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.


REMARKS

ILLUSTRATING THE POWER OF THE FIGURES IN THE
GAME, AS COMPARED WITH THAT OF TROOPS IN THE
FIELD.

The inventor has endeavored to give to the figures of his game a relative power which would, as nearly as practicable, accord with that of the arms represented.

It will be observed that the Infantry of the Line moves one or two squares in any direction, and can take either Infantry, Cavalry, or Artillery; while the Cavalry can move one, two, or three squares, in any direction, and can take either Cavalry, Infantry, or Artillery. We know that in a country comparatively level, such as the board represents, and presenting no obstacle except the river, Infantry or Cavalry can move in any direction, and under some circumstances either of those arms is good against the other. It is, of course, necessary that there should be some distinction in the moves of the different figures; and as Cavalry can move more rapidly than Infantry, it has power to move three squares, while the Infantry of the Line moves but two.

Perhaps it will be said by some that the Cavalry has the advantage of the Infantry; but on placing a piece of Cavalry and a piece of Infantry on the board, by cautious playing, it will be found almost impossible to capture the Infantry with the single piece of Cavalry.

In the field, a regiment of Infantry, attacked by a regiment of Cavalry, might easily escape altogether, or may repulse and capture the regiment of Cavalry. The reverse may happen, and the Cavalry, well handled, may defeat and capture the regiment of Infantry.