Game Apparatus.
Year: 1891

page_text: Date of Application, 17th Nov., 1891-Accepted, 13th Feb., 1892
COMPLETE
SPECIFICATION.
Game Apparatus.
I, FRANK CLARENDON HAMILTON, of 315 Dearborn Street, in the City of
Chicago, in the County of Cook, State of Illinois, and United States of America,
Gentleman, 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 :-
My invention relates to an improved game termed Waterloo or taking the flag
and is played by two sets of pieces representing the opposing forces of two armies.
These pieces are manipulated upon a board representing the battle field.
Each opposing army consists of eleven regiments of infantry, four troops of
cavalry, three batteries of artillery, one picket post and one stand of colors.
Each regiment of infantry, each troop of cavalry, each battery and each picket
post is represented by an appropriate piece, hence each player or each set of players
on one side has the manipulation or management of twenty pieces or men as they
are sometimes termed in games of this class. The game will be better understood
by reference to the accompanying drawing, in which
Fig. 1 is a top or plan view of the board used in playing the game, while the
remaining figs. are perspective views of the pieces used upon the board in playing
the game; where there are a number of pieces all alike, one only of these has been
illustrated in the drawing. Hence Figs. 2, 3, 4, 5, represent the infantry, cavalry,
picket and stand of colors respectively on one side, while Figs. 6, 7, 8 and 9
represent the same divisions respectively on the opposite side.
Fig. 10 shows the piece representing the artillery on both sides.
To add interest to the game the pieces representing the infantry, cavalry and
picket are designed to represent soldiers dressed in the costumes or uniforms worn
by the English and French soldiers on the field of Waterloo, while the pieces
representing the colors of the two sides are designed with reference to the national
colors in vogue in England and France at the time of said battle. Hence all the
pieces employed in playing the game will be appropriately colored to represent the
English and French military at Waterloo.
It will be observed that the pieces representing the artillery are of the same shape
on both sides, hence these pieces will be distinguished by different colors.
Fig. 11 illustrates another style of piece which may be used in playing the game.
In this case all the pieces on both sides are of the same construction the pieces on
each side being distinguished by different letters, as A for artillery, C for
cavalry etc., while the pieces on the different sides are distinguished by their color,
those representing the English army being red and those representing the French,
blue. This style of piece makes the apparatus cheaper than when those shown in
Figs. 2 to 10 are used.
Figs. 12, 13 and 14 show other styles of pieces that may be used. These figs.
represent the cavalry, infantry and pickets respectively on both sides, the correspond-
ing divisions on the two sides being distinguished by the color of the base. In this case
the colors of the opposing forces may be represented by a small flag having its
staff inserted in a base which is colored to correspond with the other pieces on the
same side.
A separate fig. is not shown to represent the colors for this set, but
The piece
this piece would be the same as Fig. 12 with the gun removed.
representing artillery in this set is the same as shown in Fig. 10 but smaller.
Fig. 15 represents a pompon or plume which may be inserted in any piece after it
has reached the picket line of opposing force. The use of this is illustrated in
Fig. 2.
Referring now to Fig. 1 it will be observed that the board upon which the game

page_text: is played is square and has its surface checkered by a series of broad and narrow
lines crossing or intersecting each other. The surface of the board represents the
field of battle, and the lines, broad and narrow roads over which the opposing
forces, represented by the pieces named, move.
In the centre of the board is a small square representing neutral ground while at
the center of the front of each side, one of the squares formed by the intersection
of the lines designates the citadel or camp.
The pieces representing the infantry on each side are eleven in number and placed
at the line intersections marked 1 on each side of Fig. 1 or the board. The pieces
representing the cavalry are placed at the intersections or crossings marked C while
those representing the artillery are placed at the intersections or crossings A. and
those representing the pickets at P. The pieces representing the colors are placed
at F in the centre of the square designated "citadel or camp
"7 on each side. The
broad line intersections marked E are termed eminences in the language of the
game. The spaces included by the two narrow lines extending entirely across the
board at the extreme rear on both sides are termed camp or citadel roads.
From the foregoing description together with the following instructions or rules
the game will be fully understood.
All the pieces on one side will be designated an army and other corresponding
military terms used in this description. The game can be played by two, four or six
persons, and to start, the armies are arranged upon the field as shown in the
accompanying drawing. The respective standards or colors remain at the camps or
citadels of the contending armies until captured by the enemy. The colors cannot
be moved from the citadel except by the enemy in an attempt at capture. The
object of each side is to capture the colors of the hostile force, and any piece on
the board is competent to do this. In starting the game the players choose sides.
The principal player on each side is the general in command the others compose
his staff. The players decide by lot or other means they may agree upon which
side shall make the initial move, after which the respective sides move alternately
as in chess. The players on each side decide by consultation upon the various
movements of their respective forces. In case of disagreement as to a movement
of troops the commander decides. When more than two players are engaged in
the game the commander of the defeated army is superceded by that member of his
staff having the greatest number of points to his credit from the last battle. When
the game is played by two persons only each player manipulates all the divisions of
his army.
When played by four persons, (two on each side) the infantry and
picket are commanded by one member on each side; the cavalry and artillery by
the other. When six persons play (three on each side) the infantry is commanded
by one player, the cavalry by another, the artillery by the remaining player, and
the picket post by the commander or any member of the staff.
In a series of games the winning side has the first move in the next game.
Should want of time or any other cause prevent the completion of a game the side
having the greatest number of points to its credit shall be declared the winner, but
cannot claim a complete rout of the enemy as in a finished game. To win the game
the enemy must be completely routed, their colors seized and carried from their
citadel to the citadel of the victorious force.
When any piece of one army succeeds in reaching the enemy's citadel, it takes
possession of the colors and retreats towards the camp of the victor and the efforts
of the remainder of the army on the side having made the capture, should be
directed towards aiding the retreat and preventing the enemy from retaking their
colors. When the colors of one side are captured by the other side and carried to
the captor's camp the game is won. The camp or citadel road running directly
across the field from right to left, heretofore described, is accessible to infantry
only, except at points indicated as eminences.
for the capture of the colors by a piece of
The movement of the piece possessing the
possible, always with due regard to safety.
For this reason it is safer to arrange
infantry, and by means of this road.
enemy's colors should be as rapid as
This piece should at all times be

