Kriegsspiel — how to play
Kriegsspiel
Reisswitz · Berlin · 1824 · how to play
You command one party. The umpire holds the true position and rules on
everything. What follows is the whole of what you need.
The order of a move
A move is two minutes of real time and always runs in the same order:
- You write orders. Pick a body — click its block on the
sheet, or its name in the party list — then choose what it is to do,
what formation it is to be in, at what pace, and at what range it may open
fire. Point out the ground on the sheet. The order is written out in full
beneath, with the courier delay stated.
- You send them. Send it hands the order to an
orderly. You may write as many orders as you like before resolving.
- The umpire resolves the move. Resolve the move
(or Enter) delivers every order that has arrived, moves both parties
in four steps of half a minute, resolves all fire simultaneously, rules on
every body that came to blows, tests the shaken, and updates what each party
has been told.
Movement
Nothing moves on a grid. A body crosses the ground at the pace you set it,
slowed by the going and by its formation — a battalion in line moves at
little more than half the rate of the same battalion in column, which is the
whole reason columns exist. One pace is 0.75 m. Water is impassable except
at a marked bridge, ford or causeway. Bodies of the same party ease apart
rather than standing on one another.
Drag the sheet to pan; the wheel, a pinch, + and −
zoom; 0 shows the whole sheet; the arrow keys nudge it.
Esc puts down whichever body you are holding.
What you can see
Your own blocks stand where they stand. The enemy is drawn only as a report
— a hollow block at the position last seen, labelled with what was made
out and, once contact is lost, with how many moves have passed and a dashed
ring showing how far he could have got since. Skirmishers, troops in timber and
troops standing still are seen at far shorter range than a column on the march;
a battery that has fired announces itself.
Fire
Men struck down in one move by a full battalion in line firing on a body in
line in the open. Every other case is that figure modified, and the umpire's
slip names every modifier and the face of his die.
| Range | Men |
| 0–50 paces | 34 |
| 51–100 paces | 25 |
| 101–150 paces | 16 |
| 151–200 paces | 10 |
| 201–250 paces | 5.5 |
| 251–300 paces | 3 |
| 301–350 paces | 1.8 |
| 351–420 paces | 1 |
Coming to blows
Give a body an Attack order and point it at the enemy. The umpire
takes the odds — the attack's combat value over the defence's — and
reads the row against his die.
R the attack is thrown back ·
H both hold and bleed ·
P the defence gives ground ·
B the defence breaks.
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
| 0.00 – 0.60 | R | R | R | R | H | H |
| 0.60 – 0.85 | R | R | R | H | H | P |
| 0.85 – 1.15 | R | R | H | H | P | P |
| 1.15 – 1.50 | R | H | H | P | P | B |
| 1.50 – 2.00 | H | H | P | P | B | B |
| 2.00 – 3.00 | H | P | P | B | B | B |
| 3.00 – over | P | P | B | B | B | B |
Winning
Each situation names the ground worth points. Ground held by one party at
the close scores for that party; ground with bodies of both parties on it is
contested and scores for neither. The butcher's bill counts too, at one point
for every twenty-five men more than the enemy lost. The total is read against
par — what the situation ought to yield. Finish more than eighteen
points to the good and you have won; more than forty-five and you have won
decisively.
Losing
Finish more than eighteen points below par and the day is the enemy's. You
lose ground by being driven off it, and you lose men to fire and to the
bayonet. A body reduced past a fifth of its establishment is taken out of the
line altogether; a body whose resolve is gone breaks, routs for its own rear,
and cannot be given orders again until it rallies. If every body of a party is
broken, the action ends at once.
Saving
The action saves itself in your browser after every order and every move
— there is nothing to press. Close the page and come back to it: the
opening sheet will offer Resume the action in progress, and the position,
the reports, the orders still on the road and the machine's own intentions all
come back exactly as they were. Starting a new action from the opening sheet
discards the saved one. If your browser refuses storage — private
browsing, for instance — the game plays normally and simply does not
offer to resume.
Restarting
When an action closes, the umpire's account offers Set another action,
which clears the save and returns you to the opening sheet. You may also
reload the page at any time and start a fresh action from there.
The situations
| Situation | Moves | Blue | Red |
| The Advance Guard at Mühlberg | 60 | 2,710 | 2,800 |
| The Defile at Steinbach | 55 | 4,220 | 3,520 |
| The Storm of Hohenberg | 50 | 4,220 | 3,450 |
| Rearguard on the Katzbach | 45 | 2,800 | 3,630 |
| The Cavalry Screen at Lindenau | 40 | 1,090 | 1,080 |
| The Wooded Heights of Grünwald | 55 | 3,600 | 2,990 |
Command desk · v1.1.0
Use the left information sidebar for objectives, friendly units, enemy reports and dispatches. Click an objective or enemy report to center its location. Enemy report positions may be stale; no unseen strength is supplied.
