Improved Appliances to be used in Playing the Game of War.
Year: 1890

page_text: Date of Application, 5th May, 1890
Complete Specification Left, 3rd Feb., 1891-Accepted, 5th May, 1891
PROVISIONAL SPECIFICATION.
Improved Appliances to be used in Playing the Game of War.
I, DAVID CHARLES BALLINGER GRIFFITH, of Lansdown Place, Brighton, in
the County of Sussex, Physician, do hereby declare the nature of this invention to
be as follows:
The Battle Field is a cloth or table divided into squares, the side of each square
being say one inch and representing a quarter of a mile. The table is screened;
the screens consisting of a curtain which is hung longitudinally down the centre of
the table, and of two lateral curtains which are hung at right angles and are
moveable. There are also small curtains, which are laid flat on the table to
cover the troops when it becomes impossible to screen them with the larger.
When the Troops are all within sight of one another, all the screens are removed.
In some cases it is more convenient to have three tables and three sets of men ;
the player or players on one side occupying one table, the opposition another (these
tables being screened); whilst, on a third table, open to the inspection of both
sides, only such Troops as are in sight of one another are placed.
On the cloth are laid out Roads, Rivers, Hills, Fields and Woods. Roads are
indicated by jointed pieces of straight and curved cardboard, and are divided by
lines into quarter-mile sections. These Roads are fixed with drawing pins, are
mapped out on the cloth in any direction, and may pass through woods and fields;
and where they meet Rivers are passed under them, a Permanent Bridge being
used.
The winding course of a River is indicated on the cloth by means of curved and
jointed pieces of blue cardboard, by combining which the players can_map_out
a River on the table as they may desire. Long pieces are best adapted to
represent the straight reaches of the River, while short curved pieces form the
bends.
Permanent Bridges are represented by the plain curved pieces of wood.
Pontoon Bridges are represented by the curved pieces of wood with boat-shaped
ends.
A Hill is represented by inserting a wooden Elevator under the cloth at any
point desired.
Fields are represented by brown chenille, which is fixed down on the table with
drawing pins. They may be made of any size, the chenille simply representing the
hedge or ditch boundaries, and for convenience sake these should always be made
to follow the lines of the cloth.
Woods are represented by parallel lines of blue chenille, placed on the table
two squares apart, and fixed down with drawing pins. They may be laid down in
any size or shape at the will of the players, but for convenience sake following
the red lines of the cloth, and should the players desire to make a Road through
them, it is done by simply laying the cardboard representing the Road across them
in any position desired.
Buildings are shewn by the roof shaped blocks representing a Church, Barn or
Strong Building.
Regiments are represented by different coloured blocks, which are numbered and
figured, and consist of the three Arms, viz., Artillery, Cavalry, and Infantry;
also an Engineer Corps, and a Staff. Each side has also a spare Regiment, to be
used either as Mounted Infantry or Bicycle Corps. A Battery of Artillery is
composed of three blocks, each block representing two guns. The Batteries are
numbered, and the sections lettered A, B, C. Each section can move indepen-
dently. A Cavalry Regiment is composed of four blocks, each block representing
a squadron. The Regiments are numbered, and the squadrons lettered A, B, C, D.
Pincele 571

