COMMENCEMENT OF THE EXERCISE. The Players ascertain their respective Positions and communicate their further plans to the Umpire. (These headings are given in order that the reader may more easily understand the progress of the Game.-v. V.)

AFTER these arrangements have been made at home, the players assemble on the appointed afternoon or evening. If possible, two rooms should be available, so that the two "Sides " may have the necessary consultations, separated from one another, and without fear of interruption. In one of these rooms the Assistant Umpire will have spread out the proper sections of the War Game Plans, while the General Map will be in the other room.

First of all, the Umpire reads over the "General Idea " to all the assembled players. One "Side" then goes into the adjoining room and the Commanders of the Detachments communicate verbally to the officers detailed to them the "Special Idea" as well as the "orders" issued in consequence. To these are added, when it seems necessary, verbal instructions to the commanders of t-he sub-divisions. Each of the last-named officers then takes as many " pieces " as he thinks he will require to represent the bodies of troops under his command. So, for instance, the leader of the Advanced Guard of the Western Detachment, who commands a battalion, would take the two pieces (each of two companies) which together represent a battalion. But as in the course of the Game he will probably find it necessary to form company columns, and to throw out skirmishers, as also perhaps to indicate one or more small posts, it will be well for him to provide himself beforehand the pieces necessary to represent them, i.e. four company-column pieces; some eight or ten pieces of "shooting platoons," and a few pieces which represent smaller bodies. Thus a change of pieces later on, by which a needless delay in the Game might very likely be caused, will be prevented. As the pieces of each side are of different colours--those of one being usually blue, and the other red-the Umpire is to determine which Detachment is to use the red, and which the blue pieces. The leader of each subdivision should carry with him, in a little box, all the pieces representing the troops, or else the colours on the pieces will soon be worn away.

(In the case supposed above, the Commander of the Advanced Guard of the West Detachment need not take all the pieces representing the two squadrons detailed to him, because n special lender of the Cavalry has been appointed, who, though under his orders, must himself manipulate the squadrons on the Plan. This course will be invariably adopted when the Commander of a sub-division has other leaders under his orders.-v. V.)

A little time must now be allowed to both sides, so that the officers who had been hitherto uninformed as to the General and Special Ideas, and the dispositions made by the Commanders of Detachments, and also as to their own tasks may thoroughly ascertain their respective positions, and consider what they may have to do. If a proper General Map is not available, it must be arranged that each Side shall take its bearings on the War Game Plan itself

Extract from War Office Rules, 1896

In a defensive position, frontal attack.

(a.) Infantry, if judiciously posted behind a shelter-trench or earthwork, can only be dislodged by a front attack, well commanded, and showing effective fire discipline, of: 3 to 1, with effective artillery fire for at least 15 minutes; 4 to 1, without artillery fire.

The attackers lose one-third if unsuccessful, one-fourth if successful. Defenders one-fourth if dislodged.

(b) If judiciously posted in a strong position, but not entrenched, they can only be dislodged by a front attack of:

2 to 1, with effective artillery fire for at least 15 minutes; 3 to 1, without artillery fire.

The attackers lose one-fourth if unsuccessful, one-sixth if successful. Defenders one-fourth if dislodged. When a position has been successfully assaulted.

The umpire must decide how long a time is to elapse before pursuit is permitted. This time will vary in proportion with the nature of the assault, and the losses sustained by the victors.

Flank attack. A flank attack may turn either a good position or earthworks: troops outnumbered and outflanked must usually retire.

Meeting in the open. When infantry meets infantry at 100 yards, both sides advancing, and neither side taking up a defensive position, the weaker must retire.

Holding a defile against mounted troops. Twelve men on foot in a position, may hold a narrow defile (say 12 feet wide) against mounted troops, provided they have a good field of fire. If these dismount, rules for infantry attacks will apply.

Bayonet attack. When judging the result of a sword or bayonet attack the following points must be considered: The previous effect produced by infantry and artillery fire; the number of fresh troops that both sides have thrown into the light: the way in which the fighting has been carried out; if a flank has been turned: and the nature of the ground