Wargame Mechanics Index

Kriegsspiel (Anleitung zur Darstellung militairischer Manöver mit dem Apparat des Kriegs-Spieles)

The first umpire-run map wargame: hidden movement, written dispositions and message delays timed against a real clock, with probabilistic custom dice chosen by force ratio so that 'the player must be given no greater certainty than exists in reality'.

The Prussian staff wargame of 1824, played on 1:8000 contoured maps with painted lead blocks representing half-battalions, squadrons and half-batteries at true frontage. An umpire (the Vertraute) writes the General-Idee, briefs each side separately, tracks hidden movements and relays all messages with realistic delays. Turns (Züge) represent 2 minutes; both sides move simultaneously, then fire, close combat and losses are resolved using five special dice whose faces carry loss tables for fire and odds-weighted black/white circles for melee. Detailed rules cover formations, march rates by terrain, artillery ranges, attacks on localities and batteries, surprise, capture, night fighting, bridging and river crossings.

Get it from the Wargame Library Open in the index

Watch it played

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

Mechanics 29 · 6 distinctive

Movement & Manoeuvre

2move
Gefecht mit der blanken WaffeCharges & assault moves

The attacker pushes blocks into contact and the defender declares whether to turn, advance or stand.

How it works

The attacker moves his blocks to the enemy front in his chosen formation and announces the attack; the defender, moving simultaneously, declares he will turn back, counter-advance or stand. If the attack is accepted the appropriate odds die decides it. Cavalry within 400 paces forcing infantry to manoeuvre, or infantry catching enemies changing formation within 200 paces, gets a better die.

Er erklärt darauf , entweder umzukehren , entgegen zu gehen oder stehen zu bleiben, worauf nun beide Theile ihre Züge ausführen.
Download · p. 58, 61 Quote verified
2move
Verfolgung und RückzugEvade, retreat & pursuit

Victors must halt a Zug before pursuing; retreating at faster gaits worsens the defeat.

How it works

Victorious cavalry halts one Zug, then pursues at set distances (light 500/900/600 paces, heavy 400/800/600). Beaten cavalry retreats two Züge at gallop then trot; infantry at 250 paces, or 500 at the cost of being downgraded. Winning infantry that follows up immediately inflicts only half losses. Troops reaching a terrain feature within 2 Züge halt the pursuit; troops thrown against impassable obstacles may be captured.

Jede Cavallerielinie die eine glückliche Charge ausgefährt hat, muls einen Zug stehen bleiben und kann erst nach Verlauf desselben mit der halben Marsch- weite verfolgen
Download · p. 65, 66, 67 Quote verified
2move
Stellung der TruppenFormations & formation change

Lines, columns, masses and march columns are shown by stacking and turning blocks.

How it works

Each formation (three-rank line, section and platoon columns, closed columns, brigade masses; cavalry lines and march columns by twos, threes, sixes; artillery intervals and limbered columns) has a defined block arrangement giving true depth and frontage. Roads, bridges, gates and defiles restrict columns to set widths (e.g. infantry in sections on field tracks); deploying requires the head to wait for the tail.

Auf kleinen Feldwegen oder Dämmen, kann die Infanterie nur in Sections, die Cavallerie zu dreien und die Artillerie zu einem Geschütz marschieren.
Download · p. 46, 47, 48, 49, 50, 52, 53 Quote verified
1move

Measured march distances per 2-minute Zug, taken with dividers from a coloured scale.

How it works

The march scale gives 200 paces for route march of infantry and mixed columns, 250 for infantry deploying and in action, 600 for cavalry trot, 800 for gallop and heavy cavalry charge, 900 for light cavalry charge; 400 for guns moving by prolonge. Distances are set in a compass from the block's front; lines move by their flank blocks, columns by the head. Units may move less, implying halts.

1ste Abtheilung, 200 Schritt: ein Zug bei Reisemärschen der Infanterie und aller solcher Colónnen , welche aus mehrern Waffengattungen zusammen gesetzt sind.
Download · p. 25, 37, 38 Quote verified
1move
Marschweite unter verschiedenen VerhältnissenTerrain movement effects

A table reduces march distance by slope angle, woods, marsh, roads and enclosures.

How it works

The §34 table gives maximum distance per Zug for each arm and activity (route march, attack, retreat, pursuit) on roads, open ground, slopes of 5-10, 10-15, 15-25 and 25-35 degrees, light and dense woods, marsh and enclosures, with the umpire free to modify it. Long marches are shortened for weather and ground condition per the General-Idee.

