Little Wars
THE CLASSICS
Author: HG Wells
Publisher: Frank Palmer (London), 1913
Period: Horse & Musket
LIBRARIAN'S SUMMARY
Published in 1913 by H. G. Wells—better known for works like The War of the Worlds—this small volume is widely considered the foundation of modern miniature wargaming. Wells transformed toy soldiers from static ornaments into instruments of play, offering not just a set of rules but a philosophy: that war, abstracted and contained, could be explored through imagination, camaraderie, and a sense of fun. While earlier military exercises such as Kriegsspiel existed, they were designed for training and analysis. Little Wars was something entirely different. It was a recreational pursuit, written for the living room floor rather than the officer’s academy. HG Wells brought wargames to the public and laid the groundwork for everything that followed in the hobby.


"The essential idea of the game is the simple one of shooting down soldiers with a toy cannon." -hG wells

Legacy
It is difficult to overstate the influence of Little Wars. Nearly every aspect of modern miniature wargaming can trace some lineage back to Wells’ original ideas, from measured movement and figure-based representation to scenario-driven play. More importantly, it established the notion that wargaming could exist outside of military institutions as a hobby in its own right. The echoes of Little Wars can be seen in everything from accessible rulesets like De Bellis Antiquitatis to more complex modern systems, all of which build upon the same fundamental concept: that history can be explored through play. Even when the mechanics have evolved far beyond toy cannons and parlor floors, the spirit Wells captured remains intact.
HOW IT PLAYS
"You must play the game in the spirit of a gentlemen," according to Wells. To play Little Wars today is to step into a different mindset. The experience feels less like a tightly balanced contest and more like a spirited experiment. Shots from the artillery may fly wide despite careful aim, formations may dissolve into disorder, and outcomes often hinge on physical chance as much as tactical intent. There is a tactile immediacy to the game that modern systems rarely replicate—you are not simulating firepower, you are literally firing it. The tone is informal and collaborative, relying heavily on the goodwill of the players. Disputes are resolved through discussion rather than strict rules arbitration, and the emphasis remains firmly on enjoyment rather than competition. In this way, Little Wars captures something essential that many later systems risk losing: the idea that wargaming is, above all, a social and imaginative exercise. "The only rules that matter are those that lead to a good game," Wells wrote.
At its heart, Little Wars is disarmingly simple. Players command forces of infantry, cavalry, and artillery represented by physical toy soldiers, maneuvering them across improvised terrain using rulers or measuring rods. Wells suggests movement rates of one foot for infantry, three feet for cavalry, and six feet for "The General." There are road bonuses and terrain penalties--concepts recognizable to miniature wargamers today. The rules strictly prohibit moving and firing in the same turn.
Combat is resolved not through charts or dice, but through physical action—most famously, the firing of spring-loaded toy cannons that launch small projectiles across the battlefield. Any figure struck and knocked over is removed from play. The rules themselves are intentionally light, offering guidance on movement, basic formations, and artillery fire, but leaving ample room for interpretation. Wells makes it clear that the system is not meant to be exhaustive. Instead, it invites players to adapt, refine, and expand upon its foundations, treating the rules not as rigid constraints but as a starting point for shared creativity. But he does go into enough detail to include rules for engineering, construction of entrenchments, and even supply status.
The end of the 110-page book (the font is large and the pages small) Wells includes an appendix, where he muses on the connections his game has to the original Kriegsspiel written nearly 100 years earlier. He ends with a several page summary of movement rates and battle resolution. He does not call it a "quick reference guide," but that's what we might consider it today.

Final Note
Little Wars is best understood not as a competitive system to be adopted wholesale, but as a foundational text to be experienced. For those willing to approach it on its own terms, it offers a rare glimpse into the origins of the hobby and a reminder of its simple joys. Whether used as a teaching tool, a historical curiosity, or a one-off experience, it remains as engaging in spirit today as it was over a century ago.
"It is a game for boys from twelves years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books." You can't say Wells didn't have a good sense of humor!