The right sidebar shows the selected unit and its orders. Press N for the next unit or F to center the selected unit. Toggle Weapon range to show maximum range; terrain and facing still govern whether fire is possible.
On smaller screens use the Information, Map and Orders tabs. Edited orders must be sent before resolving the move; a warning catches unsent drafts. Use Save to store the current action and check the header for confirmation.
Route planning and portable saves · v1.2.0
With Advance or Withdraw selected, click a destination, then Shift-click to add another waypoint. On touch screens enable Add waypoints. You can plot eight points, undo the last, or clear the route. Route estimates reflect current terrain, formation and fatigue; they do not guarantee passage. Plot through bridges or fords to avoid impassable water.
Each unit retains its draft when you select another. Drafts survive saving and are discarded only when you choose to resolve without sending them. The battle journal records your party's orders, deliveries, losses and sighting changes.
Save files lets you download a JSON backup and load it in another browser. Select a file and review its scenario, party and move before loading. Loading replaces the current action, so download a backup first if needed. Imported files are validated before the game is replaced.
Battlefield overview and command review · v1.3.0
Click or drag the overview to center the main map. Focus it and use arrow keys to pan or Home to fit the battlefield. The minus button collapses it. Solid blocks show your troops; hollow marks show reported enemy positions, with dashed outlines for stale reports. The light frame marks the current viewport.
Search Your party by unit or regiment name, or filter by troop type and status. Needs attention flags troops that are not steady, have fatigue of at least 65, or have one quarter of their starting ammunition or less. Reset restores the full party list.
Expand Order review to inspect each unit's standing order, remaining waypoints, couriers and unsent drafts. Click a row to select that unit without discarding other drafts. Toggle Standing routes for solid active routes and gold dashed routes carried by couriers. These controls do not issue orders or reveal unseen enemy positions.
Survey ruler and move reports · v1.4.0
Choose Measure or press M, then click point A and point B. The ruler shows distance in paces, compass bearing, endpoint terrain and whether rising ground, woods or buildings obstruct the terrain sightline. Measure from unit starts at the selected unit. Measuring does not select units or write orders; drag, zoom and the overview still work. Click a third point or New line to reset, or Done/Escape to leave ruler mode.
A clear terrain sightline does not guarantee a shot. Target visibility, weapon range and facing still apply.
After each resolution, expand Latest move or use Move report for casualties, condition changes, completed routes, courier arrivals and changes in enemy contacts. Click a row to visit its location. Enemy rows use reported positions only. The latest report survives saving and portable backups; older saves simply start without one.
Planning pins and the report archive · v1.5.0
Use Add pin or press P while the map is focused, then click a point. Give the pin a label, choose Plan/Rally/Observe/Caution, and add an optional note. Up to 16 pins are available. These are your annotations and never issue orders or confirm an enemy's presence. Click a marker to edit or delete it, or expand Map pins for a list. Undo deletion is available until the next pin change or reload. Pins are included in saves and backups.
Expand Latest move, choose an archived move or use Older/Newer, and filter by event type. Historical entries center their recorded positions while the current battlefield stays in place. Up to 64 reports are kept, enough for all six scenarios. Older saves preserve their available report; missing earlier reports cannot be recreated.
Download field journal produces a plain-text record of archived reports, retained own-party log entries and your map pins. Enemy information remains limited to what your officers reported.
Command groups · v1.6.0
Expand Command groups on the Orders panel. Save up to six detachments by selecting your troops; Select filtered troops uses the current search and filters in Your party. Groups can overlap and are saved with your action.
March group asks for a new group center. Destinations preserve the available units' relative spacing. The review shows travel formation, distance and courier delay for each unit. Units change to appropriate marching formations and retain their firing policies. Hold group halts each unit in its current formation when its order arrives. Normal courier and movement rules apply; this is not simultaneous arrival.
Units with unsent drafts are excluded unless you enable Replace unsent drafts. Those drafts change only when you send the group orders. Routing and removed units are unavailable. Existing couriers remain in transit. Off-map destinations block sending; yellow routes warn of water and may need individual waypoints through a crossing.
Use Adjust on map to inspect the preview or change the destination. Escape cancels. Enter while planning opens the order review. Pin, ruler and group planning modes switch between one another. Unsent group previews are not saved.