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 9 of 52 (17%)
page 9 of 52 (17%)
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a livelier game.
Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and "getting left," to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting. It also made the game brisker. We have since also made a limit, sometimes of four minutes, sometimes of five minutes, to the interval for adjustment and deliberation after one move is finished and before the next move begins. This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general's decisions, once a fight has begun, must be made in such brief intervals of time. (But we leave unlimited time at the outset for the planning.) As to our time-keeping, we catch a visitor with a stop-watch if we can, and if we cannot, we use a fair-sized clock with a second-hand: the player not moving says "Go," and warns at the last two minutes, last minute, and last thirty seconds. But I think it would not be difficult to procure a cheap clock--because, of course, no one wants a very accurate agreement with Greenwich as to the length of a second--that would have minutes instead of hours and seconds instead of minutes, and that would ping at the end of every minute and discharge an alarm note at the end of the move. That would abolish the rather boring strain of time-keeping. One could just watch the fighting. |
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