1905 Naval War College
THE CLASSICS
Author: US Naval War College
Publisher: Government Printing Office (Washington, 1905)
Period: World Wars
LIBRARIAN'S SUMMARY
The 1905 Rules for the Conduct of the War Games from the United States Naval War College are less a "game" and more a professional doctrine manual. Printed “Not for General Distribution” and intended for officers at Newport, the rules reveal how the U.S. Navy trained its future officers to think about scouting, gunnery, fleet maneuver, and command in the tense years between the Spanish–American War and the dreadnought revolution. The rules constantly emphasize imperfect information and command friction. The game director acts almost as an umpire in the old Kriegsspiel tradition, interpreting reports and controlling what each commander knows.


"The object of the actual war game is to aid in the acquistion and dissemination of correct ideas concerning the conduct of war."

Legacy
The 1905 Naval War College rules exist halfway between professional military simulation and hobby gaming. They descend directly from the Prussian Kriegsspiel tradition but are tailored specifically for modern steel navies and long-range gunnery. The Naval War College became one of the great laboratories of twentieth-century naval thought, and later officers—including many who would command during World War II—were shaped by exercises very much like these. For hobby gamers, the most interesting comparison is inevitably with Jane's Fighting Ships and the associated Jane naval rules. At first glance, the two systems appear very similar. Both use measured movement, turning templates, and carefully tabulated ship statistics. Both emerged from the same transitional era of pre-dreadnought naval warfare. Both are deeply interested in realism and technical detail. But the differences are profound.
Fred Jane’s work was fundamentally designed as a commercial and enthusiast product. Jane wanted civilians and naval enthusiasts to experience modern naval combat. His games have an accessible, almost sporting spirit. They celebrate the drama of fleets and warships. Even when detailed, they retain the flavor of a hobby ruleset. The Naval War College rules are doctrinal. Their purpose is officer education and strategic training, focusing on command problems and operational realism.
HOW IT PLAYS
The Rules for the Conduct of the Wars Games from the US Naval War College use a plotted movement and umpired naval simulation. Ships maneuver using measured templates and turning arcs, with movement rates tied closely to real-world speed calculations. The rules devote extensive attention to the geometry of naval turning circles, tactical diameters, and speed changes. A ship’s maneuverability matters as much as its firepower.
Combat resolution is similarly methodical. Gunnery is based on range bands, target aspect, and hit probabilities rather than cinematic broadside exchanges. The system repeatedly stresses that visibility, smoke, weather, and formation are decisive. One striking passage notes that “a fleet whose position is unknown may exercise a controlling influence upon the enemy’s plans.” That idea—information as a weapon—is arguably the core mechanic of the game.
The rules also include procedures for scouting, dispatch boats, torpedo attacks, night operations, and communications delays. Unlike many commercial games of the era, the Naval War College rules assume large operational problems rather than single-ship duels. Players are expected to command divisions, squadrons, and fleets over extended areas. In practice, this makes the game feel closer to an operational exercise than a recreational naval battle.
There is also an unmistakable educational tone throughout. The text frequently explains why certain procedures exist and what lessons officers are supposed to derive from them. Even the umpire’s role is framed in instructional terms. The system assumes mature participants willing to engage with naval doctrine rather than simply “play to win.” Modern hobbyists approaching the game should expect a dense but fascinating experience. It is not fast-play naval gaming. It is slow, deliberate, and procedural—sometimes almost bureaucratic. Yet that is precisely its charm. The rules convey how naval professionals in 1905 actually conceptualized warfare.

Final Note
There is something almost haunting about reading these rules today. Published in 1905, they sit on the edge of a naval revolution. Within a year, HMS Dreadnought would make many existing fleets obsolete. Within four decades, battleships themselves would give way to carrier aviation. Yet here, frozen in these pages, is the mindset of the pre-dreadnought officer corps trying to solve the future with rulers, plotting sheets, and disciplined imagination. For tabletop wargamers today, the Naval War College rules are less valuable as a practical weekend game than as a historical artifact. They show us not only how naval officers practiced for war, but how they thought about it.



