first player puts down, then the second player, the first player moves, then the second player, and the two forces are then supposed to come into effective range of each other and the first player may open fire if he wishes to do so.

(4) Guns shouldn't be fired until after the second move of the first player—not including the "putting down" as a move. So, the first player puts down their piece, then the second player does the same, then the first player makes a move, followed by the second player. At this point, both forces are expected to be within effective range of each other, and the first player can choose to open fire if they want to.

(5) In making his move a player must move or fire his guns if he wants to do so, before moving his men. To this rule of "Guns First" there is to be no exception.

(5) When making his move, a player must move or shoot his guns if he wants to, before moving his men. There are no exceptions to the "Guns First" rule.

(6) Every soldier may be moved and every gun moved or fired at each move, subject to the following rules:

(6) Every soldier can be moved, and every gun can be moved or fired at each turn, following these rules:


MOBILITY OF THE VARIOUS ARMS

(Each player must be provided with two pieces of string, one two feet in length and the other six inches.)

(Each player must be given two pieces of string, one two feet long and the other six inches long.)

(I) An infantry-man may be moved a foot or any less distance at each move.

(I) An infantryman can be moved a foot or less with each move.

(II) A cavalry-man may be moved two feet or any less distance at each move.

(II) A cavalry soldier can move two feet or less with each move.

(III) A gun is in action if there are at least four men of its own side within six inches of it. If there are not at least four men within that distance, it can neither be moved nor fired.

(III) A gun is considered active if there are at least four members of its own team within six inches of it. If there aren't at least four people that close, it can't be moved or fired.

(IV) If a gun is in action it can either be moved or fired at each move, but not both. If it is fired, it may fire as many as four shots in each move. It may be swung round on its axis (the middle point of its wheel axle) to take aim, provided the Country about it permits; it may be elevated or depressed, and the soldiers about it may, at the discretion of the firer, be made to lie down in their places to facilitate its handling. Moreover, soldiers who have got in front of the fire of their own guns may lie down while the guns fire over them. At the end of the move the gun must be left without altering its elevation and pointing in the direction of the last shot. And after firing, two men must be placed exactly at the end of the trail of the gun, one on either side in a line directly behind the wheels. So much for firing. If the gun is moved and not fired, then at least four men who are with the gun must move up with it to its new position, and be placed within six inches of it in its new position. The gun itself must be placed trail forward and the muzzle pointing back in the direction from which it came, and so it must remain until it is swung round on its axis to fire. Obviously the distance which a gun can move will be determined by the men it is with; if there are at least four cavalry-men with it, they can take the gun two feet, but if there are fewer cavalry-men than four and the rest infantry, or no cavalry and all infantry, the gun will be movable only one foot.

(IV) If a gun is being used, it can either be moved or fired during each move, but not both. If it is fired, it can shoot up to four times in each move. It can be rotated around its axis (the center point of its wheel axle) to aim, as long as the surrounding area allows for it; it can be raised or lowered, and the soldiers nearby may, at the shooter’s discretion, lie down to make it easier to operate. Additionally, soldiers who are in front of their own guns can lie down while the guns fire over them. At the end of the move, the gun must be left in its last position without changing its elevation and still pointed in the direction of the last shot. After firing, two men must stand directly at the end of the gun's trail, one on each side, in a straight line behind the wheels. That covers firing. If the gun is moved without being fired, at least four men with the gun must move with it to its new position and stand within six inches of it there. The gun itself must be positioned trail forward with the muzzle pointing back toward where it came from, and it must stay that way until it is turned around to fire. The distance a gun can be moved depends on the men accompanying it; if at least four cavalrymen are with it, they can move the gun two feet, but if there are fewer than four cavalrymen and the rest are infantry, or if there are no cavalrymen and all are infantry, the gun can only be moved one foot.

(V) Every man must be placed fairly clear of hills, buildings, trees, guns, etc. He must not be jammed into interstices, and either player may insist upon a clear distance between any man and any gun or other object of at least one-sixteenth of an inch. Nor must men be packed in contact with men. A space of one-sixteenth of an inch should be kept between them.

(V) Every person must be positioned distinctly away from hills, buildings, trees, guns, etc. They must not be squeezed into tight spaces, and either player can require a clear distance of at least one-sixteenth of an inch between any person and any gun or other object. Additionally, people should not be pressed against each other. A gap of one-sixteenth of an inch should be maintained between them.

(VI) When men are knocked over by a shot they are dead, and as many men are dead as a shot knocks over or causes to fall or to lean so that they would fall if unsupported. But if a shot strikes a man but does not knock him over, he is dead, provided the shot has not already killed a man. But a shot cannot kill more than one man without knocking him over, and if it touches several without oversetting them, only the first touched is dead and the others are not incapacitated. A shot that rebounds from or glances off any object and touches a man, kills him; it kills him even if it simply rolls to his feet, subject to what has been said in the previous sentence.

(VI) When a gunshot knocks a man over, he's dead, and the number of dead men equals the number of people knocked down or made to lean so that they would fall if they weren't supported. However, if a bullet hits a man but doesn’t knock him down, he is dead, as long as that bullet hasn’t already killed someone else. A bullet can't kill more than one person without knocking him over, and if it grazes multiple people without knocking them down, only the first person it touched is dead; the others are unharmed. A bullet that bounces off something and hits a man kills him, even if it merely rolls to his feet, as stated in the previous sentence.


HAND-TO-HAND FIGHTING AND CAPTURING

(1) A man or a body of men which has less than half its own number of men on its own side within a move of it, is said to be isolated. But if there is at least half its number of men of its own side within a move of it, it is not isolated; it is supported.

(1) A man or a group of men that has fewer than half of its own members nearby is considered isolated. However, if there are at least half of its own members nearby, it is not isolated; it is supported.

(2) Men may be moved up into virtual contact (one-eighth of an inch or closer) with men of the opposite side. They must then be left until the end of the move.

(2) Men may be moved into virtual contact (one-eighth of an inch or closer) with men from the opposite side. They must then be left until the end of the move.

(3) At the end of the move, if there are men of the side that has just moved in contact with any men of the other side, they constitute a melee. All the men in contact, and any other men within six inches of the men in contact, measuring from any point of their persons, weapons, or horses, are supposed to take part in the melee. At the end of the move the two players examine the melee and dispose of the men concerned according to the following rules:—

(3) At the end of the move, if there are any players from the side that just moved in contact with players from the other side, they form a melee. All players in contact, along with any others within six inches of the players in contact, measured from any part of their bodies, weapons, or horses, are considered to be involved in the melee. After the move, the two players check the melee and handle the involved players according to the following rules:—

Either the numbers taking part in the melee on each side are equal or unequal.

Either the number of participants in the melee on each side is equal or unequal.

(a) If they are equal, all the men on both sides are killed.

(a) If they're equal, all the men on both sides get killed.

(b) If they are unequal, then the inferior force is either isolated or (measuring from the points of contact) not isolated.

(b) If they are not equal, then the weaker force is either isolated or (measured from the points of contact) not isolated.

(i) If it is isolated (see (1) above), then as many men become prisoners as the inferior force is less in numbers than the superior force, and the rest kill each a man and are killed. Thus nine against eleven have two taken prisoners, and each side seven men dead. Four of the eleven remain with two prisoners. One may put this in another way by saying that the two forces kill each other off, man for man, until one force is double the other, which is then taken prisoner. Seven men kill seven men, and then four are left with two.

(i) If it's isolated (see (1) above), then as many men get captured as the weaker side has fewer numbers than the stronger side, and the rest kill each other one by one. So, in a scenario of nine versus eleven, there are two prisoners taken, and each side has seven men dead. Four of the eleven are left with two prisoners. This can also be said another way: the two sides eliminate each other, man for man, until one side has double the number of the other, which is then taken prisoner. Seven men kill seven men, and then four are left with two.

(ii) But if the inferior force is not isolated (see (1) above), then each man of the inferior force kills a man of the superior force and is himself killed.

(ii) But if the weaker force isn't isolated (see (1) above), then each member of the weaker force kills a member of the stronger force and gets killed themselves.

And the player who has just completed the move, the one who has charged, decides, when there is any choice, which men in the melee, both of his own and of his antagonist, shall die and which shall be prisoners or captors.

And the player who just finished the move, the one who has charged, decides, whenever there's a choice, which men in the brawl, both his own and his opponent's, will die and which will be prisoners or captives.

All these arrangements are made after the move is over, in the interval between the moves, and the time taken for the adjustment does not count as part of the usual interval for consideration. It is extra time.

All these arrangements are made after the move is completed, during the break between moves, and the time taken for adjustment isn’t counted as part of the usual interval for consideration. It’s extra time.

The player next moving may, if he has taken prisoners, move these prisoners. Prisoners may be sent under escort to the rear or wherever the capturer directs, and one man within six inches of any number of prisoners up to seven can escort these prisoners and go with them. Prisoners are liberated by the death of any escort there may be within six inches of them, but they may not be moved by the player of their own side until the move following that in which the escort is killed. Directly prisoners are taken they are supposed to be disarmed, and if they are liberated they cannot fight until they are rearmed. In order to be rearmed they must return to the back line of their own side. An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line.

The next player to move can, if they have captured any prisoners, move those prisoners. Prisoners can be escorted to the back or wherever the captor decides, and one character within six inches of up to seven prisoners can escort them. Prisoners are freed if any escort within six inches of them is eliminated, but they can't be moved by their own player until the turn after the escort is killed. As soon as prisoners are captured, they are considered disarmed, and if freed, they can't engage in battle until they are rearmed. To be rearmed, they must go back to their own back line. An escort that has taken prisoners to the back line, beyond the reach of liberation, can then return to the fighting line.

