Kriegsspiel
Reisswitz · Berlin · 1824 · how to play
You command one party. The umpire holds the true position and rules on
everything. What follows is the whole of what you need.
The order of a move
A move is two minutes of real time and always runs in the same order:
- You write orders. Pick a body — click its block on the
sheet, or its name in the party list — then choose what it is to do,
what formation it is to be in, at what pace, and at what range it may open
fire. Point out the ground on the sheet. The order is written out in full
beneath, with the courier delay stated.
- You send them. Send it hands the order to an
orderly. You may write as many orders as you like before resolving.
- The umpire resolves the move. Resolve the move
(or Enter) delivers every order that has arrived, moves both parties
in four steps of half a minute, resolves all fire simultaneously, rules on
every body that came to blows, tests the shaken, and updates what each party
has been told.
Movement
Nothing moves on a grid. A body crosses the ground at the pace you set it,
slowed by the going and by its formation — a battalion in line moves at
little more than half the rate of the same battalion in column, which is the
whole reason columns exist. One pace is 0.75 m. Water is impassable except
at a marked bridge, ford or causeway. Bodies of the same party ease apart
rather than standing on one another.
Drag the sheet to pan; the wheel, a pinch, + and −
zoom; 0 shows the whole sheet; the arrow keys nudge it.
Esc puts down whichever body you are holding.
What you can see
Your own blocks stand where they stand. The enemy is drawn only as a report
— a hollow block at the position last seen, labelled with what was made
out and, once contact is lost, with how many moves have passed and a dashed
ring showing how far he could have got since. Skirmishers, troops in timber and
troops standing still are seen at far shorter range than a column on the march;
a battery that has fired announces itself.
Fire
Men struck down in one move by a full battalion in line firing on a body in
line in the open. Every other case is that figure modified, and the umpire's
slip names every modifier and the face of his die.
| Range | Men |
| 0–50 paces | 34 |
| 51–100 paces | 25 |
| 101–150 paces | 16 |
| 151–200 paces | 10 |
| 201–250 paces | 5.5 |
| 251–300 paces | 3 |
| 301–350 paces | 1.8 |
| 351–420 paces | 1 |
Coming to blows
Give a body an Attack order and point it at the enemy. The umpire
takes the odds — the attack's combat value over the defence's — and
reads the row against his die.
R the attack is thrown back ·
H both hold and bleed ·
P the defence gives ground ·
B the defence breaks.
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
| 0.00 – 0.60 | R | R | R | R | H | H |
| 0.60 – 0.85 | R | R | R | H | H | P |
| 0.85 – 1.15 | R | R | H | H | P | P |
| 1.15 – 1.50 | R | H | H | P | P | B |
| 1.50 – 2.00 | H | H | P | P | B | B |
| 2.00 – 3.00 | H | P | P | B | B | B |
| 3.00 – over | P | P | B | B | B | B |
Winning
Each situation names the ground worth points. Ground held by one party at
the close scores for that party; ground with bodies of both parties on it is
contested and scores for neither. The butcher's bill counts too, at one point
for every twenty-five men more than the enemy lost. The total is read against
par — what the situation ought to yield. Finish more than eighteen
points to the good and you have won; more than forty-five and you have won
decisively.
Losing
Finish more than eighteen points below par and the day is the enemy's. You
lose ground by being driven off it, and you lose men to fire and to the
bayonet. A body reduced past a fifth of its establishment is taken out of the
line altogether; a body whose resolve is gone breaks, routs for its own rear,
and cannot be given orders again until it rallies. If every body of a party is
broken, the action ends at once.
Saving
The action saves itself in your browser after every order and every move
— there is nothing to press. Close the page and come back to it: the
opening sheet will offer Resume the action in progress, and the position,
the reports, the orders still on the road and the machine's own intentions all
come back exactly as they were. Starting a new action from the opening sheet
discards the saved one. If your browser refuses storage — private
browsing, for instance — the game plays normally and simply does not
offer to resume.
Restarting
When an action closes, the umpire's account offers Set another action,
which clears the save and returns you to the opening sheet. You may also
reload the page at any time and start a fresh action from there.
The situations
| Situation | Moves | Blue | Red |
| The Advance Guard at Mühlberg | 60 | 2,710 | 2,800 |
| The Defile at Steinbach | 55 | 4,220 | 3,520 |
| The Storm of Hohenberg | 50 | 4,220 | 3,450 |
| Rearguard on the Katzbach | 45 | 2,800 | 3,630 |
| The Cavalry Screen at Lindenau | 40 | 1,090 | 1,080 |
| The Wooded Heights of Grünwald | 55 | 3,600 | 2,990 |