<SPAN name="startofbook"></SPAN>
<h1> Little Wars </h1>
<h5>
(A Game for Boys from twelve years of age to one hundred and fifty <br/>
and for that more intelligent sort of girl who likes boys' games and books)
</h5>
<h4>
With an Appendix on Kriegspiel
</h4>
<br/>
<h3> By </h3>
<h2> H. G. Wells </h2>
<hr>
<SPAN name="chap01"></SPAN>
<h3> I </h3>
<h3> OF THE LEGENDARY PAST </h3>
<p>"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....</p>
<p>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....</p>
<p>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....</p>
<br/><br/><br/>
<SPAN name="chap02"></SPAN>
<h3> II </h3>
<h3> THE BEGINNINGS OF MODERN LITTLE WARFARE </h3>
<p>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 It has completely superseded all the spiral-spring and other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.</p>
<p>It was with one of these guns that the beginning of our war game was
made. It was at Sandgate—in England.</p>
<SPAN name="img-010a"></SPAN>
<center>
<ANTIMG SRC="images/img-010a.jpg" ALT="Showing a country prepared for the war game" BORDER="0" WIDTH="753" HEIGHT="529">
</center>
<br/><br/>
<SPAN name="img-010b"></SPAN>
<center>
<ANTIMG SRC="images/img-010b.jpg" ALT="Showing countries prepared for the war game" BORDER="0" WIDTH="494" HEIGHT="667">
</center>
<p>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....</p>
<p>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.</p>
<p>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."...</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<SPAN name="img-018a"></SPAN>
<center>
<ANTIMG SRC="images/img-018a.jpg" ALT="Showing the war game in the open air" BORDER="0" WIDTH="728" HEIGHT="435">
</center>
<br/><br/>
<SPAN name="img-018b"></SPAN>
<center>
<ANTIMG SRC="images/img-018b.jpg" ALT="The war game in the open air" BORDER="0" WIDTH="576" HEIGHT="759">
</center>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.)</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<SPAN name="img-030a"></SPAN>
<center>
<ANTIMG SRC="images/img-030a.jpg" ALT="The war game in the open air" BORDER="0" WIDTH="572" HEIGHT="749">
</center>
<br/><br/>
<SPAN name="img-030b"></SPAN>
<center>
<ANTIMG SRC="images/img-030b.jpg" ALT="Fig. 1--Battle of Hook's Farm. General View of the Battlefield and Red Army" BORDER="0" WIDTH="783" HEIGHT="464">
</center>
<p>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.</p>
<p>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....</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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....</p>
<p>But let me, before I go on to tell of actual battles and campaigns, give
here a summary of our essential rules.</p>
<br/><br/><br/>
<div style="break-after:column;"></div><br />