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. eBook

This eBook from the Gutenberg Project consists of approximately 54 pages of information about 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..

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. eBook

This eBook from the Gutenberg Project consists of approximately 54 pages of information about 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..

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.

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Project Gutenberg
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. from Project Gutenberg. Public domain.