Marschweite der Truppen unter verschiedenenVer- hältnifsen in tabel- larischer Über sicht.
Download · p. 51, 52 Quote verified

Command & Control

3cmd
Mittheilung der Befehle und NachrichtenCommand friction & delay

Players of one side may not talk; all messages pass through the umpire with time delays.

How it works

Orders and reports travel via the umpire, taking Züge to arrive (gallop up to 2000 paces, beyond that 700 paces per Zug). The time a commander takes to read a report and dictate orders is measured with a watch, and half as many Züge as minutes elapsed are charged, plus transit time, before orders reach the troops. Meanwhile local commanders act on their own initiative via the umpire.

Halb so viel Züge als Minuten vergangen sind, werden in Rechnung gebracht, und dazu wiederum die Zahl der Züge addirt , welche erforderlich sind, die gegebenen Befehle den Truppentheilen zu überbringen.
Download · p. 21, 22, 53 Quote verified
3cmd
Verborgene Märsche und StellungenHidden units & blinds

Unseen troops are kept off the map on small boards and only placed when visible.

How it works

Concealed columns are set up on separate small boards; only troops the enemy could actually see are placed on the plan. Hidden troops discovered by the commander are placed immediately; if found by a patrol, they appear only after the report has travelled. Surprise attacks (Überfall) from concealment let the attacker count each block double for the first 3 Züge if the victim fails a die I roll.

Der Vertraute bestimmt nach dieser Disposition und mit Rücksicht auf das Terrain , welche der gewählten Stellungen oder angeordneten Märsche von dem Feinde gesehen werden, und welche ihm verborgen bleiben
Download · p. 21, 52, 71 Quote verified
3cmd

A neutral umpire designs the scenario, controls information, assesses losses and is the final authority.

How it works

The Vertraute writes the General-Idee, forms both corps, briefs each side separately on its forces, mission and what it would know of the enemy, decides what each side can see, carries all orders and reports, and rolls the dice for effects. His decisions are binding during play; criticism is only allowed afterwards. Large games use two umpires, one for hidden movements and one for losses.

Der Vertraute ist im Laufe des Spieles Autorität , seine Entscheidung gilt in allen Fällen und erst nach Beendigung des Spiels kann er in Anspruch ge- nommen werden
Download · p. 19, 20, 43, 44, 45 Words verified

Ranged Combat

1fire
Munition der HaubitzenAmmunition & fire limits

A howitzer battery can fire only 50 Züge with its normal ammunition.

How it works

A howitzer battery carrying only its ordinary ammunition may fire for 50 Züge. Ammunition wagons are placed 1000-1500 paces behind the first two lines at the start of the action.

Jede Haubitzbatterie, wenn sie nicht mehr als ihre gewöhnliche Munition mit sich führt, darf nur 50 Züge hindurch feuern.
Download · p. 50, 57 Quote verified
1fire
Gedeckte TruppenLine of sight & cover

Cover changes both the firer's die and the target's losses.

How it works

Covered skirmishers fire with the better die II. Infantry holding wood edges, villages, walls or dykes suffer half losses from musketry and canister and reduced losses from ball and shell; troops wholly behind 200-pace woods, whole villages or high dykes take none except from shell. Artillery effect depends on intervening ground (marsh, hedges, slopes over 10 degrees give the poor die).

Die Infanterie , welche die Lisieren der Wälder , Dörfer, Stadtmauern, Dämme und Gräben besetzt hat und sie vertheidigt , erleidet durch Gewehr- und Kartätschfeuer die Hälfte
Download · p. 54, 55, 56 Words verified
1fire
SchufsweitenRange bands

Artillery has canister, heavy canister, ricochet-arc and rolling-shot bands; infantry fires in 100-pace steps.

How it works

For 6-pounders: small canister to 400, large canister 400-800, effective arc shot 800-1200, rolling shot 1200-1800 paces (12-pounders 500/1000/1800/2000); howitzers have their own bands. Infantry range is up to 400 paces, rounded to the nearest 100. The die face gives separate loss numbers for each band.

Die 1ste Abtheilung für 6pfünder 400 Schritt, für 12 pfünder 500 Schritt, zeigt die Weite des wirksamen Schusses mit kleinen Kartätschen
Download · p. 29, 38, 39 Quote verified

Scenario, Campaign & Victory

2scen
Eintheilung der SpielendenMultiplayer structure

Large games split each side into a commander and subordinate commanders with staff roles.