page_text: A Battalion of Infantry is composed of four blocks, each block representing a
double company.
The Battalions are numbered, and the donble companies
marked A, B, C, D.
In addition to the above, there are a certain number of half-size blocks and bell-
shaped pieces, which are neither numbered or lettered, but are painted to
correspond with the Arms (Cavalry or Infantry) to which they belong.
Tho
half-size block would represent a troop or single company, whilst the bell-shaped
pieces represent scouts, sentries, and gallopers.
If wished, Commissariat, Anununition, and Ambulance Trains may be added.
Each player has a scoring board provided with rows of holes to receive pegs for
marking losses. On the left hand side of the board at the beginning of each row of
holes are printed one below the other the numbers of the regiments of the various
arms and at the top of the board are letters to denote the several companies of ench
regiment. When any company of any regiment suffers a certain loss a peg is put
into or taken out from one of the holes of the row belonging to that regiment in
the column belonging to the company in question. When all the holes belonging
to any company have been filled or emptied the block representing it is removed
from the field.
Datal hi 2 3 1200
D. C. B. GRIFFITU.
•
COMPLETE SPECIFICATION.
Improved Appliances to be used in Playing the Game of War.
I, David Charles Ballinger GRIFFITH, of Lansdown Place, Brighton,
in the County of Sussex, Physician, 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 has for its object improved appliances to be used in playing the
game of war.
Its
This game may be played upon any ordinary deal table 8 ft. x 4 ft.
interest increases in proportion to the intelligence brought to hear upon it; and
not only will it be found instructive, but also, in contradistinction to other War
(lames, it is essentially a game of fighting, and is very exciting and enter-
taining.
EXPLANATION OF THE GAME.
Before commencing the Game it is advisable to decide on some plan of action.
For instance, a forre may be covering a town (say in rear of the board) against an
opposing force advancing to attack it. Again, it may be a Rear or Advance
Guard action. Or simply, two forces may be advancing, when they suddenly find
themselves engaged in a general action.
I will point out that the Laws of this Game are drawn up to a military senlo,
both as regards distance and time. The table is covered with a cloth on which are
cross lines one inch apart. The side of each square is supposed to represent a
quarter of a mile, and therefore the whole cloth measures roughly 12 x 25 miles.
Each move is supposed to represent what each Army, or each unit of that Army,
is capable of accomplishing in a quarter of an hour, whether in marching, firing,
charging, etc. Accordingly, Cavalry and Artillery are presumed to be able to
march miles (ie, six squares), and Infantry three-quarters of a mile (ie., three
squares). Again, an Infantry Battalion firing at the distance of 1760 yards and
claiming its forfeit, in reality claims the result of the fire of an Infantry Battalion
for one quarter of an hour; the forfeit representing the loss sustained by the
opposing force during that time.
At first sight the Rules may appear mumerous and complicated; but to a military
mau this should not be the case, as they are all founded on well-known military

page_text: principles. If the player will commence his game, and as he progresses look out
the Rules as he requires them, under the various headings (which are extremely
clear) he will experience little difficulty in learning them: since a few Rules, well
known, are in nearly every case all that is required; but naturally I am obliged
to insert a Law for every contingency which could possibly arise. When once the
Rules have been mastered by any one player, he can easily teach them to others in
two or three games.
An Umpire will be found very convenient, though not absolutely necessary.
If there are only two players, any disputed point is to be decided by tossing.
1. Battle Field. The Battle Field is represented by a cloth or table divided
into one-inch squares, the side of cach square being a quarter of a mile. The table
is screened; the screens consisting of a curtain which is lung longitudinally down
the centre of the table, and of two lateral curtains which are hung at right angles,
and are moveable; and there are also small curtains, which are laid flat on the
table to cover the troops when it becomes impossible to screen them with the larger
curtains. When the Troops are all within sight of one another, all the screens are
removed. Some may think it more convenient to have three tables and three sets
of men, as in Kriegspiel; the player or players on one side occupying one table,
the opposition another (these tables being screened); whilst, on a third table, open
to the inspection of both sides, only such Troops as are in sight of one another are
placed by an Umpire. On this cloth are laid out Roads, Rivers, Hills, Fields, and
Woods, at the option of the player. Roads are indicated by jointed pieces of
straight and curved cardboard (coloured yellow), and are divided by lines into
quarter-mile sections. These roads are fixed with drawing pins, are mapped out on
the cloth in any direction, and may pass through woods and fields; and where they
meet Rivers are passed under them, a Permanent Bridge being used. The Rules
for mapping out Rivers, Hills, Fields, Woods, &c., will be found under their
respective headings.
2. Forces. Regiments are represented by different coloured blocks, which are
numbered and figured, and consist of the three Arms, viz., Artillery, Cavalry, and
Infantry; also an Engineer Corps, and a Staff. Each side has also a spare
Regiment, to be used either as Mounted Infantry or Bicycle Corps. A Battery
of Artillery is composed of three blocks, each block representing two guns. The
Batteries are numbered, and the sections lettered A, B, C. Each section can more
independently. A Cavalry Regiment is composed of four blocks, each block
representing a squadron. The Regiments are numbered, and the squadrons
lettered A, B, C, D. Each squadron may move independently. A Battalion of
Infantry is composed of four blocks, each block representing a double company.
The Battalions are numbered, and the double companies marked A, B, C, D.
Each double company may move independently. In addition to the above, there
are a certain number of half-size blocks and bell-shaped pieces, which are neither
numbered nor lettered, but are painted to correspond with the Arms (Cavalry or
Infantry) to which they belong. The half size block would represent a troop or
single company, whilst the bell-shaped pieces represent scouts, sentries, and
gallopers. None of the above can be used except when in direct communication
with the Regiments to which they belong; and any claims from the half-block
must be deducted on the scoring-board from the double company to which it
belongs (sce Rule 4+2). If it should fire or charge, its claims would be half those of
a double company (see Rule 101).
3. Reserves. Each Regiment has its quantum of forfeits to draw upon, riz.:

