Little Wars and Floor Games: The Foundations of Wargaming
By H. G. Wells
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About this ebook
The companion piece, Floor Games, offers a more lighthearted look at war games. Based on the playful battles Wells waged with his sons, the narrative describes how creative play with miniature figures can transform an ordinary room into a magical world. The book has since been hailed as an inspiration for the development of a nonverbal psychotherapeutic method employed in the treatment of adults and children. Both Little Wars and Floor Games feature winsome illustrations by J. R. Sinclair that enhance their antique charm.
H. G. Wells
H. G. Wells (1866-1946) is best remembered for his science fiction novels, which are considered classics of the genre, including The Time Machine (1895), The Island of Doctor Moreau (1896), The Invisible Man (1897), and The War of the Worlds (1898). He was born in Bromley, Kent, and worked as a teacher, before studying biology under Thomas Huxley in London.
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Little Wars and Floor Games - H. G. Wells
Army
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. . . .
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. . . .
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 suchlike 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. . . .
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.
SHOWING A COUNTRY PREPARED FOR THE WAR GAME
The houses are made of wall-paper with painted doors and windows, the roofs are cut out of packing wooden toy bricks to make them solid. The castle and the church are made from brown cardboard. There of the battlefield, which widens to flow past the great rocks in the centre. A ford is marked near the church
SHOWING COUNTRIES PREPARED FOR THE WAR GAME.
It was with one of these guns that the beginning of our war game was made. It was at Sandgate—in England.
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. . . .
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.
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 Encyclopædia 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". . .
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.
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 Encyclopædic 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.