Prisoners once made cannot fight until they have returned to their back line. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B's—B having only five in support—A makes six prisoners, kills seven men, and has seven of his own killed. If, now, B can move up fourteen men into melee with A's victorious survivors, which he may be able to do by bringing the five into contact, and getting nine others within six inches of them, no count is made of the six of B's men who are prisoners in the hands of A. They are disarmed. B, therefore, has fourteen men in the second melee and A twelve, B makes two prisoners, kills ten of A's men, and has ten of his own killed. But now the six prisoners originally made by A are left without an escort, and are therefore recaptured by B. But they must go to B's back line and return before they can fight again. So, as the outcome of these two melees, there are six of B's men going as released prisoners to his back line whence they may return into the battle, two of A's men prisoners in the hands of B, one of B's staying with them as escort, and three of B's men still actively free for action. A, at a cost of nineteen men, has disposed of seventeen of B's men for good, and of six or seven, according to whether B keeps his prisoners in his fighting line or not, temporarily.

Prisoners who are captured can't fight again until they return to their back line. This means that if, after a melee is resolved, a player brings more of their people into contact with the survivors of the first melee to create a second melee, any prisoners taken in the first melee won't count as fighters in the second. For example, if A brings nineteen men into a melee against thirteen of B's—who only has five in support—A captures six prisoners, kills seven of B's fighters, and loses seven of their own. Now, if B can bring in fourteen men to engage A's victorious survivors—by connecting the five already present and getting nine more within six inches—six of B's captured fighters don’t count because they belong to A. So, B has fourteen men in the second melee while A has twelve. B captures two of A's fighters, kills ten of A's men, and loses ten of their own. However, the six prisoners captured by A are left unguarded, so they are recaptured by B. But they have to return to B’s back line before they can fight again. Therefore, at the end of these two melees, there are six of B's men being released as prisoners who can go back to the back line to return to battle, two of A's men captured by B, one of B's men staying with them as a guard, and three of B's men still free to fight. A, having lost nineteen men, has taken out seventeen of B's men for good and temporarily taken six or seven, depending on whether B keeps his prisoners in the fight line or not.

Fig. 4--Battle of Hook's Farm.  The Battle developing rapidly.


Fig. 5a--Battle of Hook's Farm.  Red Cavalry charging the Blue Guns.

(4) Any isolated body may hoist the white flag and surrender at any time.

(4) Any isolated person can raise the white flag and surrender at any time.

(5) A gun is captured when there is no man whatever of its original side within six inches of it, and when at least four men of the antagonist side have moved up to it and have passed its wheel axis going in the direction of their attack. This latter point is important. An antagonist's gun may be out of action, and you may have a score of men coming up to it and within six inches of it, but it is not yet captured; and you may have brought up a dozen men all round the hostile gun, but if there is still one enemy just out of their reach and within six inches of the end of the trail of the gun, that gun is not captured: it is still in dispute and out of action, and you may not fire it or move it at the next move. But once a gun is fully captured, it follows all the rules of your own guns.

(5) A gun is considered captured when there’s no one from the original side within six inches of it, and at least four members of the opposing side have moved up to it and have crossed its wheel axis in the direction of their attack. This point is crucial. An enemy's gun may be out of action, and you might have a bunch of people approaching it and within six inches, but it isn’t captured yet. Even if you've brought a dozen people around the enemy gun, if there's still one enemy just out of their reach and within six inches of the gun's trail, that gun is not captured: it remains contested and out of action, and you can't fire or move it in the next turn. However, once a gun is completely captured, it follows all the rules of your own guns.


VARIETIES OF THE BATTLE-GAME

You may play various types of game.

You can play different types of games.

(1) One is the Fight to the Finish. You move in from any points you like on the back line and try to kill, capture, or drive over his back line the whole of the enemy's force. You play the game for points; you score 100 for the victory, and 10 for every gun you hold or are in a position to take, 1-1/2 for every cavalry-man, 1 for every infantry-man still alive and uncaptured, 1/2 for every man of yours prisoner in the hands of the enemy, and 1/2 for every prisoner you have taken. If the battle is still undecided when both forces are reduced below fifteen men, the battle is drawn and the 100 points for victory are divided.

(1) One is the Fight to the Finish. You move in from any point on the back line and try to defeat, capture, or push the entire enemy force over their back line. You play the game for points; you score 100 for winning, and 10 for every gun you hold or are about to take, 1.5 for each cavalry soldier, 1 for each infantry soldier still alive and uncaptured, 0.5 for each of your men captured by the enemy, and 0.5 for each prisoner you have taken. If the battle is still undecided when both sides have fewer than fifteen men left, the battle is considered a draw, and the 100 points for victory are split.

Note—This game can be fought with any sized force, but if it is fought with less than 50 a side, the minimum must be 10 a side.

Note—This game can be played with any size of force, but if it involves fewer than 50 on each side, there must be at least 10 on each side.

(2) The Blow at the Rear game is decided when at least three men of one force reach any point in the back line of their antagonist. He is then supposed to have suffered a strategic defeat, and he must retreat his entire force over the back line in six moves, i.e. six of his moves. Anything left on the field after six moves capitulates to the victor. Points count as in the preceding game, but this lasts a shorter time and is better adapted to a cramped country with a short back line. With a long rear line the game is simply a rush at some weak point in the first player's line by the entire cavalry brigade of the second player. Instead of making the whole back line available for the Blow at the Rear, the middle or either half may be taken.

(2) The Blow at the Rear game is over when at least three members of one side reach any point in the back line of their opponent. At this point, the opponent is considered to have faced a strategic defeat and must move their entire force back over the line in six moves, meaning six of their turns. Anything left on the field after those six moves surrenders to the victor. Points are scored the same way as in the previous game, but this one lasts for a shorter time and is better suited for a tight area with a short back line. With a long back line, the game becomes a rush at some weak point in the first player’s line by the entire cavalry brigade of the second player. Instead of using the whole back line for the Blow at the Rear, players can choose to take the middle or either half.

(3) In the Defensive Game, a force, the defenders, two-thirds as strong as its antagonist, tries to prevent the latter arriving, while still a quarter of its original strength, upon the defender's back line. The Country must be made by one or both of the players before it is determined which shall be defender. The players then toss for choice of sides, and the winner of the toss becomes the defender. He puts out his force over the field on his own side, anywhere up to the distance of one move off the middle line—that is to say, he must not put any man within one move of the middle line, but he may do so anywhere on his own side of that limit—and then the loser of the toss becomes first player, and sets out his men a move from his back line. The defender may open fire forthwith; he need not wait until after the second move of the first player, as the second player has to do.

(3) In the Defensive Game, a force, the defenders, two-thirds as strong as their opponent, tries to stop the latter from reaching their back line while still a quarter of their original strength. The Country must be established by one or both players before deciding who will be the defender. The players then flip a coin to choose sides, and the winner becomes the defender. They deploy their forces on their side of the field, placing them anywhere up to one move off the middle line—meaning they cannot place any piece within one move of the middle line but can position them anywhere on their side of that limit. Then, the losing player of the toss takes the first turn, positioning their pieces one move from their back line. The defender can initiate their attack immediately; they don’t have to wait for the second move of the first player as the second player does.


COMPOSITION OF FORCES

Except in the above cases, or when otherwise agreed upon, the forces engaged shall be equal in number and similar in composition. The methods of handicapping are obvious. A slight inequality (chances of war) may be arranged between equal players by leaving out 12 men on each side and tossing with a pair of dice to see how many each player shall take of these. The best arrangement and proportion of the forces is in small bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun. Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not. But more guns proportionally lead to their being put out of action too early for want of men; a larger proportion of infantry makes the game sluggish, and more cavalry—because of the difficulty of keeping large bodies of this force under cover—leads simply to early heavy losses by gunfire and violent and disastrous charging. The composition of a force may, of course, be varied considerably. One good Fight to a Finish game we tried as follows: We made the Country, tossed for choice, and then drew curtains across the middle of the field. Each player then selected his force from the available soldiers in this way: he counted infantry as 1 each, cavalry as 1-1/2, and a gun as 10, and, taking whatever he liked in whatever position he liked, he made up a total of 150. He could, for instance, choose 100 infantry and 5 guns, or 100 cavalry and no guns, or 60 infantry, 40 cavalry, and 3 guns. In the result, a Boer-like cavalry force of 80 with 3 guns suffered defeat at the hands of 110 infantry with 4.

Except in the cases mentioned above, or unless otherwise agreed, the forces involved should be equal in number and similar in makeup. The ways to level the playing field are clear. A slight imbalance (war chances) can be established between equal players by leaving out 12 men from each side and rolling dice to decide how many each player will use from those. The best arrangement and mix of forces is in smaller units of about 20 to 25 infantry and 12 to 15 cavalry for each gun. Such a force can comfortably maneuver over a front of 4 to 5 feet. Most of our games have been played with around 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on each side, or with smaller proportional forces. We've had great games on an eighteen-foot battlefield with over two hundred men and six guns on each side. A player can, of course, rearrange their forces as they see fit; combine all or most of their cavalry into a strong attacking force, or whatever. However, having more guns proportionally can lead to them being knocked out early due to a lack of men; a larger percentage of infantry slows the game down, and increasing cavalry—because it's hard to keep big groups of this force hidden—results in early heavy losses from gunfire and aggressive, reckless charges. The makeup of a force can definitely vary a lot. One good "Fight to a Finish" game we tried went like this: We created the country, rolled for choice, and then put up curtains across the middle of the field. Each player then picked their force from the available soldiers this way: infantry counted as 1 each, cavalry as 1-1/2, and a gun as 10, and they could choose whatever they wanted in whatever position they liked, totaling 150. For example, they could choose 100 infantry and 5 guns, or 100 cavalry and no guns, or 60 infantry, 40 cavalry, and 3 guns. In the end, a cavalry force similar to the Boers with 80 and 3 guns was defeated by 110 infantry with 4.


