Wargame Mechanics Index

Umpire / double-blind play

A neutral umpire adjudicates and controls information.

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Watch it played 4 moments

  • 10:55–12:25
    Epic Austerlitz Wargame | Choose Your Own Ending!
    Little Wars TV
    Rule in play Fog of war blind deployment

    Both sides plot initial movements blindly on gridded paper maps, and the referee rolls each turn for the fog to lift so miniatures can deploy out of the mist onto the table.

  • 11:32–12:35
    Can Wellesley Escape? Wargame
    Little Wars TV
    Rule in play Random roll brings French rear reinforcement early

    The game master rolls for Victor's pursuing corps, and a high roll brings French cavalry onto the British rear ahead of schedule, prompting Christopher Brown to immediately pivot his reserve dragoons.

  • 12:44–14:32
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Double-blind plotting and radar acquisition

    Steve adjudicates the hidden pre-plotted patrol routes using GQ3's radar and visual acquisition charts, places poker chips for contacts, and reveals the Japanese role to the unsuspecting players.

  • 16:18–18:15
    12-Player Gallipoli Wargame
    Little Wars TV
    Rule in play Resolving beach landings across Gallipoli

    The umpire resolves the amphibious landing rolls across Cape Helles, Gabe Tepe, and Suvla Bay, applying naval gunfire support and terrain obstacles to determine unit advancement.

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

How games do it 9 games

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
3cmd
Umpire's Handbook / Officer's PocketbookScience Versus Pluck (designer's overview)

Umpires run the Mahdists, weather, locals and out-of-contact friendly forces; players see only a partial rulebook.

How it works

The Umpire's Handbook holds all rules and Mahdist doctrine and encourages improvising. The Officer's Pocketbook tells players when to roll and what they need, how far their men move, but only general hints about enemy speed and not what hits represent.

It did not contain all the rules, but simply the parts they needed to know to operate their forces.
Download · p. 7, 8 Quote verified
2cmd
ControllerDunn-Kempf

A controller adjudicates, holds secret plans and resolves unobserved fire.

How it works

The controller must know the rules and both sides' tactics, resolves disputes, holds the concealed defensive and minefield plans, adjusts movement for terrain and obstacles, and rolls indirect fire effects when the firer cannot observe the impact area so as to deny combat information.

When the firer does not have observation over the impact area, the template should be used by the controller. This must be done to reduce the bias of either player in assessing results.
Download · p. 7, 12, 35 Words verified
2cmd

An umpire runs the game, adjudicates disputes and in the Strategic Game controls all information flow.

How it works

The Fleet Tactical Game uses two fleet commanders, an umpire, a recorder for fire and sketch records, and two assistants who move ships and measure fire. In the Strategic Game each commander sits in a separate room with his own chart; assistants act as sole messengers, the umpire decides when moves begin, determines sightings and sends written information, and his decision is absolute.

All information must go through the umpire
Download · p. 8, 11, 15, 16 Quote verified
2cmd

Umpires supervise scoring, adjudicate unclear cases and control hidden information.

How it works

Large games use an umpire per side plus a chief umpire; umpires follow the spirit over the letter. In the strategical game the umpire marks all moves on a private chart, determines contacts and passes all information between headquarters and ships. Player mistakes in their own favour count as engine room breakdowns at umpire option.

The umpire should have access to all charts and mark all moves upon a private chart of his own. He can thus at once determine when hostile vessels meet.
Download · p. 5, 13, 19 Quote verified
1cmd

A central organiser receives players' orders, plays out moves and fights the battles.

How it works

Each player is the ruler of a country and sends orders to the organiser at the start of each campaign year. The organiser plays out the moves and fights the battles, solo if needed, so players only see what their intelligence allows.

They send me orders at the start of each campaign year. ... I then play out the moves and fight the battles solo.
Download · p. 47 Quote verified
1cmd

An optional gamesmaster adjudicates, controls local characters and may modify dice.

How it works

For large groups a 'god-like' gamesmaster rules on disputes, controls locals who form part of the scenario backdrop, judges which body parts cover protects, and can trigger fortitude tests or adjust dice.

you might like to use a gamesmaster; a god-like figure whose word is law.
Download · p. 10, 11 Quote verified
1cmd

An optional gamesmaster controls bystanders, judges cover and fumbles, and resolves complex situations.

How it works

The GM runs bystanders, adjudicates which body parts cover protects, may add fumble events on four or more 1s, decides whether rear approaches are noticed, and may modify dice as appropriate. A GM can also run tough Legends against a group of players.

In addition, you might like to feature bystanders: non-participants whose actions are controlled by the gamesmaster.
Download · p. 2, 4, 17 Quote verified
1cmd

In the advanced game NPC forces may be run by a referee or other players.

How it works

The advanced game sees Ninja performing missions against forces controlled by a referee or other players, initially rolled for randomly and modified by the Ninja's actions.

The advanced game sees a team of Ninja performing different missions against forces controlled by a referee (or other players).
Download · p. 2 Quote verified