PAGE 7
Little Wars
by
But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules.
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.