SIZE OF THE SOLDIERS

The soldiers used should be all of one size. The best British makers have standardised sizes, and sell infantry and cavalry in exactly proportioned dimensions; the infantry being nearly two inches tall. There is a lighter, cheaper make of perhaps an inch and a half high that is also available. Foreign-made soldiers are of variable sizes.

The soldiers should all be the same size. The top British manufacturers have standardized sizes and sell infantry and cavalry with perfectly matched dimensions; the infantry is nearly two inches tall. There’s also a lighter, cheaper version that’s about an inch and a half high. Soldiers made abroad come in different sizes.




IV

THE BATTLE OF HOOK'S FARM

AND now, having given all the exact science of our war game, having told something of the development of this warfare, let me here set out the particulars of an exemplary game. And suddenly your author changes. He changes into what perhaps he might have been—under different circumstances. His inky fingers become large, manly hands, his drooping scholastic back stiffens, his elbows go out, his etiolated complexion corrugates and darkens, his moustaches increase and grow and spread, and curl up horribly; a large, red scar, a sabre cut, grows lurid over one eye. He expands—all over he expands. He clears his throat startlingly, lugs at the still growing ends of his moustache, and says, with just a faint and fading doubt in his voice as to whether he can do it, "Yas, Sir!"

AND now, having provided all the precise details of our war game and shared some insights into the evolution of this type of warfare, let me outline the specifics of an exemplary game. And suddenly, your author transforms. He transforms into what he might have been—had circumstances been different. His ink-stained fingers become large, masculine hands, his slouched back straightens, his elbows stick out, his pale complexion darkens and becomes more defined, his moustaches grow thicker and curl in a rather alarming way; a large, red scar, a sword cut, appears vividly over one eye. He expands—all over he expands. He clears his throat with a surprising sound, tugs at the still-growing ends of his moustache, and says, with just a hint of uncertainty in his voice about whether he can pull it off, "Yes, Sir!"

Fig. 5b--Battle of Hook's Farm.  After the Cavalry Mêlée


Fig. 6a--Battle of Hook's Farm.  Prisoners being led to the rear.

Now for a while you listen to General H. G. W., of the Blue Army. You hear tales of victory. The photographs of the battlefields are by a woman war-correspondent, A. C. W., a daring ornament of her sex. I vanish. I vanish, but I will return. Here, then, is the story of the battle of Hook's Farm.

Now, for a bit, you listen to General H. G. W. of the Blue Army. You hear stories of victory. The photos of the battlefields were taken by a female war correspondent, A. C. W., a bold trailblazer for her gender. I disappear. I disappear, but I will be back. So, here is the story of the battle at Hook's Farm.

"The affair of Hook's Farm was one of those brisk little things that did so much to build up my early reputation. I did remarkably well, though perhaps it is not my function to say so. The enemy was slightly stronger, both in cavalry and infantry, than myself [Footnote: A slight but pardonable error on the part of the gallant gentleman. The forces were exactly equal.]; he had the choice of position, and opened the ball. Nevertheless I routed him. I had with me a compact little force of 3 guns, 48 infantry, and 25 horse. My instructions were to clear up the country to the east of Firely Church.

"The situation at Hook's Farm was one of those quick, impactful events that really helped establish my early reputation. I performed quite well, though it's probably not my place to say that. The opposing force was slightly stronger, both in cavalry and infantry, than mine [Footnote: A slight but forgivable mistake from the brave gentleman. The forces were exactly equal.]; they had the advantage of position and initiated the conflict. Still, I managed to defeat them. I had with me a small but effective force of 3 guns, 48 infantry, and 25 cavalry. My orders were to secure the area to the east of Firely Church."

"We came very speedily into touch. I discovered the enemy advancing upon Hook's Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called 'fine writing' can do.

"We quickly got in touch. I noticed the enemy moving towards Hook's Farm and Firely Church, clearly planning to take those two locations and give me a tough welcome. I have a couple of photographs from the battlefield and a small sketch I made there. They will provide the thoughtful reader a much clearer picture of the confrontation than any so-called 'great writing' ever could."

"The original advance of the enemy was through the open country behind Firely Church and Hook's Farm; I sighted him between the points marked A A and B B, and his force was divided into two columns, with very little cover or possibility of communication between them if once the intervening ground was under fire. I reckoned about 22 to his left and 50 or 60 to his right. [Footnote: Here again the gallant gentleman errs; this time he magnifies.] Evidently he meant to seize both Firely Church and Hook's Farm, get his guns into action, and pound my little force to pieces while it was still practically in the open. He could reach both these admirable positions before I could hope to get a man there. There was no effective cover whatever upon my right that would have permitted an advance up to the church, and so I decided to concentrate my whole force in a rush upon Hook's Farm, while I staved off his left with gun fire. I do not believe any strategist whatever could have bettered that scheme. My guns were at the points marked D C E, each with five horsemen, and I deployed my infantry in a line between D and E. The rest of my cavalry I ordered to advance on Hook's Farm from C. I have shown by arrows on the sketch the course I proposed for my guns. The gun E was to go straight for its assigned position, and get into action at once. C was not to risk capture or being put out of action; its exact position was to be determined by Red's rapidity in getting up to the farm, and it was to halt and get to work directly it saw any chance of effective fire.

The enemy's initial advance was through the open countryside behind Firely Church and Hook's Farm. I spotted him between the points marked A A and B B, with his forces split into two columns, offering very little cover or communication between them if the ground in between came under fire. I estimated around 22 to his left and 50 or 60 to his right. [Footnote: Once again, the brave gentleman is mistaken; this time he exaggerates.] Clearly, he intended to take both Firely Church and Hook's Farm, position his artillery, and bombard my small force while it was still mostly exposed. He could reach both strategic locations before I had any chance of getting a soldier there. There was no effective cover on my right that would allow an advance toward the church, so I decided to concentrate my entire force in a rush at Hook's Farm while I held off his left with gunfire. I don’t think any strategist could have improved on that plan. My artillery was positioned at D C E, each supported by five horsemen, and I set up my infantry in a line between D and E. I ordered the rest of my cavalry to advance on Hook's Farm from C. I've indicated my proposed path for the guns with arrows on the sketch. Gun E was to head straight for its designated position and get into action immediately. Gun C was not to risk capture or being rendered ineffective; its exact position would depend on Red’s speed in reaching the farm, and it was to stop and engage as soon as it saw any opportunity for effective fire.

"Red had now sighted us. Throughout the affair he showed a remarkably poor stomach for gun-fire, and this was his undoing. Moreover, he was tempted by the poorness of our cover on our right to attempt to outflank and enfilade us there. Accordingly, partly to get cover from our two central guns and partly to outflank us, he sent the whole of his left wing to the left of Firely Church, where, except for the gun, it became almost a negligible quantity. The gun came out between the church and the wood into a position from which it did a considerable amount of mischief to the infantry on our right, and nearly drove our rightmost gun in upon its supports. Meanwhile, Red's two guns on his right came forward to Hook's Farm, rather badly supported by his infantry.

Red had now spotted us. Throughout the whole situation, he showed a surprisingly weak stomach for gunfire, and this was his downfall. Additionally, he was tempted by the weakness of our cover on the right, which made him try to outflank us there. So, partly to get cover from our two central guns and partly to flank us, he sent his entire left wing to the left of Firely Church, where, aside from the gun, it became almost insignificant. The gun moved out from between the church and the woods into a position where it caused a lot of trouble for the infantry on our right, nearly forcing our rightmost gun back on its supports. Meanwhile, Red's two guns on his right advanced to Hook's Farm, but they were rather poorly supported by his infantry.

"Once they got into position there I perceived that we should be done for, and accordingly I rushed every available man forward in a vigorous counter attack, and my own two guns came lumbering up to the farmhouse corners, and got into the wedge of shelter close behind the house before his could open fire. His fire met my advance, littering the gentle grass slope with dead, and then, hot behind the storm of shell, and even as my cavalry gathered to charge his guns, he charged mine. I was amazed beyond measure at that rush, knowing his sabres to be slightly outnumbered by mine. In another moment all the level space round the farmhouse was a whirling storm of slashing cavalry, and then we found ourselves still holding on, with half a dozen prisoners, and the farmyard a perfect shambles of horses and men. The melee was over. His charge had failed, and, after a brief breathing—space for my shot—torn infantry to come up, I led on the counter attack. It was brilliantly successful; a hard five minutes with bayonet and sabre, and his right gun was in our hands and his central one in jeopardy.

"Once they took their positions, I realized we were in big trouble, so I quickly sent every available man forward in a strong counterattack. My two guns clumsily made their way to the corners of the farmhouse and took shelter right behind the house just before his could fire. His shots met my advance, leaving the gentle grass slope scattered with the dead. Then, just as the storm of shells raged on and my cavalry gathered to charge his guns, he charged mine. I was utterly amazed by that rush, knowing that his sabers were a bit outnumbered by mine. In no time, the open area around the farmhouse became a chaotic whirlwind of clashing cavalry, and we found ourselves still holding our ground, with half a dozen prisoners, and the farmyard a complete mess of horses and men. The melee was finished. His charge had failed, and after a brief break for my shot-torn infantry to regroup, I led the counterattack. It was brilliantly successful—a tough five minutes with bayonet and saber, and we had secured his right gun while his center gun was in danger."