page_text: protected, even at the sacrifice of points, for if the colors are retaken by the enemy,
the opposing army looses not only that advantage, but its own piece as well.
Naturally the enemy's forces will be directed towards the recapture of the
colors.
The capture of the picket post removes all obstacles to a direct march by onc
army into the opponent's line, for when a picket is removed, it will be observed,
there is but one eminence in a direct line to the camp upon which a battery of
artillery can be placed. This might easily be surrounded and forced to surrender.
Once this is accomplished it would be a very easy matter, and in fact only a
question of a few moves, for the enemy to gain possession of his opponent's colors
and safely retreat with them.
From the above it will readily be seen how necessary it is to have enough of the
force within easy moves or quick marches in order to protect the picket from any
threatened danger. If a picket should be dislodged or forced to retreat the entire
force should be employed to compel the enemy to retire and to replace the picket.
The movements of the pieces are as follows:-
The artillery can be moved over broad roads only and must rest upon the
eminences or circles, travelling at a single move in a direct line from one eminence
to the next. Cavalry can move over broad roads only, but may stop at an
intersection of broad and narrow roads and can travel only from one intersection to
the next at a single move. Infantry may travel over broad and narrow roads,
stopping at the intersection of any two roads otherwise unoccupied, and can
travel only from one intersection to the next at a single move. Infantry
or cavalry cannot occupy or cross an intersection of roads immediately
next to a battery belonging to the enemy unless supported by another piece
of its own army resting on the intersection of road immediately to the rear.
Any piece of either army which gets between the cross fires of two pieces of the
opposition forces, must move when called upon or surrender. When a piece of
either army is surrendered it must be removed from the field until the next game.
When any piece or pieces of either army are completely surrounded by the
enemy, and unable to move when called upon, it or they must surrender.
When it is desired to move a battery from one eminence to another and a single
piece of the opposing army (either infantry or cavalry) occupies a position at au
intersection of roads in a direct line with the contemplated movement, the army
owning the battery may demand the removal of said piece, which demand must be
at once complied with unless said piece can, by a single movement be reinforced or
supported (in a direct line between the eminences) by another piece. When this
can be done the battery cannot be moved in that direction. When a demand
for the retirement of a piece is complied with, the battery must be instantly
moved.
When the road intersections on a direct line between eminences, is occupied by
divisions of one army only, a battery of artillery belonging to the same army
occupying one of the eminences may be moved to the unoccupied eminence without
delaying to clear the roadway.
When a piece of either army is forced into a position from which it can only
escape by the aid of reinforcements, it is said to be at bay, imprisoned or in a state of
siege. When a piece of either army is surrounded on three sides at road inter-
sections by pieces of the hostile force it is said to be flanked, and must either
retreat or surrender on demand. No two or more pieces of either of the same
armies can occupy or cross an intersection of roads at the same time. Any piece
resting upon an eminence and surrounded on three sides, is compelled to move or
surrender except in case of the eminences located on the margins of the board,
which can only be menaced from two roads.
A player shall have the right to place a piece in a cross fire, but such move counts
one for the general score of the opposition. No player, however, may place a
piece in a pocket" where it is surrounded on three sides. Any player making
such a move forfeits the piece thus placed in jeopardy. Either army when placed