page_text: Artillery 30, Cavalry and Infantry 40, for each Regiment—that is, 10 to each
block. For every ten forfeits claimed, a Block is removed from the board.
These are ticked off on the scoring-board when claimed. A player may not look
at the scoring-boards whilst actually playing. While his adversary is moving,
however, he may do so.
4. Army. Each Army is composed of five Batteries, three Cavalry Regiments.
twelve Infantry Battalions, and an Engineer Corps; also either a Mounted
Infantry or Bicycle Corps. They are distinguished by colours as shewn on the
scoring-board, and by the one side employing red and the other blue flags. Should
the players not be well matched, the stronger may play with fewer Regiments than
his opponent.
5. Losses. When these are sustained by Troops occupying any particular square
fired at, they must be ticked off on the scoring-board in the following way :—
:-For
example if two or more blocks occupying the same square are fired at, and only
six forfeits are claimed, on the scoring-board these would be deducted from only one
of the blocks; and this must be the block which has lost the most, supposing both
have lost. When a total of teu forfeits has been lost, the block from which the
forfeits have been claimed is removed, and the surplus over, if any, must be
deducted from one of the other blocks. Suppo-ing the blocks occupying the square
fired at should be of different Arms, say Artillery and Infantry, the forfeits would
be divided equally between them. The same Law applies to charging. When most
of the Regiments on one side have been thus removed, or when those remaining are
in a hopeless position, the player would naturally resign, even though his Stati” had
not been captured (see Rule 59).
6. Players The game can be contested by two players; but, if possible, there
should be a General with two or more suliordinates on either side; and to these
would be given the command of the separate Brigades of the Division. The
General, at the commencement of the Game, would distribute his force among his
subordinates (Brigadiers) according to the positions he wishes them to seize or
defend; but having onco given them their instructions, for the future he can neither
communicate with them, nor they with him, except through orderlies, signallers, or
telegraph if laid down (see Rules 56-8). The position of the General in the field is
shewn by the block representing the Staff: and all information obtained by
Brigadiers or outlying forces cannot be communiented until, either by orderlies,
signalling or telegraph, such news has been conveyed to the above-mentioned block.
To save time, the Brigadiers on each side should play simultaneously as far as
possible. It is naturally optional with the General at any time to remove a
Regiment or Regiments from one Brigadier and place them under command of
another. The General himself would not handle the pieces.
7. Time Limits-No ordinary turn must take longer than fifteen minutes, which
is most conveniently shown by a sand-glass. Any Regiment not moved at the
expiration of that time must remain where it is; but each side is allowed five
bisques during a game, which may be claimed at any time. When a bisque is
taken, the player is allowed an extra fifteen minutes for that particular move. For
beginners, it will be found best to play without any limit of time.
ล Wan