"And now Red was seized with that most fatal disease of generals, indecision. He would neither abandon his lost gun nor adequately attack it. He sent forward a feeble little infantry attack, that we cut up with the utmost ease, taking several prisoners, made a disastrous demonstration from the church, and then fell back altogether from the gentle hill on which Hook Farm is situated to a position beside and behind an exposed cottage on the level. I at once opened out into a long crescent, with a gun at either horn, whose crossfire completely destroyed his chances of retreat from this ill-chosen last stand, and there presently we disabled his second gun. I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook's Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon. Had he stayed, it would have been only a question of time before we shot him to pieces and finished him altogether."

And now Red was struck with that most damaging problem of generals, indecision. He wouldn't give up his lost gun nor properly attack it. He sent a weak little infantry charge that we easily dealt with, taking several prisoners, made a disastrous show from the church, and then completely retreated from the gentle hill where Hook Farm sits to a position next to and behind an exposed cottage on level ground. I immediately spread out into a long crescent, with a gun at each end, whose crossfire totally destroyed his chances of retreat from this poorly chosen last stand, and there we soon disabled his second gun. I then focused on his still largely intact right flank, where a gun had been keeping up a punishing fire on us throughout the fight. I might have faced some tough work getting an attack to the church, but Red had had enough and decided to relieve me of any further effort by making a hasty retreat. My gun to the right of Hook's Farm took out three of his fleeing men, but my cavalry were too badly worn for an effective pursuit, and he escaped to the far left of his original positions with about 6 infantry, 4 cavalry, and 1 gun. He left just in time. If he had stayed, it would have only been a matter of time before we picked him apart and finished him off completely.

So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation.

So far, and a bit boastfully, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a bit more clearly with the help of the photographs. The battle is a small, straightforward fight where the goal is to finish things completely, and it was set up as simply as possible to allow for a complete and accurate explanation.

Fig. 6b--Battle of Hook's Farm.  Position of Armies at end of Blue's third move.


Fig. 7--Battle of Hook's Farm.  Red's Left Wing attempting to join the Main Body.

Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding. This is more distinctly seen in other photographs. Behind, the chalk back line is clear. Red has won the toss, both for the choice of a side and, after making that choice, for first move, and his force is already put out upon the back line. For the sake of picturesqueness, the men are not put exactly on the line, but each will have his next move measured from that line. Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church. He has 1 gun, 5 cavalry, and 13 infantry on his left, who are evidently to take up a strong position by the church and enfilade Blue's position; Red's right, of 2 guns, 20 cavalry, and 37 infantry aim at the seizure of the farm.

Figure 1 shows the battlefield setup; on the right is the church, and on the left (near the center of the image) is the farm. In the hollow between the two, there’s a small outbuilding. Directly behind the farm in the line of sight is another outbuilding, which is more clearly visible in other photos. Behind it, the chalk back line is clear. Red has won the toss for the choice of sides and, after that, for the first move, so his force is already positioned on the back line. For aesthetics, the men aren’t placed exactly on the line, but each will measure their next move from that line. Red has split his force into two, which is a serious mistake, as we’ll see, given the large open space between the farm and the church. On his left, he has 1 gun, 5 cavalry, and 13 infantry, clearly set to take a strong position by the church to flank Blue’s position; Red's right, consisting of 2 guns, 20 cavalry, and 37 infantry, is aimed at capturing the farm.

Figure 2 is a near view of Blue's side, with his force put down. He has grasped the strategic mistake of Red, and is going to fling every man at the farm. His right, of 5 cavalry and 16 infantry, will get up as soon as possible to the woods near the centre of the field (whence the fire of their gun will be able to cut off the two portions of Red's force from each other), and then, leaving the gun there with sufficient men to serve it, the rest of this party will push on to co-operate with the main force of their comrades in the inevitable scrimmage for the farm.

Figure 2 is a close-up view of Blue's side, showing his troops in position. He has recognized Red's strategic error and is ready to send all his men at the farm. His right flank, consisting of 5 cavalry and 16 infantry, will move as quickly as possible to the woods near the center of the field (from where their gun can effectively separate two parts of Red's forces). Then, after leaving enough men to operate the gun, the rest of this group will advance to join their comrades in the upcoming clash for the farm.

Figure 3 shows the fight after Red and Blue have both made their first move. It is taken from Red's side. Red has not as yet realised the danger of his position. His left gun struggles into position to the left of the church, his centre and right push for the farm. Blue's five cavalry on his left have already galloped forward into a favourable position to open fire at the next move—they are a little hidden in the picture by the church; the sixteen infantry follow hard, and his main force makes straight for the farm.

Figure 3 shows the battle after Red and Blue have both made their first moves. The view is from Red's side. Red hasn’t realized the danger he’s in yet. His left gun is struggling to position itself to the left of the church, while his center and right are pushing toward the farm. Blue's five cavalry on his left have already charged forward into a good spot to fire on the next move—they’re partially hidden in the picture by the church; the sixteen infantry are following closely behind, and his main force is heading straight for the farm.

Figure 4 shows the affair developing rapidly. Red's cavalry on his right have taken his two guns well forward into a position to sweep either side of the farm, and his left gun is now well placed to pound Blue's infantry centre. His infantry continue to press forward, but Blue, for his second move, has already opened fire from the woods with his right gun, and killed three of Red's men. His infantry have now come up to serve this gun, and the cavalry who brought it into position at the first move have now left it to them in order to gallop over to join the force attacking the farm. Undismayed by Red's guns, Blue has brought his other two guns and his men as close to the farm as they can go. His leftmost gun stares Red's in the face, and prevents any effective fire, his middle gun faces Red's middle gun. Some of his cavalry are exposed to the right of the farm, but most are completely covered now by the farm from Red's fire. Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue's guns will be mowing his exposed cavalry down from the security of the farm. He is in a fix. How is he to get out of it? His cavalry are slightly outnumbered, but he decides to do as much execution as he can with his own guns, charge the Blue guns before him, and then bring up his infantry to save the situation.

Figure 4 shows the situation escalating quickly. Red's cavalry on the right have moved his two guns forward into a position where they can cover both sides of the farm, and his left gun is now well-placed to bombard Blue's infantry center. His infantry are pushing ahead, but Blue, on his second move, has already started firing from the woods with his right gun, killing three of Red's men. His infantry have now arrived to operate this gun, and the cavalry that initially positioned it have now left to join the force attacking the farm. Undeterred by Red's guns, Blue has brought his other two guns and his troops as close to the farm as possible. His leftmost gun is directly facing Red's gun, preventing any effective return fire, while his middle gun is aimed at Red's middle gun. Some of Blue's cavalry are exposed to the right of the farm, but most are now completely shielded from Red's fire by the farm itself. Red needs to take action. The reality of his position is becoming clear. His right gun is useless, and his left and center guns can only take out seven or eight men between them; on the next move, unless he can silence them, Blue's guns will be cutting down his exposed cavalry from the safety of the farm. He’s in a tough spot. How is he going to get out of this? His cavalry are slightly outnumbered, but he decides to inflict as much damage as he can with his own guns, charge the Blue guns in front of him, and then bring up his infantry to salvage the situation.

Figure 5a shows the result of Red's move. His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue's right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move. Red has reckoned on twenty cavalry for his charge, forgetting that by the rules he must put two men at the tail of his middle gun. His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there. The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red's force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue. By the rules also it rests with Red to indicate the survivors within the limits of the melee as he chooses. He takes very good care there are not four men within six inches of either Blue gun, and both these are out of action therefore for Blue's next move. Of course Red would have done far better to have charged home with thirteen men only, leaving seven in support, but he was flurried by his comparatively unsuccessful shooting—he had wanted to hit more cavalry—and by the gun-trail mistake. Moreover, he had counted his antagonist wrongly, and thought he could arrange a melee of twenty against twenty.

Figure 5a shows the result of Red's move. His two effective guns have knocked out two cavalry and six infantry in the space between the farm and Blue's right gun; and then, following up the impact of his gunfire, his cavalry charges over the Blue guns. He makes one oversight, which Blue quickly points out at the end of his move. Red had counted on twenty cavalry for his charge but forgot that according to the rules, he must place two men at the back of his middle gun. His infantry can't come up for this task, so two cavalrymen have to be assigned there. The game pauses while the players figure out the cavalry melee. Red has brought eighteen men to this; within six inches or in contact, there are twenty-one Blue cavalry. Red's force is isolated, as only two of his men are within a move, and to support eighteen he would need nine. By the rules, this results in fifteen men dead on both sides and three Red prisoners for Blue. Additionally, it is up to Red to choose the surviving men within the limits of the melee. He makes sure there aren’t four men within six inches of either Blue gun, meaning both are out of action for Blue's next turn. Of course, Red would have been better off charging with only thirteen men and leaving seven for support, but he was flustered by his relatively unsuccessful shooting—he wanted to take out more cavalry—and by the gun-trail mistake. Furthermore, he miscounted his opponent and thought he could set up a melee of twenty against twenty.

Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the melee. The dead have been picked up, the three prisoners, by a slight deflection of the rules in the direction of the picturesque, turn their faces towards captivity, and the rest of the picture is exactly in the position of 5a.

Figure 5b shows the game at the same stage as 5a, just after the melee has been resolved. The dead have been collected, the three prisoners, by a slight twist of the rules for a more dramatic effect, turn their faces toward captivity, and the rest of the scene is exactly in the same position as 5a.

