Donald Featherstone's War Games (1962) - Revised edition (2008)
Sample Page p118
LIONEL TARR'S RULES
Based on the experience of my brothers who actually played the original Tarr war game in the 1960's, I have added a few additional notes in the interests of clarity. These notes are in italicsPreliminary Action
Before fighting the actual war game, all forces move on a map, gridded into a number of squares and scaled one inch on the map to one foot on the war-games table- thus each square equals one 'table'. When two opposing forces enter a map square this action is transferred to the war-games table. Whilst the game is actually taking place on the table, other map moves can take place until forces of equal strength enter another table area when one puts the other in 'check'
Tarr's idea was a quick, simple map game should be played out first to place the game in context. Every 4 or so moves on the table, the forces off the table should also move, perhaps allowing reinforcements to arrive on the table. Larger forces would force smaller forces to retreat on the map game until two approximately equal forces collided and then the game would be transferred to the table top.
The terrain made on the table for the actual game reproduces, of course, all the salient features such as hills, roads, rivers, etc., as shown on the actual map square.
At Start of Game roll for visibility
Visibility. At commencement of battle throw dice for wind (already covered) and for visibility. These situations decided by dice prevail throughout that particular battle. Dice throw of:
      1/2 means rainy, overcast conditions;
      3/4 means normal conditions;
      5/6 means bright, sunny day.
If rainy and overcast, throw dice again.
     1/2 means visibility of 28 inches,
      3/4 visibility 34 inches,
      5/6 means visibility of 60 inches.
Day/night. Daylight is deemed to be the first 14 moves of the game; night is the next 10 moves - the whole equals 24 hours, or one day.