page_text: flag in front. But in the case of three or four blocks, as longitudinally they
would occupy more than one square, for convenience sake they must be placed
immediately behind and parallel to each other, with the flag in front of the shorter
base.
[B] Line. All Regiments or portions of Regiments are shewn to be in line as
follows:-When there are only one or two blocks, these are placed lengthways
along the front of the square, and the flag is placed immediately in front. But in
the case of three or four blocks, as lengthways they would occupy more than one
square, for convenience sake they must be placed parallel to one another (as when
in column), but with the flag immediately in front of the long base instead of the
short onc.
[C] (1) Artillery unlimbered. In this case the last Rule applies, with the
exception that the flag is placed in rear instead of in front. (2) A Cavalry
Regiment dismounted, or (3) Battalion of Infantry in extended order, would occupy
more than the one square (ciz., a quarter of a mile); therefore not inore than
two blocks can be placed lengthways on the front of one square, but another two
blocks can be placed in their rear on the same square, or, naturally, they may be
extended into the adjoining one; and the flag is placed in the rear.
To show Infantry in square. If there is only one block, place a flag at each end;
if two blocks, place them behind one another, with a flag at each end. If there are
three or four blocks, put them in square formation, with a flag in the centre. (To
make the foregoing Rules clearer, please study diagram. Flags need not be used
when the formation is evident.)
9. Reconnoitring.-It may be roughly stated that, if the county is open, the
average limit of sight on a plain would be one and a quarter miles (ris., five
squares) in any direction. Therefore, a Regiment (or its scouts) is supposed to
discover the enemy at this distance (sec Rule 42). Troops stationed on the top
of a Hill would have an average view of two and a half miles (viz., ten squares);
and should those Troops line the edge of the Hill, it must be remembered that
at that elevated position they would be equally visible to Troops stationed on
the plain. To decide these distances, two measures ruled to a scale are supplied,
one for the Hill and the other for the plain. By placing these immediately in
front of a square occupied by a block or scout, and sweeping it round in a
circle, it will at once be seen into how many squares (right, left, or diagonally)
that piece can see. Should the measure enter any portion of a square, however
small, the whole of that square is within view, and the player has the right of
demanding the withdrawal of the screen to the extreme limit of the point of
sight; but the screen need not be removed unless so challenged. Troops once
sighted, and removing outside the point of vision, cannot be screened for this
turn, as the player has a right to see in which direction they advance or retire.
It will be self-evident that, should Woods, Hedges or Hills intervene, the view
is obstructed. In the case of Woods, Troops can only see two squares (that is,
one square intervening) (see Rule 155); in the case of Hedges, the Infantry
lining them cannot be seen by Troops in front of them, except from the
adjoining squares (see Rule 160); and, in the case of Hills, Scouts must go up
to the edge to see any Troops not actually lining the crest (sec Rule 146).
DIRECTIONS FOR COMMENCING PLAY.
10. Divisions. First: The opponents decide by lot which is to begin, after
which they move alternately; but at the commencement of the Game, that is,
before the troops come within sight of one another, it will greatly hasten matters to
play simultaneously; either player having it in his power at any time to demand
the alternate move (see Rule 6). Second: They similarly decide from which side

page_text: Army can only enter by those two Roads. The effect is, that each Army will be
divided into at least two divisions.
11. Position. Each player for his first turn may enter as many Regiments as
convenient; the only restriction being that, during his first or succeeding turns, a
For his
force of not less than six Regiments must be entered by either Road.
subsequent turns, he moves all the Regiments already on the board, and enters such
others as he may wish.
[Note. At the commencement of the Game, the foregoing Rules, 10 and 11, may
be modified or done away with, supposing some special scheme of attack to be
decided on.1
17. A Regiment in extended order, in line, or in square, may return into column,
or take up any other formation upon any face, by again losing a square of its move
(see Rule 8).
Moving on Roads.
18. A Regiment moving along a road must always be in column. It may 4
pass through any Regiment of its own side on the same road. A Regiment on
leaving a road for an adjacent square (which it may do either in column or by
taking up any other formation) loses one square of its move; to return to the
roud, it again loses a square of its move. An "adjacent" square is any square
that is covered, in however small a degree, by the quarter-mile section of the
rond which the Regiment vacates.
4

page_text: should engage one considerably larger), in the return charge only one of the blocks
so charged need be neutralized. A half block claims half (see Rule 101) the
foregoing forfeits. (See Rules 2 and 31.)
27. Infantry may charge Artillery (see special Rule 47).
28. It may not charge Cavalry except when dismounted, when the latter loses
double (see Rules 26, 40 and 35).
Flank Attacks. (See also Rule 47.)
29. In order to decide when a Regiment is enfiladed by the fire of another, one
of the two metal diagrams must be used, according to the position occupied by the
Regiment to be enfiladel. No. I diagram is used when the block or blocks to be
enfiladed are occupying a position parallel to any of the four sides of the square.
No. 2 diagram is used when the position of the blocks is diagonally across the
square. The diagram being placed in position, a Regiment occupying any of the
squares covered wholly or in part, by it, is in a position to enfilade, and claims
double the ordinary number of forfeits according to distance (see Rules 31 and 48).
30. Infantry charging the flank of another Regiment would claim double the
ordinary number of forfeits (see Rule 26). Troops so charged may, for their next
turn, resist the charge, claiming half the ordinary number (see Rule 101): they
must then retire to fire, claiming half the ordinary number. But should there be
only one block charging, it cannot charge two or more blocks formed up one behind
the other, it must charge the foremost block.
Firing.
31. For Artillery, see special Rules 48 to 31. For Cavalry, see special Rule 55.
Infantry opens fire at a distance of four squares (intervening), and, if firing at
Infantry in extended order, or Artillery or Cavalry in line, it claims as follow :—
One forfeit for each of its blocks (double company) engaged; at three squares it
claims two, at two squares three, and at one square four, for each block. N.B. -To
explain the preceding law, four, three, two or one squares are said to intervene
hetween opposing Regiments, when there are respectively that number of squares
between the squares occupied by the antagonistic Regiments (see also Rule 33).
Nearer than one square there is no advantage. Each half-block (single company)
claims half the above forfeits (see Rules 2, 26 and 201). All forfeit claimed from
a half block are deducted from the score of the double company to which it belongs
(see Rule 2). All these numbers are doubled in enfilading (see Rule 29); and if
Infantry are fired at when in column (see Rule 15) or when in line (ie., in close
order), or in square (see Rule 23).
32. No Regiment may fire if in contact with an opposing Regiment, ie, when it
has charged it. It must first retire at least one square before doing so.
33. A Regiment may fire at an opposing Regiment occupying any position to its
front, so long as it is within the requisite number of squares (see Rule 31) counted
straight forward, or straight forward and sideways, but not diagonally-although
this does not prevent its liring diagonally (see Rule 19, and Note Rule 14). Thus
an Infantry Regiment could open fire upon any opposing Regiment occupying any
square, say one square forwards and three to the side, or two forwards and two to
the side, and so on.
34. Regiments must fire either at the beginning or end of their turn. They
cannot advance, fire, and then move off, during the same furn.
35. Dismounted Cavalry, Mounted Infantry, and Infantry, must fire at the
nearest Regiment under fire at the time of firing. If two of the Enemy's Regiments
be equidistant, it must fire at the Regiment in the most direct line; if equally near
and direct, it may take its choice (see Rules 40, 49, 55 and 116).
36. Infantry left within fire from last turn may for its next turn fire, advance,
and charge; or fire and move; or move and fire or fire without moving.
37. An Infantry Regiment may not fire at another Regiment if a Regiment of