It is now Blue's turn to move, and figure 6a shows the result of his move. He fires his rightmost gun (the nose of it is just visible to the right) and kills one infantry-man and one cavalry-man (at the tail of Red's central gun), brings up his surviving eight cavalry into convenient positions for the service of his temporarily silenced guns, and hurries his infantry forward to the farm, recklessly exposing them in the thin wood between the farm and his right gun. The attentive reader will be able to trace all this in figure 6a, and he will also note the three Red cavalry prisoners going to the rear under the escort of one Khaki infantry man.

It’s now Blue’s turn to make a move, and figure 6a shows what happens next. He shoots with his rightmost gun (the tip is just visible on the right) and takes out one infantryman and one cavalryman (by Red’s central gun), positions his remaining eight cavalrymen for support of his temporarily quiet guns, and rushes his infantry forward to the farm, carelessly putting them in the thin woods between the farm and his right gun. The attentive reader can follow all of this in figure 6a, and will also see the three Red cavalry prisoners being escorted to the rear by one Khaki infantryman.

Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue's third move. A cavalry-man lies dead at the tail of Red's middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse.

Figure 6b shows the same situation as figure 6a, which is the end of Blue's third move. A cavalryman lies dead at the back of Red's middle gun, and an infantryman is a bit behind it. His rightmost gun is deserted and partially concealed, but not hidden from the observer, by a tree next to the farmhouse.

And now, what is Red to do?

And now, what should Red do?

The reader will probably have his own ideas, as I have mine. What Red did do in the actual game was to lose his head, and then at the end of four minutes' deliberation he had to move, he blundered desperately. He opened fire on Blue's exposed centre and killed eight men. (Their bodies litter the ground in figure 7, which gives a complete bird's-eye view of the battle.) He then sent forward and isolated six or seven men in a wild attempt to recapture his lost gun, massed his other men behind the inadequate cover of his central gun, and sent the detachment of infantry that had hitherto lurked uselessly behind the church, in a frantic and hopeless rush across the open to join them. (The one surviving cavalry-man on his right wing will be seen taking refuge behind the cottage.) There can be little question of the entire unsoundness of all these movements. Red was at a disadvantage, he had failed to capture the farm, and his business now was manifestly to save his men as much as possible, make a defensive fight of it, inflict as much damage as possible with his leftmost gun on Blue's advance, get the remnants of his right across to the church—the cottage in the centre and their own gun would have given them a certain amount of cover—and build up a new position about that building as a pivot. With two guns right and left of the church he might conceivably have saved the rest of the fight.

The reader probably has their own opinions, just like I have mine. What Red actually did in the game was lose his cool, and after four minutes of thinking, he had to make a move and ended up making a desperate mistake. He opened fire on Blue's exposed center and killed eight men. (Their bodies are scattered on the ground in figure 7, which shows a complete aerial view of the battle.) He then sent forward and isolated six or seven men in a frantic attempt to recover his lost gun, gathered his remaining men behind the inadequate cover of his central gun, and sent the infantry that had been uselessly hiding behind the church on a frantic and futile dash across the open to join them. (The one surviving cavalryman on his right flank can be seen taking shelter behind the cottage.) There’s no doubt that all these moves were completely flawed. Red was at a disadvantage, he had failed to capture the farm, and his priority now was clearly to save his men as much as possible, make it a defensive fight, inflict as much damage as possible with his leftmost gun on Blue's advance, get what was left of his right to the church—the cottage in the center and their own gun would have provided some cover—and establish a new position around that building as a base. With two guns positioned on either side of the church, he might have been able to salvage the rest of the fight.

That, however, is theory; let us return to fact. Figure 8 gives the disastrous consequences of Red's last move. Blue has moved, his guns have slaughtered ten of Red's wretched foot, and a rush of nine Blue cavalry and infantry mingles with Red's six surviving infantry about the disputed gun. These infantry by the definition are isolated; there are not three other Reds within a move of them. The view in this photograph also is an extensive one, and the reader will note, as a painful accessory, the sad spectacle of three Red prisoners receding to the right. The melee about Red's lost gun works out, of course, at three dead on each side, and three more Red prisoners.

That, however, is just a theory; let's get back to the facts. Figure 8 shows the disastrous effects of Red's last move. Blue has acted, and his guns have taken out ten of Red's poor foot soldiers, while a rush of nine Blue cavalry and infantry mix with Red's six remaining infantry around the contested gun. These infantry are essentially isolated; there are no three other Red soldiers within a move of them. The view in this photograph is also quite broad, and the reader will notice, as a painful addition, the unfortunate sight of three Red prisoners moving to the right. The struggle around Red's lost gun ends up with three casualties on each side, plus three more Red prisoners.

Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and—one last gleam of enterprise—to throw forward his left gun into a position commanding Blue's right.

From now on, the battle quickly advances towards the downfall of Red. Shaken and demoralized, that unfortunate general has no choice but to retreat. His next move, which I can't fully envision, is to pull back the infantry he carelessly exposed to the safety of the church, to withdraw the remnants of his right to the protection of the cottage, and—one final act of boldness—to reposition his left gun to cover Blue's right.

Fig. 8--Battle of Hook's Farm.  The Red Army suffers Heavy Loss.


Fig. 9--Battle of Hook's Farm.  Complete Victory of the Blue Army.

Blue then pounds Red's right with his gun to the right of the farm and kills three men. He extends his other gun to the left of the farm, right out among the trees, so as to get an effective fire next time upon the tail of Red's gun. He also moves up sufficient men to take possession of Red's lost gun. On the right Blue's gun engages Red's and kills one man. All this the reader will see clearly in figure 9, and he will also note a second batch of Red prisoners—this time they are infantry, going rearward. Figure 9 is the last picture that is needed to tell the story of the battle. Red's position is altogether hopeless. He has four men left alive by his rightmost gun, and their only chance is to attempt to save that by retreating with it. If they fire it, one or other will certainly be killed at its tail in Blue's subsequent move, and then the gun will be neither movable nor fireable. Red's left gun, with four men only, is also in extreme peril, and will be immovable and helpless if it loses another man.

Blue then strikes Red's right side with his gun near the farm and takes out three men. He positions his other gun to the left of the farm, out among the trees, preparing for a solid shot on Red's gun next time. He also sends enough men to take control of the gun that Red lost. On the right, Blue's gun engages with Red's and takes out one man. The reader can see all this clearly in figure 9, and they will also notice a second group of Red prisoners—this time they're infantry, retreating. Figure 9 is the final image needed to convey the story of the battle. Red's situation is completely hopeless. He has four men left alive by his rightmost gun, and their only chance is to try to save it by retreating with it. If they fire it, one of them is sure to be killed at its tail during Blue's next move, rendering the gun unusable. Red's left gun, with only four men, is also in serious danger and will be immobile and vulnerable if it loses another man.

Very properly Red decided upon retreat. His second gun had to be abandoned after one move, but two of the men with it escaped over his back line. Five of the infantry behind the church escaped, and his third gun and its four cavalry got away on the extreme left-hand corner of Red's position. Blue remained on the field, completely victorious, with two captured guns and six prisoners.

Red wisely chose to retreat. He had to leave his second gun behind after just one move, but two of the men with it managed to escape past his back line. Five infantry soldiers behind the church also got away, while his third gun and its four cavalry made it out from the far left side of Red's position. Blue stayed on the field, fully victorious, with two captured guns and six prisoners.

There you have a scientific record of the worthy general's little affair.

There you have a scientific record of the honorable general's minor incident.




V

EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR

Now that battle of Hook's Farm is, as I have explained, a simplification of the game, set out entirely to illustrate the method of playing; there is scarcely a battle that will not prove more elaborate (and eventful) than this little encounter. If a number of players and a sufficiently large room can be got, there is no reason why armies of many hundreds of soldiers should not fight over many square yards of model country. So long as each player has about a hundred men and three guns there is no need to lengthen the duration of a game on that account. But it is too laborious and confusing for a single player to handle more than that number of men.

Now that the battle of Hook's Farm is, as I explained, a simplified version of the game designed to show how it's played, there's hardly a battle that won't be more complex (and exciting) than this small skirmish. If you can gather several players and have a big enough space, there's no reason why armies with hundreds of soldiers can't clash over multiple square yards of model terrain. As long as each player has about a hundred soldiers and three cannons, there's no need to extend the game's duration for that reason. However, it's too demanding and confusing for a single player to manage more than that number of soldiers.

Moreover, on a big floor with an extensive country it is possible to begin moving with moves double or treble the length here specified, and to come down to moves of the ordinary lengths when the troops are within fifteen or twelve or ten feet of each other. To players with the time and space available I would suggest using a quite large country, beginning with treble moves, and, with the exception of a select number of cavalry scouts, keeping the soldiers in their boxes with the lids on, and moving the boxes as units. (This boxing idea is a new one, and affords a very good substitute for the curtain; I have tried it twice for games in the open air where the curtain was not available.) Neither side would, of course, know what the other had in its boxes; they might be packed regiments or a mere skeleton force. Each side would advance on the other by double or treble moves behind a screen of cavalry scouts, until a scout was within ten feet of a box on the opposite side. Then the contents of that particular box would have to be disclosed and the men stood out. Troops without any enemy within twenty feet could be returned to their boxes for facility in moving. Playing on such a scale would admit also of the introduction of the problem of provisions and supplies. Little toy Army Service waggons can be bought, and it could be ruled that troops must have one such waggon for every fifty men within at least six moves. Moreover, ammunition carts may be got, and it may be ruled that one must be within two moves of a gun before the latter can be fired. All these are complications of the War Game, and so far I have not been able to get together sufficient experienced players to play on this larger, more elaborate scale. It is only after the smaller simpler war game here described has been played a number of times, and its little dodges mastered completely, that such more warlike devices become practicable.