How it works

About 6 battalions a side need one player each; 24+ battalions need at least three per side, one taking overall command by agreement or lot and assigning advance guard, wings, reserve, artillery or staff roles. At most 4 persons per side move blocks; others act as staff officers. Players more than 1000 paces apart may only communicate via the umpire.

Die Bewegung der Truppenzeichen kann auf jeder Seite höchstens von 4 Personen geschehen.
Download · p. 20, 45, 46 Quote verified
2scen
Kein Gewinnen und VerlierenObjectives & victory points

There is no formal victory; play is judged on conduct relative to the General-Idee.

How it works

The manoeuvre continues until one side's objective is reached and can then stop by agreement; a retreat may be part of the mission. Praise goes to whoever manoeuvred most naturally, grasped the General-Idee fastest and executed the disposition most consistently; critique follows the game.

Von Gewinnen und Verlieren in dem Sinne eines Karten- oder Brettspieles , ist also nicht die Rede.
Download · p. 23 Quote verified
2scen
General-Idee und NachrichtenPre-game sequence

The umpire's General-Idee and graded intelligence reports set up the manoeuvre.

How it works

The General-Idee motivates why battle occurs on the chosen map. Each commander privately receives his force strength, mission (as a daily order or letter) and enemy information classified as from patrols, from more or less reliable spies, or from inhabitants and travellers prone to misjudging strength; some may arrive during play on a pre-planned schedule.

Diese letztere Nachrichten theilt er 1. in solche , welche man durch Patrouillen erhalten hat, 2. in solche, welche mehr oder minder sichere Spione einziehen, 3. in solche , welche von Einwohnern , Reisenden
Download · p. 20, 44 Quote verified

Damage & Attrition

2dmg
AuswechselungssteineStep losses

Shorter replacement blocks show half-battalions reduced by 1/6 and 2/6.

How it works

A half-battalion losing 1/6 swaps its block for the longer replacement block, 2/6 for the shorter, and at 3/6 is removed. The same blocks show infantry dissolved into extra skirmisher strips, which are returned when the skirmishers are drawn in. Losses are spread across engaged battalions.

Die erstern kürzer als die gewöhnlichen Infanterie-Steine (Fig. 3.) werden gebraucht um auszudrücken, daſs die geschlossene Masse des Bataillons um 1/6 die andern (Fig. 4.) dals sie um 2/ schwächer geworden sei.
Download · p. 28, 35, 36 Quote verified
2dmg
Points und VerlusttafelnHit points / strength points

Losses are counted in Points on a pegboard until a block or strip must be surrendered.

How it works

One Point is 5 men of three-rank infantry, 3 Points = 10 men in two ranks, 2 Points = 3 skirmishers or 3 cavalrymen, 12 Points = 1 gun. Pegs on the loss tables for each arm advance until a threshold: 15 for closed infantry (a skirmisher strip), 60 for skirmishers, 60 for cavalry (a squadron), 25 for artillery (2 guns). Losses go to front-line troops actually engaged, never to reserves.

Zur Vereinfachung bei Berechnung des Verlustes wird derselbe in Ver- hältnifszahlen ausgedrückt , die man Points nennt.
Download · p. 27, 28, 29, 58 Quote verified

Resolution Engine

3engine
Würfel für das FeuergefechtTable-driven resolution

Fire losses are read from tables printed on the faces of the dice.

How it works

Die I (open infantry/skirmishers) and II (covered skirmishers/jäger) give loss points per block at 100-400 paces; die III (favourable) and V (unfavourable) give artillery losses per battery for each range band. The umpire rolls the die chosen by circumstances (e.g. flat ground, clear view for good effect) and multiplies the number by the firing blocks. Six faces derive from Scharnhorst's trial data scaled for battlefield conditions.

daher sind 12 Tafeln und zwar 6 für eine gute, und 6 für eine mindere Wirkung der Geschütze , und eben so viel für beide Fälle beim Gebrauch der Infanterie- gewehre möglichst einfach entworfen, und auf Würfel geklebt worden.
Download · p. 26, 27, 39, 40, 55 Quote verified
3engine
Würfel I-V (schwarze und weiße Kreise)Odds-graded dice

Close combat is decided by choosing one of five dice whose black/white faces match the odds.