page_text: i
and cover a front of about half a mile (ie., three squares) which they may not
exceed. It will be seen that the advanced scouts are only four squares in front of
the main body thus the whole of this formation is accomplished in one turn; and,
Infantry and
naturally, they can also be withdrawn to the main body in one turn.
their scouts can see into the fifth square (see Rule 9). Although scouts could fire
and be fired at, yet the claims would be so insignificant that the losses could not be
scored; but when they come under the fire of even a single company of Infantry,
they must retire. Infantry, of course, may not fire through their own scouts, but
must first retire them. When opposing scouts come into contact. (riz., into adjoining
squares), they must retire on their supports.
in
43. Cavalry, desiring to reconnoitre, pushes out a line of scouts. To do this, the
lending Squadron is detached one square to the front (Support), it detaches a Troop
(Contact Squadron) represented by a half-block (see Rule 2), two squares
advance, which in its turn furni-hes the line of Scouts, and these are represented
by the bell-shaped pieces (see Rule 2). Three of these are advanced from the
above single Troop in the following way, riz.: one representing the officers" patrol,
forward
is advanced two squares forward. The other two are advanced one square
and two right and left from the officers' patrol. It will be seen that the advanced
Scouts are eight squares in advance of the main body, and that they cover a front
of one and a quarter miles (riz., five squares), which they may not exceed ; thus
the whole of this formation is accomplished in one turn; and, naturally, they can
also be withdrawn to the main body in one turn.
44. Cavalry Scouts must retire before Infantry Sco its.
they are the same as Infantry Scouts (see Rule 42).
In all other respects
45. As there are several scouting formations recognized in military tactics.
besides the foregoing, they would be carried out on the same principles as regals
proportionate distance, &c. The same Rules apply to the screens thrown out by
stationary bodies, riz., Sentries, Pickets, Supports, and Reserves, remembering
always that they are stationary, and would be posted according to the contour of
the country.
Charging. (See also Rutes 15, 24 to 20, Wiki 12 to 99 p
46. Artillery charged when in column, by either Cavalry or Infantry, loses
double the ordinary forfeits (see Kules 26 and 52). When so charged for its next
turn it may not fire, it must retire, claiming for resisting the charge only one forfeit
for each of its blocks charged.
47. Artillery in line charged by either Cavalry or Infantry in front, flank, or 4
rear, loses double the ordinary forfeits (see Rules 26 and 52). "The block or blocks
Should the
so charged claim their full fire, but cannot move away this turn.
charging Regiment elect, for its next turn, to continue the charge, and remain in
contact, the remaining guna, for their next turn, may move away, but may not fire.
Firing.
48. To fire, Artillery must be in line, and must unlimber, losing one square of
its move to do so. It can unlimber and limber up again, from and into column
direct. Before moving off, it must limber up, again losing one square of its move
to do so.
If the guns, being unlimbered, fire, they may not limber up during the
same turn but they may advance, unlimber, and fire; or retire, unlimber, and fire.
Artillery opens fire at a distance of seven intervening squares, and if firing at
Artillery or Cavalry in line, or Infantry in extended order, claims one forfeit for

