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
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page 7 of 52 (13%)
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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. 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. 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. 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 |
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