How it works

Die I has 3 black and 3 white circles (1:1); II 3:2, III 2:1, IV 3:1, V 4:1, with blank faces rerolled. The umpire picks the die by force ratio (up to 1/6 stronger die I, rising to die V; beyond that the weaker side must retire) shifted by preparation fire, flank attacks, second lines, terrain and prior defeats; black always beats the disadvantaged side. The same dice decide canister morale checks, surprise, capture, village fires and breaching.

Sind die Umstände nicht gleich , so wird nach Maſsgabe der Verschieden- heit einer der andern Wüfel genommen , bei denen die Anzahl der schwarzen zu der Anzahl der weilsen Kreisen sich verhält.
Download · p. 30, 41, 60 Quote verified

Battlefield & Environment

2env
Angriff und Vertheidigung der Städte, Dörfer, WälderFortifications & siege

A table sets the die for assaults on localities by obstacle type, garrison timing and reattack.

How it works

Positions are adequately held with about 1 battalion per 400-600 paces of edge (1 per 300-400 paces of field works). The §66 table gives the die for each class of obstacle (wood edges, solid villages, walls, field works, rivers over 50 paces, fortified villages) depending on whether attacks can be renewed with fresh troops and whether the defenders occupied it 1 or 2 Züge before. Shortfalls of garrison or attackers shift the die; howitzers can fire villages and guns breach walls over set numbers of Züge.

Lisieren der Wälder und Dörfer , Stadt- und Kirchhofmauern sind hinrei- chend besetzt , wenn man ungefähr für jede 4 bis 600 Schritt der zu besetzenden Linien , 1 Bataillon verwenden kann
Download · p. 56, 57, 68, 69, 70 Words verified
2env
Nächtliche GefechteVisibility & time of day

At night the umpire sets the visual horizon, halves musketry and limits artillery.

How it works

Troops are placed only within the umpire-defined horizon; infantry fire uses die I halved; artillery reaches only 600 paces in the open (except enfilading defiles); every defeated force in close combat counts as totally beaten.

Der Vertraute hat zuvörderst zu bestimmen , wie grofs unter den ange- nommenen Verhältnissen der Gesichtskreis sei.
Download · p. 73 Quote verified

Forces & Unit Definition

2force

Lead blocks at 1:8000 show half-battalions, squadrons and half-batteries at true frontage.

How it works

A closed infantry block is 75 x 125 paces = half a battalion of 450 muskets; cavalry blocks are a squadron of 150 horses; artillery blocks are 4 guns (half a battery) plus ammunition wagon blocks. Strips represent skirmisher platoons (4 per battalion) and small pions represent patrols, posts and detachments of 25, 10 or single men. Blocks are coloured red or blue and marked with regiment and battalion numbers.

Ein Stein geschlossene Infanterie (Fig. 1.) ist 75 Schritt breit und 125 Schritt lang, er bedeutet ein halbes Bataillon oder 2 Compagnien
Download · p. 24, 34, 35, 36, 37 Quote verified
1force
WaffengattungenTroop type taxonomy

Line infantry, jäger, tirailleurs, four cavalry types and four artillery calibres.

How it works

Infantry, pioneers and jäger; cuirassiers, hussars, dragoons and uhlans (light and heavy cavalry with different charge distances); 12-pounder, 6-pounder foot, 6-pounder horse and 7-pounder howitzer batteries, each with different ranges and canister effect (12-pounder canister +1/4).

Die Artillerie besteht aus 12pfündigen, 6pfündigen Fufs- , 6pfiindigen rei- tenden- , und 7pfiindigen Haubitz-Batterien.
Download · p. 24, 36 Quote verified

Close Combat

2melee
Flanken, Rücken und zweites TreffenSupport, flanks & overlaps

Flank attacks count double and a correctly spaced second line softens defeats.

How it works

Each battalion or squadron able to attack flank or rear counts double when choosing the die; flank attacks require surprise. A cavalry second line 400-800 paces back means the first line cannot be flanked alone and a first defeat counts only as R; infantry second lines at 150-400 paces give a better die against single-line enemies. Second lines too close share the retreat. Routed troops passing through reserves make attacks on those reserves one die worse.

Jedes Bataillon und jede Escadron welche in Flanken uud Rücken angrei- fen kann, gilt doppelt.
Download · p. 61, 63, 64, 65, 66 Quote verified
2melee
Cavallerie gegen InfanterieTroop-type matchups

Cavalry versus infantry uses fixed dice by formation and number of squadrons.

