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This delightfully unusual book by H. G. Wells is a comprehensive guide to Little War, a game invented by Wells for "boys from twelve to one hundred and fifty years old and for that more intelligent sort of girls who like boys' games and books". A fascinating look at a bygone era, when boys were boys, and most girls (except the more intelligent ones) were girls. With a history of Little War, detailed instructions to playing it, a description of an exemplary game, extensions and amplifications to the game, and a final challenge by the author to his young readers. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.
A slightly abridged edition of this classic wargame text with artwork for the Red and Blue armies as individual Paperboys. Plus a working cannon which provides the firepower in the game. It seems that another element wants to join the action from a different Wells book, and that may provide some apocalyptic chaos.
Author Paul Wright has written an "instant classic" already receiving wide praise from readers and hobby magazine editors. FLW both leads and follows the growing interest in 54mm (1:32) war games and figures. Written in part as a tribute to HG Wells' ground breaking "Little Wars," FLW is a much expanded and broadened modernization. There is a fascinating chapter devoted to Wells the Man and his journey with his "Little Wars" from inception to the day in 1916 when he put the game away for good. For Wells' fans, the author may surprise with information you did not know, or could even guess. Retaining many of Wells' original rules (spring-loaded toy cannon, etc), there are additional rules for Shell Bursts, machine guns, observation balloons and aircraft, field hospitals, supply wagons and dumps, spies, military bands, unit Colors and Standards, Brigade and Division Commands, hidden movement, skirmishers, snipers, signals, morale, variable effects of terrain and more. Infantry units are 20 figures strong, Cavalry 12, and Artillery can appear as single Guns with crews, or as Batteries up to three strong. From 2 to 4 such units typically form a Brigade, the perfect command for each Player. Two or more Brigades form a Division, allowing a Player to act as his side's C-in-C. Brigade and Divisional HQ's are represented by variable numbers of Staff and ADC's, marching on foot, mounted on prancing steeds, or even seated in Rolls Royce, Cadillac, Renault, or other grand Staff Cars from the Golden Age of Motoring. These HQ's send orders to the units on the firing line, and back to the Brigadiers and Generals, come reports from scouts--and desperate messages from the front delivered by Runners-- and even Pigeons! There is far less abstraction in "Funny Little Wars" on your lawn than on the traditional table top, yet games can be played there as well. Toy soldiers can range from antique and modern "Collectibles," to readily available plastics. There are detailed lists for 14 different Armies identified by their "Colors" ("Army Red," "Army Black," "Army Red/Gold," etc) with complete information to build your favorites. Each Army has unique strengths and weaknesses, and a personality suggesting its historical counterpart. FLW represents the years prior WW I, when war was still romantic, the uniforms were dashing, and the Generals still waltzed. The rules reflect the late Victorian/Edwardian spirit in both substance and his delightful writing style. Designed for "The Better Sort of Chap," the book contains suggestions for proper Dress during the game, etiquette on the field, and more. Nor are the Ladies and "Girls of the better sort" forgotten. The authors's Wife, Georgina, provides a charming account of a proper dinner served after an especially Gentlemanly game at Dover Castle during one golden Summer. The Basic Rules actually occupy only 10 pages, but the many Optional Rules allow players to set their own levels of play. There are lists of providers of toy soldiers in every price range, as well as accessories. Sections describe how to set up a yard, park, beach, etc, to be your Battlefield. Rules for basing figures are flexible, there are no complex rules, with only 6 sided dice and measuring tapes required--and a beautiful day under the shade of the trees. Childlike, but never "childish," FLW returns to the Hobby's roots as we play once more with toy soldiers as we did as kids. There are optional record sheets included, many color photos of toy soldiers at play throughout, and the author's wit, charm, unabashed love of toy soldiers. Read "Funny Little Wars" and relive a time when the world was young!
Suggests some of the games that can be created using toy soldiers and other figurines, blocks, boards and planks, and toy trains arranged in various ways on an appropriate floor.
A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming’s ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.
Possibly the sort of wargame H.G Wells might have developed if he had been a child in the 1970s. But perhaps not. Written by Tim Gow (shown left) and Bertrand Plastique, the book recreates battles from the era of the Cold War. Based on the original ideas of H.G. Wells, this book brings the original toy soldier rules up to date to recreate wars from the time of the Cold War onto the wargamer's table top or preferably, his lawn. The rules grasp the essentials of Cold War combat; movement, close assault, direct fire, artillery and air support. They also include additional rules to cover the complexities of engineering, smoke and the wider air battle. They do so in a style reminiscent of Little Wars, just with tanks and aircraft. These rules are straightforward, but comprehensive toy soldier rules that allow the wargamer to experience the battles, actual and potential, from those days.
Reproduction of the original: Floor Games by H.G. Wells
"The pilots of Flyboy, Inc., landed on the alien planet of Iaxo with a mission: In one year, quash an insurrection; expliot the ancient enmities of an indigenous, tribal societyl and kill the hell out of one group of natives to facilitate negociations with the surviving group-all over 110 million acres of mixed terrain. At first, the double-hush, back-burner project went well. With a ten-century technilogical lead on the locals, the logistical support of a powerful private military company, and aid from other outfits on the ground, it was supposed to be an easy-in, easy-out mission that would make the pilots of Flyboy, Inc., very, very rich. But the natives of Iaxo had another plan-and what was once a strategic slam-dunk has become a quagmire, leaving the pilots of Flyboy, Inc., on an embattled distant planet, waiting for support and a ride home that may never come...This dark debut novel tells the tale of a secret war-and the struggle to stay sane in a world that makes no sense. A Catch-22 for a new generation, A Private Little War is sure to become a science fiction classic-cover verso."
"No one would have believed in the last years of the nineteenth century that this world was being watched keenly and closely by intelligences greater than man's..." So begins H. G. Wells' classic novel in which Martian lifeforms take over planet Earth. As the Martians emerge, they construct giant killing machines - armed with heatrays - that are impervious to attack. Advancing upon London they destroy everything in their path. Everything, except the few humans they collect in metal traps. Victorian England is a place in which the steam engine is state-of-the-art technology and powered flight is just a dream. Mankind is helpless against the killing machines from Mars, and soon the survivors are left living in a new stone age. Includes the original Warwick Goble illustrations.