page_text: each block firing; also at a distance of six squares, it claims the same, at five
squares, it claims two; at four squares, three; and at three squares four for each
block firing. Nearer than three squares, there is no advantage. All these forfeits
are doubled when in enfilades. If firing at an Infantry Regiment in line (see
Rule 31), or square (see Rule 23). If fired at when in column, it loses double, and
should it unlimber and return the fire for this turn, it only claims half the usual
forfeits (see Rules 31 and 55).
49. Artillery is not obliged to fire at the nearest Regiment (see Rule 35).
50. Artillery may fire at an opponent over any Regiment of its own side
although it directly intervenes, as it would be supposed to throw shells (see
Rule 37); but it must cease firing as soon as any of its own side arrive within one
square intervening (half a mile) of the Troops fired at.
51. If artillery has to face about to fire towards its rear, the battery may be
trailed round without limbering up. But should it have to fire on some Regiment
directly on its flank, it would be necessary to wheel the battery to do this, and
hence it must limber un. wheel and unlimber (see Rule 48).

page_text: ments.
ww
2.51016 ROUTE
103. The oblong blocks are used to represent One Hour Entrenchments.
104. A. Half-hour Entrenchment is one which takes two moves (ie., half an hour),
and an Hour Entrenchment is one which takes four moves (ie., one hour) to make.
101. Whenever either the marching, firing or charging is said to be reduced
by one half, whether as regards distances or losses, in the case of the odd numbers
the halves of 1, 3 and 5 are reckoned as 1, 1 and 2 respectively.
RTLES FOR OBSTACLES.
Introduction.
In making use of the various Obstacles, it will be found that if time be an object,
it will be advisable not to employ too many of them at once, but to settle before
the commencement of the game which of them are to be employed singly or in
combination. They can then be so disposed upon the table as to represent the
natural and artificial features of a considerable tract of country, which can be
altered for each game if so desired.
ne ▶InH, when is represented by a square block, moves six squares
ench turn.
It has a quantum of ten forfeits to draw upon, and should these be
forfeited the game is lost. It has no flank, and cannot fight.
When once these Laws have been mastered, the players will be enabled to
modify or extend their principles so as to form the most varied combinations.
will at once he seen that it is impossible to lay down in a code of Rules,
regulations to prevent players from making a move which, from a military
point of view, is impracticable. For example, without infringing any of the
foregoing Laws, a Regiment or a portion of a Regiment having lost nearly all
its forfeit, might be ordered to make a rush into the midst of a vastly superior
force, simply in order to claim as many forfeits as possible before it is placed hors de
combat. This would be a most unwarrantable proceeding; and, in the absence
of an Umpire, must be left to the good sense of the players. At the same time.
there are occasions in actual warfare where Regiments are ordered to attack an
overwhelming force to their own destruction with some sound strategical object.
If wished, Commissariat, Ammunition, and Ambulance Trains might be added
to the game on the foregoing principles.
twelve squares each turn. Ha would be used according to military laws (see
Rule 6).
57. Second-Signallers.-A Signaller is represented by one of the Infantry
bell-shaped pieces and a flag, and naturally, when possible, is stationed on high
ground. He is allowed to signal two and a half miles from a Hill, and one
and a quarter miles on the plain. He moves at the rate of three squares each
turn. The distances for signalling, in order to meet the exigencies of the
game, are modified (see Rule 6).]
58. Third Telegraphs.-These are laid down by the Telegraph portion of
the Engineer Corps. They move at the rate of Cavalry, unless occupied in
laying the wire, when they move two squares each turn, and put a pin into the
board each mose. They would only fight in self-preservation, when they act
as Infantry (see Rule 6)."
STAFF