Moreover, on a large board with a vast area, it’s possible to start making moves that are double or triple the length specified here and then switch to regular move lengths when the troops are within fifteen, twelve, or ten feet of each other. For players who have the time and space, I suggest using a pretty big area, starting with triple moves, and, with the exception of a select number of cavalry scouts, keeping the soldiers in their boxes with the lids on and moving the boxes as units. (This boxing idea is a new concept and provides a very good alternative to a curtain; I’ve tried it twice for outdoor games where the curtain wasn’t an option.) Neither side would, of course, know what the other side has in its boxes; they might be full regiments or just a few troops. Each side would advance toward the other using double or triple moves behind a screen of cavalry scouts until one scout was within ten feet of a box on the opposite side. Then, the contents of that specific box would need to be revealed, and the men would be deployed. Troops that don’t have any enemies within twenty feet could be returned to their boxes for easier movement. Playing on this scale would also allow for the introduction of challenges related to provisions and supplies. Small toy Army Service wagons can be purchased, and it could be mandated that troops need one of these wagons for every fifty men within at least six moves. Additionally, ammunition carts can be acquired, and a rule could state that one must be within two moves of a gun before it can fire. All these are complexities of the War Game, and so far, I haven’t been able to gather enough experienced players to play on this larger, more intricate scale. It’s only after the smaller, simpler war game described here has been played several times and its little strategies fully mastered that such more advanced tactics become feasible.

But obviously with a team of players and an extensive country, one could have a general controlling the whole campaign, divisional commanders, batteries of guns, specialised brigades, and a quite military movement of the whole affair. I have (as several illustrations show) tried Little Wars in the open air. The toy soldiers stand quite well on closely mown grass, but the long-range gun-fire becomes a little uncertain if there is any breeze. It gives a greater freedom of movement and allows the players to lie down more comfortably when firing, to increase, and even double, the moves of the indoor game. One can mark out high roads and streams with an ordinary lawn-tennis marker, mountains and rocks of stones, and woods and forests of twigs are easily arranged. But if the game is to be left out all night and continued next day (a thing I have as yet had no time to try), the houses must be of some more solid material than paper. I would suggest painted blocks of wood. On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact. It would be easy to give the roads a real significance by permitting a move half as long again as in the open country for waggons or boxed troops along a road. There is a possibility of having a toy railway, with stations or rolling stock into which troops might be put, on such a giant war map. One would allow a move for entraining and another for detraining, requiring the troops to be massed alongside the train at the beginning and end of each journey, and the train might move at four or five times the cavalry rate. One would use open trucks and put in a specified number of men—say twelve infantry or five cavalry or half a gun per truck—and permit an engine to draw seven or eight trucks, or move at a reduced speed with more. One could also rule that four men—the same four men—remaining on a line during two moves, could tear up a rail, and eight men in three moves replace it.

But clearly, with a team of players and a large area to cover, you could have a general overseeing the whole campaign, divisional commanders, artillery batteries, specialized brigades, and a full military operation involved. I have (as several examples demonstrate) tried Little Wars outdoors. The toy soldiers stand well on freshly mowed grass, but long-range gunfire can be a bit tricky if there’s any wind. It allows for greater freedom of movement and gives players the chance to lie down more comfortably when firing, which can increase or even double the moves from the indoor game. You can outline highways and streams with a regular lawn tennis marker, easily set up mountains and rocks with stones, and arrange woods and forests using twigs. However, if the game is to be left out overnight and continued the next day (something I haven’t yet had time to try), the houses need to be made from something sturdier than paper. I would recommend painted wooden blocks. On a large lawn, a wide countryside can be easily represented. Players can start with a game just like the regular Kriegspiel, using scouts and boxed soldiers, which will evolve into the battles described here as the troops engage. It would be simple to give the roads real importance by allowing a move that's one and a half times as long for wagons or boxed troops on a road compared to open terrain. There's even the possibility of incorporating a toy railway, with stations or rolling stock where troops could be placed, on such a giant war map. You could allow a move for boarding the train and another for disembarking, requiring troops to be lined up alongside the train at both the start and end of each trip, with the train moving at four or five times the cavalry speed. You’d use open cars, putting in a set number of men—say twelve infantry, five cavalry, or half a gun per car—and allow an engine to pull seven or eight cars, or move slower with more. You could also establish a rule that if four men—the same four men—stay on a line for two moves, they could rip up a rail, and eight men could replace it in three moves.

I will confess I have never yet tried over these more elaborate developments of Little Wars, partly because of the limited time at my disposal, and partly because they all demand a number of players who are well acquainted with the same on each side if they are not to last interminably. The Battle of Hook's Farm (one player a side) took a whole afternoon, and most of my battles have lasted the better part of a day.

I have to admit that I’ve never actually tried these more complex versions of Little Wars, mainly because I don’t have enough time and also because they require several players who are familiar with the rules on both sides, or else they end up dragging on forever. The Battle of Hook's Farm (one player per side) took an entire afternoon, and most of my battles have lasted nearly all day.




VI

ENDING WITH A SORT OF CHALLENGE

I COULD go on now and tell of battles, copiously. In the memory of the one skirmish I have given I do but taste blood. I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of victories. But let me not boast. For the present, I have done all that I meant to do in this matter. It is for you, dear reader, now to get a floor, a friend, some soldiers and some guns, and show by a grovelling devotion your appreciation of this noble and beautiful gift of a limitless game that I have given you.

I could keep going and talk about battles in detail. With the memory of that one skirmish I've shared, I can still taste blood. I’d love to continue, creating a big, thick book. That would be a fun project. Since I'm the main creator and player (so far) of Little Wars, I’ve ended up with more than my fair share of victories. But I won’t brag. For now, I’ve done everything I set out to do regarding this. It’s up to you, dear reader, to find a spot, a friend, some soldiers, and some guns, and to show your appreciation for this amazing and wonderful gift of an endless game that I’ve given you.

And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster—and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind—splendid cities, open ways, more knowledge and power, and more and more and more—and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable "patriots," and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers—tons, cellars-full—and let them lead their own lives there away from us.

And if I may take a moment to brag! How much better is this charming little version than the real deal! Here’s a remedy for the imaginative planner. Here’s the thought, the excitement, the tension of building victory or disaster—and no injured or bloody bodies, no destroyed beautiful buildings or ravaged countryside, no petty cruelty, none of that awful universal boredom and bitterness, that annoying delay or pause or embarrassment of every gracious, bold, sweet, and delightful thing, that we who are old enough to remember a real modern war know to be the truth of conflict. This world is for living life to the fullest; we want security and freedom; most of us in every country, except for a few dull-witted, overzealous people, want to see humanity achieve something better than imitating the little toy soldiers our kids buy in boxes. We want great things made for mankind—wonderful cities, open pathways, more knowledge and power, and more and more and more—and so I present my game for both a specific and a general purpose; let’s put this prancing ruler and that foolish fearmonger, and these overexcited "patriots," and those adventurers, and all the players of World Politics, into one huge Temple of War, with cork flooring everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers—tons, cellars-full—and let them live their own lives there away from us.

My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am prepared. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be.

My game is just as good as theirs, and it's more reasonable because of its scale. Here is War, scaled down to rational proportions, and yet kept away from humanity, just like our ancestors turned human sacrifices into the eating of small figures and symbolic bites. As for me, I am prepared. I have nearly five hundred men, more than twenty guns, and I twirl my mustache while throwing defiance eastward from my home in Essex across the narrow seas. Not just eastward. I want to wrap up this little talk with one final frustrating and annoying statement for the fans and practitioners of Big War. I've never encountered any military man, any captain, major, colonel, general, or distinguished commander in a small battle who didn't soon find themselves in troubles and confusion over even the basic rules of fighting. You only need to play Little Wars three or four times to see just how clumsy Great War must be.

Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but—the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do.

Great War is currently, I believe, not only the most costly endeavor in the universe, but it's also an effort that is completely out of proportion. The sheer scale of the men, resources, suffering, and disruption involved is far too immense for any rational thought, and the minds we have to deal with it are simply inadequate. I think this is the most peaceful realization you can have, and Little War brings you to this understanding in a way that nothing else but Great War can.




APPENDIX

LITTLE WARS AND KRIEGSPIEL

THIS little book has, I hope, been perfectly frank about its intentions. It is not a book upon Kriegspiel. It gives merely a game that may be played by two or four or six amateurish persons in an afternoon and evening with toy soldiers. But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it—in spite of the pacific outbreak in its concluding section. They tell me—what I already a little suspected—that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function. I am particularly indebted to Colonel Mark Sykes for advice and information in this matter. He has pointed out to me the possibility of developing Little Wars into a vivid and inspiring Kriegspiel, in which the element of the umpire would be reduced to a minimum; and it would be ungrateful to him, and a waste of an interesting opportunity, if I did not add this Appendix, pointing out how a Kriegspiel of real educational value for junior officers may be developed out of the amusing methods of Little War. If Great War is to be played at all, the better it is played the more humanely it will be done. I see no inconsistency in deploring the practice while perfecting the method. But I am a civilian, and Kriegspiel is not my proper business. I am deeply preoccupied with a novel I am writing, and so I think the best thing I can do is just to set down here all the ideas that have cropped up in my mind, in the footsteps, so to speak, of Colonel Sykes, and leave it to the military expert, if he cares to take the matter up, to reduce my scattered suggestions to a system.

