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Kriegsspiel

 THE CLASSICS 

Author: Georg Heinrich Rudolf Johann von Reisswitz

Publisher: G. Reimer (Berlin), 1824

Period: Horse & Musket

LIBRARIAN'S SUMMARY

In 1824 a Prussian staff officer published a training manual called "Instructions for the Representation of Military Maneuvers with the Kriegsspiel Apparatus." This being a somewhat cumbersome name (even by German standards), Reisswitz's manual soon became known simply as Kriegsspiel. The direction translation to English: "War Game." While games of strategy such as Chinese Go, backgammon, and chess long predated Kriegsspiel, this was the first documented instance of a military staff using maps and written rules for waging simulated war. Reisswitz's manual was not intended for public consumption or casual play, so modern hobbyists may find it of limited practical value. More to the point, the original text available here is entirely in native German!

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"The player must be given no greater certainty than that which exists in reality."  -von reisswitz

Legacy

Kriegsspiel stands as the foundation of modern wargaming. It was the first written rule design to combine accurate terrain, scaled units, time-based turns, and an umpire-driven system into a cohesive whole. Adopted by the Prussian Army, it became a formal training tool and played a role in shaping the professional officer corps of the 19th century. Its influence can be seen everywhere: in measured movement, fog of war, scenario-based play, and even the use of dice to model uncertainty. Just as importantly, Kriegsspiel established a philosophy that still defines the hobby at its highest level—that a wargame should not simply produce a winner, but should simulate decision-making under real conditions. Reisswitz stated as much very plainly: "Winning and losing in the sense of a game is not the object." Later systems, from hobby rulesets to modern professional simulations, all trace their lineage back to his core ideas. If HG Well made wargaming accessible with Little Wars in 1913, von Reisswitz made it intellectually serious with his 1824 manual.

HOW IT PLAYS

At its core, Kriegsspiel is not a conventional tabletop game but a structured simulation of command conducted through procedure, time, and uncertainty. Two opposing players (often supported by subordinate officers) issue written orders to their forces, but they never directly manipulate the battlefield in full view. Instead, all information, movement, and outcomes are controlled by a neutral umpire who acts as the sole interpreter of reality. The game begins not with deployment, but with a briefing and written dispositions. Each side is given only the information it could reasonably know, reflecting the principle that: “Each party is informed only of that which it could know under the assumed conditions.” From there, players issue orders based on incomplete intelligence, trusting that their plans will unfold as intended—though often they do not.

Time is handled with military precision. The entire game is divided into fixed two minute increments. Each two minute turn represents real-world time, and movement is strictly governed by what troops could physically accomplish within that span. This creates a system where time itself becomes a resource. Deploying from column into line, sending a courier, or repositioning artillery all consume measurable intervals, during which the enemy is also acting. All actions in the game are handled simultaneously by the umpire.

What truly distinguishes Kriegsspiel is its treatment of command and communication. Players on the same side cannot freely coordinate:  “All orders, reports, and communications pass through the umpire, who must determine the time required for their delivery.” Reports from the battlefield are likewise delayed, and commanders must take time to interpret them, decide, and respond. 

This introduces friction well beyond what is seen in most modern games. A player may believe a flank is secure, unaware that a hidden enemy column has already appeared. Subordinates may act independently before new orders arrive. Commanders can even choose to ride across the battlefield in person—but doing so costs precious time. 

 

Visibility is equally constrained. Only those units that could realistically be seen are placed on the map. Reisswitz dictates: “Those movements which are not visible remain concealed.” This produces a true fog of war. The battlefield is not a shared, open space but a fragmented picture assembled from partial reports and delayed information. To accomplish this, the game is typically played on three identical maps: one for each team and one for the umpire to track all movements. Reisswitz provides sketches of the intended playing pieces, representing infantry, skirmishers, cavalry, artillery, wagons and more.

 

When forces finally make contact on the map, the turn sequence becomes more structured. Both sides move simultaneously, after which combat is resolved. Rather than relying on fixed calculations, Kriegsspiel deliberately embraces uncertainty: “If one attempted to determine the effect in every case with certainty, the result would be unnatural.” Instead, combat outcomes are determined using tables and dice, chosen based on tactical conditions such as whether troops are exposed or under cover. This ensures that players never have perfect knowledge of outcomes—mirroring the unpredictability of real battle. The umpire is given great discretion in determining tactical advantages or disadvantages, which makes the game balance heavily dependent on a skilled, impartial umpire.

The overall experience is deliberate, procedural, and deeply immersive—closer to staff work than to a conventional tabletop game.

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Final Note

Kriegsspiel is not an easy game to pick up and play in the modern sense. It demands an engaged umpire, disciplined players, and a willingness to embrace ambiguity and delay. But for those willing to take a step back in time, it offers something few games can: a genuine approximation of command. It belongs not on the everyday gaming table, but at the heart of any serious wargame library—as a foundational work to be studied, experienced, and, with some effort, brought back to life. Many modern iterations of the rules are available for sale or for free and generations of players--both military professionals and civilian hobbyists--have produced their own translations and variations of the 1824 rules.

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