page_text: down a River, care should be taken that in many places both the straight and
curved pieces of cardboard lie wholly between the parallel red lines of the Cloth
(see Rule 129).
126. Permanent Bridges are represented by the plain curved pieces of wood.
127. Pontoon Bridges are represented by curved pieces of wood with boat-
shaped ends.
128. Any number of Pontoon Bridges may be thrown across a River, so long as
they do not exceed the number supplied with the game.
129. No Pontoon Bridge can be thrown across a River at any point where it
occupies more than one square in width (when, because of rapids, too great breadth
of the River, or otherwise, it is presumed to be impassable). In other words, the
River, at the point to be bridged, must lie evenly between two parallel red lines
(see Rule 125).
130. The Rivers of considerable width, only Engineers can make or restore
Pontoon Bridges, or restore Permanent Bridges.
131. To make a Pontoon Bridge, to destroy a Bridge, or to restore a Bridge, any
force concerned must be formed up for the work (losing one square of its move to
do so), and either close up to the square through which the River runs, or at least
within one square of it, and directly facing it. [This latter arrangement is to enable
two Regiments, one on either side of it, to advance close up to the River, and to
defend the working party by their fire ou equal terms.]
132. To construct a Pontoon Bridge, the block engaged must wait, after it is
deployed (see Rules 131 and 133), four turns, the turns being marked by inserting
a flag for each turn in the cloth where the Bridge is to be made. For the fourth
turn, the flags are removed, and the piece of wood representing the Pontoon Bridge
is placed in position (see Rule 129). But neither the working party nor any other
Regiment may cross until after this turn (see Rules 136 to 138).
133. To destroy a Bridge, whether Permanent or Pontoon, the block employed,
which may be any of the three Arms (sec Rule 131), must be formed up for the
work (losing one square of its move to do so), and then wait one turn, when the piece
of wood is removed, a flag being placed there to indicate the site.
134. A Permanent or Pontoon Bridge which has been destroyed can only be
restored by Engineers (see Rule 131), who must wait two turns, when the piece of
wood representing it is replaced (see Rule 132).
135. Fords are shewn, where there is no Road, by placing a flag on either side
of the River when laying down the cloth. Where there is a Road, it is passed in
the usual way underneath the River (see Rule 1); but no Permanent Bridge is
placed there.
Firing.
139. In firing across a River, any squares occupied by the River are included in
the range, which will thus be the same as if the River were not there.
140. Any block, whether making, destroying, or restoring a Bridge, is allowed to
0 defend itself; but, for firing and resisting a charge, it claims only half (see
Rule 101) the usual number (see Rule 31).

page_text: 141. Infantry may charge across a Bridge at either Infantry or Artillery
occupying the square immediately adjoining the Bridge on the opposite side of the
River. But it only claims half the usual losses; while itself it loses double both
for the return charge and fire (see Rules 24 and 26).
142. Cavalry cannot charge across a Bridge unless it can deploy on the further
side, i.e., if no force occupies the square immediately on the opposite side of the
Bridge.

page_text: Firing.
147. The fire of Artillery against Troops on the top of a Hill, or screened by
the crest or shoulder of a Hill (ie., out of sight-see Rule 146), is reduced by half
(see Rules 48 and 101). Artillery must cease firing when its own Infantry has
arrived within one square (intervening) of the object fired at. Infantry cannot fire
unless the Troops fired at are within sight (see Rule 146); and if occupying the
outside squares on the summit (that is, the level space on the top of a Hill), and
fired at by Infantry below them, it loses only half (see Rule 101) the usual number,
while its own fire remains unaltered (see Rule 31). Hence it will be observed that
no Infantry which are merely on the slope of a Hill, but only such as are fully on
the summit, gain any advantage. No difference is made in the losses from firing
or charging of Regiments defending Entrenchments, Redoubts, or Buildings when
on a Hill, but these remain the same as when on the plain.
148. If Troops occupying the summits of two adjacent Hills are within fire of one
11 ...כך .._/
ས་བ-པཪ་ མ་གས་
152. These are represented by parallel lines of blue chenille, placed on the table
two squares apart, and fixed down with drawing pins. They may be laid down in
any size or shape at the will of the players, but for convenience sake should follow
the red lines of the cloth; and should the players desire to make a Road through
them, it is doue by simply laying the cardboard representing the Road across them
in any position desired.

page_text: 150. The fire of Infantry at Troops in a Wood is reduced by half (see
Rules 31 and 101). Infantry in a Wood cannot fire at each other at a greater
distance than one (intervening) square. Infantry on the borders of a Wood, firing
at Troops in the open or on a Road, claim full fire at full distance, whilst their own 5
losses are reduced by half.
Charzine