THIS little book has, I hope, been completely honest about its intentions. It’s not a book about Kriegspiel. It simply offers a game that can be played by two, four, or six casual players in an afternoon and evening with toy soldiers. However, it has a clear connection to Kriegspiel; and since the main part of it was written and published in a magazine, I’ve had quite a bit of correspondence with military individuals who have found it interesting and have shown a friendly attitude toward it—in spite of the peaceful twist in its final section. They tell me—what I had already suspected a little—that Kriegspiel, as played by the British Army, is a pretty dull and unsatisfactory activity, lacking in realism, excitement, and unpredictability, constantly controlled by the umpire, and doubtful in its value for stimulating the imagination, which should be its main purpose. I am particularly grateful to Colonel Mark Sykes for his advice and information on this topic. He pointed out the possibility of developing Little Wars into a dynamic and inspiring Kriegspiel, where the role of the umpire would be minimized; it would be ungrateful of me, and a missed opportunity, if I didn’t include this Appendix, suggesting how a Kriegspiel of real educational value for junior officers can be developed from the entertaining methods of Little War. If Great War is to be played at all, the better it is played, the more humanely it will be conducted. I see no contradiction in lamenting the practice while improving the method. But I’m a civilian, and Kriegspiel isn’t my main focus. I’m deeply engaged in a novel I’m writing, so I think the best thing I can do is to lay out all the ideas that have come to mind, following the lead of Colonel Sykes, and leave it to the military expert, if they choose to take it up, to organize my scattered suggestions into a system.

Now, first, it is manifest that in Little Wars there is no equivalent for rifle-fire, and that the effect of the gun-fire has no resemblance to the effect of shell. That may be altered very simply. Let the rules as to gun-fire be as they are now, but let a different projectile be used—a projectile that will drop down and stay where it falls. I find that one can buy in ironmongers' shops small brass screws of various sizes and weights, but all capable of being put in the muzzle of the 4'7 guns without slipping down the barrel. If, with such a screw in the muzzle, the gun is loaded and fired, the wooden bolt remains in the gun and the screw flies and drops and stays near where it falls—its range being determined by the size and weight of screw selected by the gunner. Let us assume this is a shell, and it is quite easy to make a rule that will give the effect of its explosion. Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead, and if there is a gun completely within the circle of three inches radius from the shell, it is destroyed. If it is not completely within the circle, it is disabled for two moves. A supply waggon is completely destroyed if it falls wholly or partially within the radius. But if there is a wall, house, or entrenchment between any men and the shell, they are uninjured—they do not count in the reckoning of the effect of the shell.

Now, first off, it's clear that in Little Wars there isn't a direct alternative to rifle fire, and the result of gunfire is not like the effect of a shell. This can be changed quite easily. Let the rules for gunfire stay as they are, but let’s use a different projectile—a projectile that drops and stays where it lands. I’ve found that you can buy small brass screws of various sizes and weights at hardware stores, all of which can fit into the muzzle of the 4'7 guns without slipping down the barrel. If you load and fire the gun with one of these screws in the muzzle, the wooden bolt stays in the gun while the screw flies and lands near where it falls—its range is determined by the size and weight of the screw chosen by the gunner. Let’s say this is a shell, and it's easy to create a rule that mimics its explosion effect. Half, or in the case of an odd number, one more than half, of the men within three inches of this shell are considered dead, and if a gun is completely within the three-inch radius from the shell, it's destroyed. If it isn’t completely within the radius, it’s disabled for two turns. A supply wagon is completely destroyed if it falls wholly or partially within the radius. However, if there’s a wall, house, or trench between any men and the shell, they remain unharmed—they don’t count in the calculation of the shell’s effect.

I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantry-men who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4'7 gun. It may be fired from any convenient position behind the row of five men, so long as the shot passes roughly over the head of the middle man of the five.

I believe you can get a practical simulation of how rifle fire feels by deciding that for every five infantrymen lined up and not moving in any specific way, there can be one (regular) shot fired with a 4'7 gun. It can be fired from any convenient position behind the row of five men, as long as the shot goes roughly over the head of the middle man.

Of course, while in Little Wars there are only three or four players, in any proper Kriegspiel the game will go on over a larger area—in a drill-hall or some such place—and each arm and service will be entrusted to a particular player. This permits all sorts of complicated imitations of reality that are impossible to our parlour and playroom Little Wars. We can consider transport, supply, ammunition, and the moral effect of cavalry impact, and of uphill and downhill movements. We can also bring in the spade and entrenchment, and give scope to the Royal Engineers. But before I write anything of Colonel Sykes' suggestions about these, let me say a word or two about Kriegspiel "country."

Of course, while Little Wars only has three or four players, a proper Kriegspiel takes place over a larger area—in a drill hall or somewhere similar—and each branch of the military is assigned to a specific player. This allows for all sorts of complex simulations of reality that our parlor and playroom Little Wars can't achieve. We can think about transportation, supply, ammunition, and the psychological impact of cavalry charges, as well as movements up and down hills. We can also incorporate digging and fortifications, giving the Royal Engineers a chance to contribute. But before I discuss Colonel Sykes' suggestions about these aspects, let me say a few words about the "country" of Kriegspiel.

The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars.

The landscape for Kriegspiel should be created using heavy wooden blocks or boxes that measure around 3 x 3 x 1/2 feet. You can also use curved pieces (with a rounded edge and a length of three feet, or shaped like right-angled triangles with a curved hypotenuse and two straight sides of 3 feet) to smooth out corners and sharp angles. These blocks can be drilled to hold trees and other elements, just like the boards in Little Wars, allowing you to construct a solid model of any specific terrain based on a contoured Ordnance map. You can create houses cheaply by carving a long piece of wood into a house-like shape and cutting it up. There will always be someone willing to customize and paint these houses, adding windows and other details. The houses are generally more stable the heavier the wood used. The rest of the terrain should follow the same approach as in Little Wars.

Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available. Each side will be under the supreme command of a General, who will be represented by a cavalry soldier. The player who is General must stand at or behind his representative image and within six feet of it. His signalling will be supposed to be perfect, and he will communicate with his subordinates by shout, whisper, or note, as he thinks fit. I suggest he should be considered invulnerable, but Colonel Sykes has proposed arrangements for his disablement. He would have it that if the General falls within the zone of destruction of a shell he must go out of the room for three moves (injured); and that if he is hit by rifle-fire or captured he shall quit the game, and be succeeded by his next subordinate.

In such a country, a Kriegspiel could be played with rules based on the following draft, which emerged from discussions between Colonel Sykes and me, with most of the new ideas credited to Colonel Sykes. We offer these not as a complete set of rules, but as a basis for anyone who wants to refine them into what we believe will be a much more exciting and educational Kriegspiel than any available today. The game can accommodate any number of players, depending on the forces involved and the size of the territory in play. Each side will be led by a General, represented by a cavalry soldier. The player acting as General must stand at or behind their representative image and within six feet of it. Their signaling is assumed to be perfect, and they will communicate with their subordinates by shouting, whispering, or writing notes, as they see fit. I suggest that the General should be considered invulnerable, but Colonel Sykes has put forth ideas for how to disable him. He proposes that if the General falls within a shell's destruction zone, he must leave the room for three moves (injured); and if he is hit by rifle fire or captured, he should exit the game, with his next subordinate taking over.


Now as to the Moves.

Now about the Moves.

It is suggested that:

It's suggested that:

  Infantry shall move one foot.
  Cavalry shall move three feet.
    The above moves are increased by one half for troops in twos
    or fours on a road.
  Royal Engineers shall move two feet.
  Royal Artillery shall move two feet.
  Transport and Supply shall move one foot on roads, half foot
    across country.
  The General shall move six feet (per motor), three feet across country.
  Boats shall move one foot.
  In moving uphill, one contour counts as one foot; downhill, two
  contours count as one foot. Where there are four contours to one
  foot vertical the hill is impassable for wheels unless there is a road.
  Infantry will move one foot.  
  Cavalry will move three feet.  
    The above movements increase by one and a half for troops in twos  
    or fours on a road.  
  Royal Engineers will move two feet.  
  Royal Artillery will move two feet.  
  Transport and Supply will move one foot on roads, half a foot  
    across country.  
  The General will move six feet (by motor), three feet across country.  
  Boats will move one foot.  
  When moving uphill, one contour counts as one foot; downhill, two  
  contours count as one foot. If there are four contours to one  
  foot vertical, the hill is impassable for wheels unless there is a road.  

Infantry.

Ground troops.

  To pass a fordable river = one move.
  To change from fours to two ranks = half a move.
  To change from two ranks to extension = half a move.
  To embark into boats = two moves for every twenty men
    embarked at any point.
  To disembark = one move for every twenty men.
  To cross a shallow river = one move.  
  To switch from four rows to two = half a move.  
  To change from two rows to a line = half a move.  
  To get into boats = two moves for every twenty men getting in at any spot.  
  To get out = one move for every twenty men.  

Cavalry.

Mounted troops.

  To pass a fordable river = one move.
  To change formation = half a move.
  To mount = one move.
  To dismount = one move.
  To cross a river safely = one move.  
  To change position = half a move.  
  To get on = one move.  
  To get off = one move.  

Artillery.

Artillery.

  To unlimber guns = half a move.
  To limber up guns = half a move.
  Rivers are impassable to guns.
  To set up guns = half a move.  
  To pack up guns = half a move.  
  Rivers are impossible to cross with guns.  

