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Little Wars box art
1913 Ranked #12,494

Little Wars

Miniatures wargame has opposing forces maneuver cavalry, infantry, and artillery through ranged and melee combat. Physical projectile fire determines artillery casualties, making aim and tabletop terrain part of the battlefield challenge.

Wargames Action / Dexterity Book Measurement Movement Simulation

Players

2-12

Play time

90-180 min

Age

12+

Complexity

2.38/5

Rating

7.10

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Little Wars was first published in 1913, but has been published many times since then, including editions from MacMillan publishing and Dover Press. The rules portion of the book can be read for free online at http://www.gardenwargaming.com/wargame/sitemap.html.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Little Wars was first published in 1913, but has been published many times since then, including editions from MacMillan publishing and Dover Press. The rules portion of the book can be read for free online at http://www.gardenwargaming.com/wargame/sitemap.html. The full book includes a fairly extensive history of the game and socio-political discussion of wargaming. Wells (the famous historian and science fiction writer) was a pacifist, and the book makes for interesting reading, as wargaming was his favorite hobby. He considered the generals he played with to be reckless buffoons, and was worried for his country should war break out. (WWI broke out the year after the book was published, and given the massive casualties of WWI, he seems justified in his opinions.) The rules themselves are fairly simple, as miniatures games go. There are rules for movement, ranged combat, melee combat, terrain setup, prisoners, etc. There are three types of units: cavalry, infantry and artillery. The toy soldiers of Wells' day were fairly large, so the movement factors are also large, and it's made to be played on a floor. Ranged combat results are entertaining, but hard to recreate in today's world. In Wells' time, toy cannons fired little pellets and were actually tooled to be quite accurate. The game calls for aiming the cannons and firing them, and any figures you knock over are casualties! The best recreation I've seen was at a convention where we used toy pistols that fired plastic disks: the player had to place the butt of the pistol on the floor next to his artillery and fire from there. Melee combat does not use a randomizer. (In the book Wells discusses how he started with a coin flip but was turned against it when one soldier won over twenty battles!) Instead, compare sizes of units, add in "supporting" units (within a certain distance), and each side takes casualties proportionately. The remaining smaller force is then taken prisoner and may be escorted to the rear lines - or freed on the way by a rescue attempt. Although modern miniatures rules are more complex and realistic, this is still a very fun game to play, and is a big hit at conventions. It's also free online! It is best played on a floor with one-foot tiles for ease of measurement. Stand alone expansion of Floor Games BGG Microbadge --

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–12
Best with
1–6
Play time
90–180 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
H. G. Wells

Artists

1
(Uncredited)

Publishers

4
(Unknown) Arms and Armour Press DBA Skirmisher Publishing Frank Palmer

Linked items

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