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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.
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.
Ironically enough, one of the twentieth century's leading pacifists wrote Little Wars, a book that has entertained and enlightened war buffs for the past hundred years. H. G. Wells, the great science-fiction pioneer, turned his attention from tales of time travel and alien invasions to write the first classic book of war games. His simulations of past battles and hypothetical future clashes allow readers to test their tactical and strategic skills and attempt to rewrite history. The companion piece, Floor Games, offers a more lighthearted look at war games. Based on the playful battles Wells waged with his sons, the narrative describes how creative play with miniature figures can transform an ordinary room into a magical world. The book has since been hailed as an inspiration for the development of a nonverbal psychotherapeutic method employed in the treatment of adults and children. Both Little Wars and Floor Games feature winsome illustrations by J. R. Sinclair that enhance their antique charm.
Reproduction of the original: Floor Games by H.G. Wells
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!
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
'Floor Games' is a book published in 1911 by H. G. Wells. This light-hearted volume argues in a humorously dictatorial tone that "The jolliest indoor games for boys and girls demand a floor." Illustrated with photographs and drawings, it briefly describes a number of games that can be played on "well lit and airy" floors with "four main groups" of toys: soldiers about two inches high (Wells regrets the "curse of militarism" that makes civilians hard to find), largish wooden bricks, boards and planks, and electric railway rolling stock and rails.
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.