How it works

A battalion column attacked by 3-4 unprepared squadrons uses die II, by 2 squadrons die III, by 1 die V, all against the cavalry; brigade masses need 2 squadrons per battalion. Deployed lines that cannot be flanked: 3-4 squadrons per battalion die III. Repulsed cavalry is never totally beaten; beaten deployed infantry is always totally beaten. Foot batteries attacked in flank by half a battalion or squadron are lost.

Ein Bataillon nach der Mitte in Colonne. Von 3 bis 4 Escadrons ohne Vorbereitung angegriffen Würfel No. II.
Download · p. 62, 63 Quote verified

Morale & Cohesion

3morale
Zum Rückzug genöthigt / geschlagen / total geschlagen (R, G, T)Morale / disorder states

Defeated troops fall into one of three graded states that take Züge to recover.

How it works

R (forced to retreat): orderly retreat, small loss, 2 Züge to be able to defend and 3 to attack, one block turned face down. G (beaten): heavier loss, 3 and 6 Züge, two blocks turned. T (totally beaten): flight, very heavy loss, 5 and 10 Züge. Loss per block or squadron is printed under the circle; victorious cavalry loses half as much.

Die Truppen werden hier total geschlagen genannt, bedürfen 5 Züge um sich zur Vertheidigung zu ordnen und 10 Züge, um sich zu erneuerten Angrif- fen vorzubereiten.
Download · p. 31, 41, 42, 58, 59 Quote verified
2morale
Kartätschfeuer vor dem AngriffMorale tests

Troops standing under effective canister must roll each Zug to see if they hold or fall back.

How it works

When a half-battery fires effective canister at a battalion or two squadrons from favourable ground without suffering canister itself, die II is rolled each Zug against the target: black means it must withdraw (losing only fire casualties), white means it may stand or advance. Troops so prepared then fight close combat on a die one grade worse.

so wird nach jedem Zuge mit Würfel No. II. zum Nachtheil jener Truppentheile entschieden , ob sie stehen bleiben oder zurückgehen werden.
Download · p. 59, 60 Quote verified

Turn Structure & Sequence

2turn
Züge (2-minute moves)Simultaneous turns

Both sides move simultaneously each 2-minute Zug, then fire, melee and losses are resolved.

How it works

Each Zug represents 2 minutes of real action; a player may move any or all of his blocks the distance they could cover in 2 minutes. Once in contact, Züge are played singly in the order: simultaneous movement, fire effect assessed for one side then the other, close combat decided, losses applied by exchanging or removing blocks. When forces are far apart several Züge may be played at once.

Beide Parteien machen ihre Bewegungen gleichzeitig ; wenn diese geschehen, wird die Wirkung des Feuergewehrs erst auf einer, dann auf der andern Seite veranschlagt, der Erfolg der Angriffe mit der blanken Waffe entscheiden
Download · p. 18, 19, 21, 23 Quote verified
2turn
Schriftliche DispositionWritten / plotted orders

Each commander submits a written disposition before play, in military order style.

How it works

After forces are allocated to subordinate players, each commander gives the umpire a written disposition stating the intended manoeuvre, positions, security measures, patrols and order of battle. Subordinate commands issue their own dispositions. Barricades, demolitions and other preparations must also be notified to the umpire.

Nachdem alles dies vollständig angeordnet, und dem Vertrauten mitgetheilt worden ist, giebt jeder der Oberbefehlshaber eine schriftliche Disposition.
Download · p. 20, 21 Quote verified

Special Systems

2special
Brücken und FurthenEngineering & construction

Bridge building, demolition, repair and blocking fords take set numbers of Züge.

How it works

Pontoon bridges need 10 Züge per 50 paces including unloading (12 under ball fire, impossible under canister); raft bridges 15-30 Züge per 25 paces; trestle bridges as pontoons once equipment arrives. Demolition needs 1 hour of preparation (3 if timed to the moment); fords can be blocked in 2 hours. Embarkation, boat speeds and swimming are also timed.

Mit Einschlufs des Abladens der Pontons sind für jede 50 Schritt Länge 10 Züge erforderlich ; geschieht es im Kugelfeuer , 12 Züge ; im Kartätschfeuer kann es gar nicht statt finden.
Download · p. 73, 74, 75, 76 Quote verified