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE.

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE.

Royal Engineers.

Royal Engineers.

  No repairs can be commenced, no destructions can be begun,
    during a move in which R.E. have changed position.
  Rivers impassable.
  No repairs can start, no demolitions can begin,  
    during a relocation where R.E. have changed positions.  
  Rivers are impassable.

Transport and Supply.

Transport and Supply.

  No supplies or stores can be delivered during a move if T. and S.
    have moved.
  Rivers impassable.
  No supplies or stores can be delivered during a move if T. and S. have moved. Rivers are impassable.

Next as to Supply in the Field:

Next, regarding Supply in the Field:

All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.

All troops need to be provided with food, ammunition, and forage. The players must give up, every six moves, one packet of food for every thirty men; one packet of forage for every six horses; and one packet of ammunition for every thirty infantry that fire for six consecutive moves.

These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry.

These supplies, when they are handed over, must be no more than six feet away from the infantry they are assigned to and no more than eighteen feet away from the cavalry.

Isolated bodies of less than thirty infantry require no supplies—a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food.

Isolated groups of fewer than thirty infantry don’t need any supplies—a group is considered isolated if it’s more than twelve feet away from another group. When calculating supplies for infantry, any fractions count as thirty if they are fifteen or more, and as nothing if they are less than fifteen. Therefore, forty-six infantry need two packets of food or ammunition; forty-four infantry need one packet of food.

N.B.—Supplies are not effective if enemy is between supplies and troops they belong to.

N.B.—Supplies aren't effective if the enemy is between them and the troops they are meant for.

Men surrounded and besieged must be victualled at the following rate:—

Men surrounded and under siege must be supplied with provisions at the following rate:—

One packet food for every thirty men for every six moves.

One packet of food for every thirty men for every six shifts.

One packet forage every six horses for every six moves.

One packet of forage for every six horses for every six moves.

In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet.

In case supplies run out, horses can substitute for food, but not for forage; one horse equals one packet.

In the event of supplies failing, the following consequences ensue:—

In case the supplies run out, the following consequences follow:—

Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them).

Infantry without ammo can't shoot (guns are expected to have unlimited ammo with them).

Infantry, cavalry, R.A., and R.E. cannot move without supply—if supplies are not provided within six consecutive moves, they are out of action.

Infantry, cavalry, R.A., and R.E. can't move without supplies—if supplies aren't provided within six consecutive turns, they're out of action.

A force surrounded must surrender four moves after eating its last horse.

A force that is surrounded must surrender four moves after losing its last horse.


Now as to Destructions:

Now regarding Destructions:

To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.

To destroy a railway bridge, it takes the R.E. two moves; to repair it, the R.E. takes ten moves.

To destroy a railway culvert R.E. take one move; to repair R.E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves.

To destroy a railway culvert R.E. takes one move; to repair R.E. takes five moves. To destroy a river road bridge R.E. takes one move; to repair R.E. takes five moves.

A supply depot can be destroyed by one man in two moves, no matter how large (by fire).

A supply depot can be destroyed by one person in two moves, no matter how big (by fire).

Four men can destroy the contents of six waggons in one move.

Four men can take out the contents of six wagons in one go.

A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.*

A contact mine can be set on a road or anywhere else by two people in six moves; it will detonate when the first object passes over it, destroying everything within a six-inch radius.*


Next as to Constructions:

Next regarding Constructions:

Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high. Two men may make an inch of entrenchment.

Entrenchments can be built by infantry in four steps.* They consist of strips of wood two inches high nailed to the ground, or wooden blocks two inches high. Two men can create an inch of entrenchment.

Epaulements for guns may be constructed at the rate of six men to one epaulement in four moves.*

Epaulements for guns can be built at a rate of six men per one epaulement in four steps.*

[* Notice to be given to umpire of commencement of any work or the placing of a mine. In event of no umpire being available, a folded note must be put on the mantelpiece when entrenchment is commenced, and opponent asked to open it when the trench is completed or the mine exploded.]

[* Notice to be given to the umpire before starting any work or placing a mine. If no umpire is available, a folded note must be left on the mantelpiece when digging begins, and the opponent should be asked to open it when the trench is finished or the mine is detonated.]


Rules as to Cavalry Charging:

Rules for Cavalry Charges:

No body of less than eight cavalry may charge, and they must charge in proper formation.

No group of fewer than eight cavalry can charge, and they need to charge in proper formation.

If cavalry charges infantry in extended order—

If cavalry charges infantry arranged in a long line—

If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging.

If the charge begins from a distance greater than two feet, the cavalry loses one soldier for every five infantrymen they charge, and the infantry loses one soldier for each saber that charges.

At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging.

At less than two feet and more than one foot, the cavalry loses one man for every ten that charge, while the infantry loses two men for every saber that charges.

At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.

At less than one foot, the cavalry loses one soldier for every fifteen that charge, and the infantry loses three soldiers for each saber that charges.

If cavalry charges infantry in close order, the result is reversed.

If cavalry charges infantry in tight formation, the outcome is the opposite.

Thus at more than two feet one infantry-man kills three cavalry-men, and fifteen cavalry-men one infantry-man.

Thus, at over two feet, one infantryman can take down three cavalrymen, and fifteen cavalrymen can take down one infantryman.

At more than one foot one infantry-man kills two cavalry, and ten cavalry one infantry.

At over one foot, one infantry soldier can take down two cavalry soldiers, while ten cavalry soldiers can take out one infantry soldier.

At less than one foot one infantry-man kills one cavalry, and five cavalry one infantry.

At less than one foot, one infantry soldier can take down one cavalry soldier, while five cavalry soldiers can take down one infantry soldier.

However, infantry that have been charged in close order are immobile for the subsequent move.

However, infantry that have been deployed in close formation are unable to move for the next action.

Infantry charged in extended order must on the next move retire one foot; they can be charged again.

Infantry that advances in a line must retreat one foot on the next move; they can be attacked again.

If cavalry charges cavalry:—

If cavalry attacks cavalry:—

If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it must do one of three things—dismount, charge, or retire. If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear.

If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it has to do one of three things—dismount, charge, or fall back. If it stays put and mounted while the enemy charges, one charging sabre can take out five stationary sabres and push fifteen others back three feet.

Dismounted cavalry charged is equivalent to infantry in extended order.

Dismounted cavalry charging is the same as infantry in an extended formation.

If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men.

If cavalry charges against cavalry and the numbers are equal, and the ground is level, the outcome must be determined by a coin toss; the losing side loses three-quarters of their men and has to retreat, while the winning side loses a quarter of their men.

If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level.

If the numbers aren’t equal, the melee rules for Little Wars apply as long as the terrain is flat.

If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four.

If the ground is sloped, the cavalry charging downhill will gain an advantage based on the number of slopes they go over. If it’s one slope, you multiply by two; if it’s two slopes, multiply by three; if it’s three slopes, multiply by four.

If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued—the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire.

If cavalry retreats before cavalry instead of facing a charge, it must keep retreating as long as it is being chased—the ones chasing can only be stopped by new cavalry or by infantry or artillery fire.

If driven off the field or into an unfordable river, the retreating body is destroyed.

If it's pushed off the field or into an impassable river, the retreating force is doomed.

If infantry find hostile cavalry within charging distance at the end of the enemy's move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else.

If infantry encounter enemy cavalry within charging range at the end of the enemy's turn, and they retreat but are still within charging distance, they will suffer double losses if they're in extended formation. If they're in two ranks or in groups of four, they'll lose two men for every charging sabre at three feet, and three men for each charging sabre at two feet. Meanwhile, the cavalry won't lose anything in this situation. The infantry must keep retreating until either their attackers wipe them out or someone else drives the cavalry away.

If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot.

If cavalry charges artillery and isn’t stopped by other forces, one gun is captured at the cost of four cavalrymen per gun for a charge at three feet, three men at two feet, and one man at one foot.

If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues.

If artillery pulls back in front of cavalry when the cavalry is close enough to charge, it has to keep retreating as long as the cavalry is chasing.


The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed.

The introduction of toy train sets, moving, let's say, eight feet at a time on toy tracks, requires rules for boarding and disembarking and so on, which can be easily adapted from the boat boarding model provided here. An engine or car within the blast radius of a shell will obviously be destroyed.

The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man—the infantry about an inch high—which is better adapted to Kriegspiel purposes.

The toy soldiers used in this Kriegspiel shouldn't be the big ones used in Little Wars. The British manufacturers who produce those also make a smaller, cheaper version—the infantry about an inch tall—which is more suitable for Kriegspiel.

We hope, if these suggestions "catch on," to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand.

We hope that if these suggestions become popular, we can convince them to create a type of soldier that better meets the needs of the game, including tray carriers for troops in formation and (which is currently not possible) dismountable cavalry that will stand.

We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire's decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become.

We offer this rough outline of a Kriegspiel for any military personnel who can refine it and create a more accurate and realistic game. In doing so, we believe it’s important for them to ensure the game runs smoothly with minimal need for umpire decisions. Whenever possible, deaths should result from actual gunfire rather than calculations. Events should unfold naturally, not just be determined. We also want to stress the necessity of having an official on each side to oversee and record the moves made, as well as to gather and verify the amounts of supplies and ammunition used. This is a game that simulates real warfare, played against the clock and under high-pressure conditions, and it’s impressive how flexible the measurements can become among otherwise honest and honorable individuals.

We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.

We think that the closer Kriegspiel gets to a real small-scale model of war, not just in how it looks but also in its emotional and intellectual challenges, the more effective it will be for trial and education.






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