page_text: four sides by Hour Entrenchments. It can only be made by Infantry, and not more
than one Battalion may work on it at the same time. The Troops lose one square
to form up for the work, and if only one or two blocks are employed they need not
wheel to construct the flank or rear carthworks. One Battalion will take 16 turns
(4 hours) to construct a Redoubt, iz:-four turns for each side of the Redoubt, an
Hour Entrenchment being finished at the end of every fourth turn in the ordinary
way (see Rules 107 and 108). If only half a Battalion is employed, it will take 32
turns (8 hours), and so on. A Battalion may destroy a Redoubt, but must lose
two turns to do so; half a Battalion would lose four turns, and so on. During
construction, and until completion, the walls of a Redoubt afford no protection
beyond that of the Entrencluments of which it may be composed (see Rules 110,
111 and 112).
164. A Redoubt can be manned by either Infantry or Artillery, but not more than
one Battery of Artillery together with one Battalion of Infantry can occupy it at
the same time; but, if lost, these Troops may be replaced. All Troops lose one
square of their move to enter a Redoubt; and the block, or blocks, representing
the Troops, are for the time removed, as the enemy could not possibly tell the
number or composition of the defenders. If occupied by Artillery, the guns
cannot be removed under fire.
Firing and Charging.
165. The defending Troops expose no flank. Their fire is doubled, and they also
claim double for resisting a charge. When taken by Infantry it may afterwards
be occupied by Artillery (see also Rule 164). The firing and charging of all
attacking Regiments are reduced by one half (see Rule 101), and are treated in all
respects as in the case of an attack on Hour Entrenchments (see Rules 115 to 124).
If occupied by both Infantry and Artillery, the forfeits claimed are divided equally
between them; and, if attacked on more than one side (unless supported by Troops
on the outside), they must divide their forces between the sides attacked.
166. If a Redoubt intervene between Infantry and other Troops, so that they
could not see each other, the Infantry could not fire. The fire of Artillery is
reduced by half. But if a Regiment be close up to a Redoubt and facing it, it is
supposed to be completely under cover, and loses nothing.
5
Manning.
169. A. Building may only be occupied by Infantry (which loses one square of
its move to enter), and by not more than four companies at once; the block, or
blocks. for the time being removed. [This will give a Company for the defence of
cach frontage of the Building.] The Rules for such Buildings, when thus put in a

page_text: state of defence, are in all other respects the same as for Redoubts, except that
they cannot be defended or occupied by Artillery (see Rules 163 to 166).
Fortifying.
170. To loophole a Building and otherwise put it in a state of defence (which
may be done under fire, if necessary), takes one hour; hence the Troops must wait
four turns. The turn are marked by flags stuck at each angle of the Building;
und for the fourth turn, which completes the defensive preparations, the flags are
removed, and one flag is placed on the roof. To destroy a Building, a block must
wait one turn (see Kule 133).
Firing.
171. Infantry within a Building still unfortified loses half the usual number if
fired at or charged, while itself it may fire and resist a charge claiming the usual
forfeits (see Rules 31 and 101: but as soon as the Building is fortified and it may
be fortified under fire (see Rule 170), it loses half the usual number if fired at or
charged, and claims double. If attacked on more than one side (unless supported
by Troops on the outside) they must divide their forces between the sides attacked.
Artillery attacking a Building, except that it cannot Hank the defending Troops,
claims as usual (see Rule 48).
In the drawing annexed Figure 1 is the diagram to which reference has already
been made.
On line a artillery in column
cavalry and infantry in column
e artillery, cavalry, infantry in line
is represented.
35
37
?!
23
25
99
""
33
""
d cavalry dismounted, infautry in extended order
2
23
"
'
"
artillery unlimbered
"
"
"
finfantry in square
"
">
"
Figures 2 shew full size a metal block which according to its color may represent
either Artillery (2 guns) Cavalry troop, Infantry single company, Mounted
infantry or cyclist corps or Engineer corps. Appropriate colors are black, yellow
with red stripe, red, yellow with blue stripe, and grey.
Figures 3 shew one of the bell shaped pieces indicating skirmisher or scont as
already stated.
Figures shewn llock representing a double company or a squadron as the case
may be and according to color.
Fi
Figures 5 represent a block indicating a pontoon bridge.
Figures 6 another indicating a permanent bridge.
Figures 7 and 8 represent the entrenchment blocks.
Figure 9 shews a block representing a building.
Figures 10 and 11 shew the metal diagrams referred to in Rule 29.
The hills may be represented by plates and saucers inverted upon the table in
suitable positions beneath the cloth.
Figure 12 shews the scoring board drawn to a reduced scale.
Having now particularly described and ascertained the nature of my said
invention and in what manner the same is to be performed, I declare that what 1
claim is :-
The combination of parts or appliances substantially as described constituting an
apparatus for playing the game of war herein set forth.
D. C. B. GRIFFITH.