Year: 1888

page_text: be Employed therein.
I HENRY CHAMBERLAIN, of 5 The Circus, Greenwich in the County of Kent,
Lieutenant in the Royal Navy, do hereby declare the nature of this invention and in
what manner the same is to be performed, to be particularly described and ascertained
in and by the following statement :-
«
This invention relates to a new or improved naval war game in which a vessel
attempts to run the blockade" and is chased by the vessel of an enemy and if possible
prevented from getting out to sea. The said invention has for its object, to combine
instruction with amusement and to develop in Naval Officers and others a more intimate
knowledge of the tactics of naval warfare.
The game combines the elements of Chance as well as skill, all the various
manoeuvres which may be necessary in actual warfare being, as much as possible
anticipated and provided for, so that the game though simple as regards its Rules
closely resembles a naval action.
The apparatus for playing the game consists of a playing board, two movable vessels,
two movable islands, two movable rocks, two dice boxes, and two dice. The game is
intended to be played by two persons one of whom manoeuvres the vessel attempting
to "run the blockade" while the other manoeuvres the vessel of an enemy.
The one
The two players arrange between themselves who shall have first move.
having the first move places the movable rocks on the playing board in such a way,
as will in his judgment most effectually retard the progress of the other player's vessel.
Victory rests with the vessel which has rammed the other or driven her ashore, or with
the vessel which starts from the port and escapes to sea, or with the enemy's vessel if
she compels the escaping vessel to return to port.
And in order that my invention may be fully understood and carried into practice
I will now proceed to describe the same with reference to the accompanying drawing
which represents a plan of the playing board.
The playing board A is made of paper and mounted on cardboard or any suitable
material, and may be made to fold up like the ordinary folding chess board. It is
divided with any convenient number of squares of any suitable size. The central
square on each side is marked N. S. E. and W. respectively representing North, South,
East and West.

page_text: The South side of the playing board is coloured black, green or some other dark
colour, to represent the Main Land B with one or more open squares in the centre
representing the port C from which the vessel D heading due N and S is attempting
to escape; if she succeeds in reaching any one of the squares on the extreme or North
side of the board she has "escaped to sea" and wins the game.
The North side of the playing board has any suitable number of squares railed off
on each side from East to West, and West to East as F G F G¹. In any one of these
Squares the enemy's vessel H is placed heading due E or W.
The vessels D and H are differently coloured or marked so that they may be easily
distinguished the one from the other and are made of any suitable size to suit the size
of the squares on the playing board.
Each vessel is provided with a central vertical peg or funnel by which the same can
be handled and any convenient number of horizontal pegs to represent guns. The
drawing shews the vessels furnished with 5 horizontal pegs the two pegs on each side
representing the two extreme positions of one gun So that each of the vessels is
fitted with three guns but the number and position may be varied.
The islands JJ and the rocks K K are made preferably of zinc and perfectly flat;
coloured black or some other suitably dark colour and are so constructed as to each
cover a given number of squares. In the drawing the islands J are made to cover
squares each and the rocks one square each.
Let it be decided that the vessel H has the first move; then the player manoeuvring
the vessel D will take the movable islands J J and rocks K K and place them on the
board in such a position as will in his opinion most effectually retard the progress of
the vessel H.
•
The dice are intended to be thrown when the two vessels are within the pre-
determined range; say 1000 yards Each square being supposed to have a side of
say 100 yards.
The dice boxes are of the usual construction and the dice of any convenient size and
marked as follows; on three of the sides with the word "Miss," the opposite sides
being marked respectively "Dis" " "Pent" "Hit "I.e. "Disabled "four points to be
scored "Penetration" two points to be scored "Hit" 1 point to be scored.
4
2
1
The Rules of the came are as follows worded for a board of the size shewn in the

