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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. by H. G. (Herbert George) Wells
page 42 of 52 (80%)
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
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