WAR-CHESS,
OR THE
GAME OF BATTLE.

INVENTED BY
COLONEL CHARLES RICHARDSON,

NEW YORK:
C. B. RICHARDSON, PUBLISHER,
540 BROADWAY.
1866.


Entered according to Act of Congress, in the year 1866,
By CHARLES B. RICHARDSON,
In the Clerk’s Office of the District Court of the United States for the
Southern District of New York.


COMPOSITION
OF
THE GAME OF BATTLE.

The Game of Battle represents two antagonistic armies, one of which, the Attacking (or Invading) Army, is composed of four figures, each representing a regiment of Light Infantry; five figures, each representing a regiment of Infantry of the Line; two figures, each representing a regiment of Cavalry; two figures, each representing a battery of Artillery; and one figure (a wagon), representing the “Supply Train,” in which it is to be supposed is carried all of the subsistence, ordnance stores, etc., necessary for the maintenance and effectiveness of the army.

The object of the Attacking Army will be to capture the Citadel.

The other army, called the Defending Army, is composed of four figures, each representing a regiment of Light Infantry; five figures, each representing a regiment of Infantry of the Line; two figures, each representing a regiment of Cavalry; two figures, each representing a battery of Artillery; and one figure, the Citadel, representing a city in which are arms, ammunition, foundries, subsistence supplies, and all kinds of government property, which it is of vital importance to hold.

The object, therefore, of the Defending Army will be to secure the Citadel against capture.


RULES
OF
THE GAME OF BATTLE.

Light Infantry moves one, two, or three squares, at the discretion of the player, directly forward, right or left obliquely, and one or two squares in any other direction, and can[A] take Light Infantry, Infantry of the Line, Cavalry, and Artillery.

Infantry of the Line moves one or two squares in any direction, at the discretion of the player, and takes Light Infantry, Infantry of the Line, Cavalry, and Artillery.

Cavalry moves one, two, or three squares, at the discretion of the player, in any direction, and takes Light Infantry, Infantry of the Line, Cavalry, and Artillery.

Artillery moves one, two, or three squares, at the discretion of the player, diagonally, and can[B] take Artillery, but cannot take Light Infantry, Infantry of the Line, or Cavalry, though it can check them; that is, neither of those figures can come within the range of the Artillery, except when protected by Artillery of its side; in which case Light Infantry, Infantry of the Line, Cavalry, or Artillery, can move on the first square next to the Artillery of their side; but Light Infantry, Infantry of the Line, or Cavalry, cannot occupy the second or third square; nor can either of the last-named figures occupy the first square next to the Artillery of their side, if it is also the first square next to the Artillery of the other side. Artillery can be placed there, but of course could be taken by the Artillery of the other side. See Plate 2, Figure 1.

Artillery does not cover (or command) the second or third square from it when a figure intervenes. See Plate 2, Figure 2.

When a piece of artillery bears on a figure of the other side that is not on the first square next to the Artillery of its side, if Cavalry, Light Infantry, or Infantry of the Line, it must move out of range of Artillery. See Plate 2, Figure 3.

Artillery cannot be moved leaving a figure of Cavalry, Light Infantry, or Infantry of the Line, of its side, in range of Artillery of the opposite side. See Plate 2, Figure 4.

Artillery cannot take the Citadel; but when placed so as to command it, the defending party must bring some figure to the defence, and take or drive off the Artillery of the attacking party before moving otherwise.

Artillery cannot take the Wagon; but when a piece of Artillery of the defending side is placed so as to bring the Wagon within its range, if the attacking party cannot take that piece of Artillery, then the Wagon must be moved out of its range.

The Wagon cannot occupy the second or third square from its Artillery, if that square is in range of the Artillery of the defending side; nor can it occupy the first square next to the Artillery of its side, if it is also the first square next to the Artillery of the defending side.

Should all of the figures of a side be taken except the Artillery, that side loses the game, as Artillery cannot take the Citadel or Wagon.

Light Infantry, Infantry of the Line, or Cavalry, can take the Citadel or Wagon.

The capture of the Citadel or Wagon will decide the game.