HG Wells’ Little Wars Part III

Famed science fiction writer HG Wells also is widely acknowledged as the first to write a commercially published set of miniature wargames rules. Published in 1913, “Little Wars”, has long been out of print — and existing copies are rare and expensive.

However, because the copyright has expired on Little Wars, it can now be freely distributed. So, here on Miniature Wargaming dot Com, is the full text of Wells’ classic wargames rules (no pictures, unfortunately.)They will be published over the next six weeks — one chapter each Saturday morning. And the best part is: Little Wars is free.

Here, then, is Part III

III

THE RULES

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

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

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.

(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.

(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.

(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.

(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.

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

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

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

(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.

(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.

(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.

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.

(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.

(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:–

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

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

(b) If they are unequal, then the inferior force is either isolated or (measuring 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.

(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.

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.

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.

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.

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.

(4) Any isolated body may hoist 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.

VARIETIES OF THE BATTLE-GAME

You may play various types of game.

(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.

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.

(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.

(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.

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.

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.

Tripods and Hussars

Tripods and Hussars is Ty Beard’s set of rules for playing battles set in HG Wells’ War of the Worlds universe.

Fistfull of Tripods Rules

Ty Beard’s Fistfull of Tripods is a set of free wargames rules for fighting battles from H.G. Wells’ War of the Worlds. It is a tactical level game, where one stand is a platoon. I’ts designed for 1/300 (6mm) scale figures.

NOTE: This is an updated URL. The old one was no longer working.

HG Wells’ Little Wars Part VI and Appendix

Famed science fiction writer HG Wells also is widely acknowledged as the first to write a commercially published set of miniature wargames rules. Published in 1913, “Little Wars”, has long been out of print — and existing copies are rare and expensive.

However, because the copyright has expired on Little Wars, it can now be freely distributed. So, here on Miniature Wargaming dot Com, is the full text of Wells’ classic wargames rules (no pictures, unfortunately.)They will be published over the next six weeks — one chapter each Saturday morning. And the best part is: Little Wars is free.

Here, then is Part VI and the appendices.

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.

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.

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.

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.

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.

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.

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 live men, so long as the shot passes roughly over the head of the middle man of the five.

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.”

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.

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.

Now as to the Moves.

It is 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. 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.

Cavalry. To pass a fordable river = one move. To change formation = half a move. To mount = one move. To dismount = one move.

Artillery. To unlimber guns = half a move. To limber up guns = half a move. Rivers are impassable to guns.

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

Royal Engineers. No repairs can be commenced, no destructions can be begun, during a move in which R.E. have changed position. Rivers impassable.

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

Next as to 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.

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.

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.

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

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

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

One packet forage 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 the event of supplies failing, the following consequences ensue:–

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

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

Now as to Destructions:

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

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

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

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.*

Next as to 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.

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

[* 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.]

Rules as to Cavalry Charging:

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

If cavalry charges infantry in extended order–

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.

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

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

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

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

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

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

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

If cavalry charges 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.

Dismounted cavalry charged is equivalent to infantry in extended order.

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

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

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

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 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.

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 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 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.