page_text: in a state of siege within its own lines and unable to enter the lines of the foe shall
be considered as defeated and the opposition is entitled to claim the game.
When a player has disloged a picket of the foe he may advance his own picket
to the enemy's post, thus taking up a new position and forming a new picket line.
When this is accomplished, all the divisions of the enemy's army lie within his
lines, that have not gone to the rear of eminences No. 1 or No. 2 must retreat as
rapidly as possible to new positions within its new contracted lines and beyond his
advance picket posts and until his picket is driven from this advanced position the
foe cannot utilize the privilege of neutral ground" except by approaching it from
the rear of the eminences No. 1 or No. 2 within his lines.
If from carelessness, oversight or error a player deliberately places any of his or
her forces in jeopardy, and does not, at the same time, violate other rules of the
game, he or she must abide the consequences for the move cannot be recalled and
in case the piece has been placed between three fires of the enemy, it must be
surrendered on demand. No substitute can be placed for any piece that has been
captured. Thus when the picket has been surrendered no other division of the
army can act in that capacity. As long as the picket remains in position the enemy
cannot cross or enter the road leading direct to that camp, except by going to the
rear of eminence No. 1 or 2 within the lines. No two pieces of the same army can
occupy neutral ground at the same time, but a piece of one army may cross the
nentral ground when it is occupied by the foe.
<< neutral
The broad lines leading from the corners of the square designated
ground are termed the picket lines. Eminences 1 and 2 lie in these lines at
the first intersection after leaving the corner of neutral ground. No piece from
one side can cross the enemy's picket line forward of eminences 1 and 2 until the
piece has first reached the picket line in the rear of those eminences, when it is
provided with a pompon or plume shown in Fig. 15 and can afterwards cross said
line forward of these eminences, if an opportunity offers.
The game is counted by points as follows:-
Each flank movement forcing a retreat of the enemy counts the player of the
last move, one.
Each movement placing the enemy between two fires and thus
forcing a retreat, counts the player making the last move, one. Each surrender
forced
upon the
enemy counts the player making the last move, two. Each time the
enemy is placed in a state of siege, held at bay or imprisoned, causing the
assembling of reinforcements, counts the player making the last move, three.
Movements disloging the picket post, counts the player making the last move, five.
Forcing back the enemy and replacing the picket in position, counts the player
making the last move, five. Capturing the colors, counts for the player making the
last move, ten. Retaking the colors counts for the player making the last move,
ten. Winning the game, adds to the total score of the winning side, twenty.
Having now particularly described and ascertained the nature of my said inven-
tion and in what manner the same is to be performed, I declare that what I
claim is :-
1st A game apparatus consisting of a board and pieces for manipulation
thereon, the board being provided with two sets of intersecting lines, one set being
wider than the other, and certain of the line-intersections marked to indicate the
location of the pieces, substantially as described.
2nd A game apparatus consisting of a square board divided into smaller
squares and parts of squares by intersecting diagonal lines, pieces placed at certain
of the line intersections which are marked to indicate their location, a line at the
extreme rear of two opposite sides of the board passing through the terminal
intersections of the other lines, and a direct line passing through the centre of the
board and between the centres of the last named lines, a piece being located in the
centre of two terminal squares through which this line passes, and a space marked
off in the centre of the board, said space interrupting the lines leading thereto,
substantially as described.

page_text: 3rd A game apparatus consisting of a square board divided into smaller
squares by intersecting diagonal lines, one line on each of two opposite sides of the
board, said last named lines passing through the terminal intersections of the
diagonal lines, another line drawn across and through the centre of the board at
right angles to the two lines before named, another shorter line drawn through the
board at right angles to the last named single line, and a space marked off in the
centre of the board, said space interrupting the lines leading thereto, the board
being provided with appropriate marks to indicate the location of the pieces used
in the game, substantially as described.
4th A game apparatus consisting of a board and two sets of pieces for manipu-
lation thereon, each set consisting of twenty different pieces of five different
patterns or kinds, the number of pieces of each sort being eleven, four, three, one
and one respectively, substantially as described.
5th A game apparatus consisting of a board having a square figure marked
thereon, said figure being divided into smaller squares by intersecting diagonal lines,
two parallel marginal lines, one on each of two opposite sides of the board, two
lines of unequal length passing through the centre of the board and at right angles
to each other, a space marked off in the centre of the board, said space interrupting
the lines leading thereto, in combination with two sets of pieces for manipulation
thereon, each set consisting of twenty pieces of five different patterns, the number
of pieces of each pattern being eleven, four, three, one and one respectively, the
board being appropriately marked to indicate the location of the pieces, substantially
as described.
Signed at Chicago Illinois this 23rd day of October. A.D. 1891.
FRANK CLARENDON HAMILTON.