page_text: (6.) (Altering Course.)-Course may be altered at each move. If altered at all,
to the extent of 4 points no more no less.
If "Port Helm" be used the ship is to
be placed in the nearest square broad off the starboard bow.
If "Starboard Helm " be used then in the nearest square broad off the port bow.
(7.)-(Speed.) The speed of the ships is equal (except under conditions in Rule 16
"Disabled.")
(8.)-(Going Astern.)-Going astern is never permitted even to avoid being rammed,
or to enable one ship to ram the other, on a subsequent move, made by the latter.
(9.)-(Escape.) "Black" is only allowed to escape into the open sea, by moving
into one of the squares; anywhere along the North base .If she succeeds in doing so
she has won the game.
(10.)-(Return to Harbour.)-Having once left the squares on the South base
"Black" is not allowed to return to them voluntarily. If forced to do so "White"
wins the game.
(11.) (Armament.)-Each ship carries One heavy gun on each broadside, capable
of training on an are of 90° (viz. 45° from the fore and aft line.)
The following is the difference between the armament of the two ships.
"Black has a Stern Chaser "
"White has a Bow Chaser"
Capable of training 45° on either side of
the fore & aft line.
Pegs (N.B. The pegs in the ships denote the line of extreme training i.e. Tho
after ones each side; of the Broadside and Stern gun (if any).
The foremost ones each side; of the Broadside and Bow Gun (if any).
The peg in bow or stern simply denotes existence of Bow or Stern gun.)
(12.) (Range.) Ships are within range of each other's Guns when 10 Clear
Squares (or less) separate them the squares being reckoned along "North" and
"South" and "East" and "West" lines. Never Diagonally!
N.B. It will be evident that, by adopting this method of reckoning, the range of
the guns varies, according to the relative positions of the combatants, and an element
of Chance is introduced; very much resembling that which would actually operate in
real warfare; when clouds of smoke are sure from time to time to hide the ships from
each other, and prevent continuous firing.
(13.) (Firing dice.)-Each player has one die; with which to determine the
effect and value of his shots each die is marked "Miss on of its faces.
On the remaining three are marked "Disabled" "Penetration"
""Hit" counting
4, 2, and 1 points respectively.
(14.) (Independent Firing.)-The player who has so moved, as to bring his ship
deliberately within range has first shot from as many guns, as will bear. The other
ship will then return the fire from those of her guns which will bear before making
any further move.
Firing is proceeded with alternately whilst ships are within range.
(15.) (Cease.)-(Island in the way.)-When (Firing) the line between the funnels
of the two ships, passes over any portion of an Island, gunfire is not permitted (see
also rule 16 "Disabled.")
Ships are allowed to fire at each other when on opposite sides of Rocks.
(16.)-(Disabled.)-If "Disabled" be thrown, the injured ship is compelled to Stop
whilst that which fired the disabling shot, at once moves over 6 squares altering course
if she chooses, at each square.
No firing to take place from either side during these 6 moves. A ship may only be
considered as temporarily disabled by gun fire, so that if at the completion of the
6 moves above referred to, the two ships are not actually on the same square any
attempt at ramming is to be considered as having failed.

page_text: If the ship which was temporarily placed "hors de combat" has not been rammed
she now resumes the action by firing (if guns bear) and steaming off into the square
which happens, at the time, to be straight ahead of her (N.B. She does not carry
sufficient way to enable her to alter course 4 points immediately.
rammer
33
The game then proceeds as before 1 square at a time, alternate moves.
(17.) (Ramming).-If one ship be rammed by the other the "
has won
the game.
In case of ships meeting end-on "White" is invariably the winner.
(18.) (Penetration" and "Hit.")-Neither "Penetration nor "Hit" affect the
Speed of the ship struck, but only count towards winning the game, if decided by
firing points (see Rule 19).
.
(19.)-(Victory.)-Victory rests with the ship which has rammed the other
(except under conditions favourable to "White" in rule 17) or driven him ashore
"Black" if she has escaped.
or with "White" if she has compelled "Black" to return to port.
If none of the above conditions have been fulfilled, it may be claimed by the ship
which has registered the largest number of "Firing points." If both scores be equal
(or if no firing has taken place) the players can, by mutual consent, finish the game
any moment.
at
"Black" winning if she be nearer North base line than "White," and vice versa.
(20.) (Drawn Battle.)-If, when the players decide to discontinue the action the
ships bear respectively East and West of each other it is a Drawn Battle.
It is obvious that the game admits of endless variations depending upon the skill
of the players, the mobility of the islands and rocks and the chance of the dice.
The gaine requires no "Umpire" as each player in following the Rules will be able
to decide for himself.
Having now particularly described and ascertained the nature of my invention and
in what manner the same is to be performed I declare that what I claim is
A new or improved game of skill and chance to closely resemble actual naval war-
fare, with apparatus to be employed therein, substantially as and for the purpose
herein before set forth and illustrated in the accompanying drawings.
CASTLE SMITH,
Invention" Office,
54, Fleet Street, London, E.C.,
Agent for the Applicant.
Dated this 29th day or February 1000.
CASTLE SMITH,
"Invention" Office,
54, Fleet Street, London, E.C.,
Agent for the Applicant.