War + Games: When war became a game

War has been a grim reality throughout human history, and in the world of boardgames and tabletop simulations, it has taken on a fascinating transformation. The journey from “Kriegspiel,” a 19th-century Prussian military training tool to contemporary classic games like Battleship, Risk, and Axis and Allies reflects how war became a game, evolving in complexity and cultural significance over the last century.


Origins of the wargame

“Kriegspiel,” meaning “wargame” in German, was developed in the early 19th century as a military training tool in Prussia. It was a precursor to modern wargaming, played with tabletop pieces to simulate battles and strategy. Different from a pure game, “Kriegspiel” used referees who maintained hidden information, replicating the “fog of war” or uncertainty in situational awareness experienced by participants in military operations. This concept of hidden knowledge laid the foundation for the future of wargames and the resolution of player moves.


The books that popularized war as a game

The concept of wargaming made its way into the hands of one of the most famous science fiction authors of the early 20th century, H.G. Wells. In 1911, Wells published a book named Floor Games, a book in which he describes using the boards and planks of a floor to set up imaginative geographies on which children could create their own worlds of play. In 1913, he published Little Wars, a book that popularized miniature wargaming. With simple rules and miniature armies, he encouraged people to engage in tactical battles as a form of recreation. 

H.G. Wells's books Floor Games (1911) and Little Wars (1913)
H.G. Wells’s books Floor Games (1911) and Little Wars (1913)

Although Floor Games is often seen as a companion book to Little Wars, the earlier book was conceived of as a self-standing volume so that the he could focus his later book on war in games. Floor Games describes games for young children, whereas Little Wars was written for older children and adults. Little Wars marked the beginning of wargaming as a hobby rather than just a military training tool. It played a role in popularizing miniature wargaming and inspired variations and expand the hobby over the years.


Transition to commercial boardgames 

Wargames evolved into commercially made board games in the mid-20th century. It was in the 1950s and 1960s that board game companies began producing wargames for a wider audience.

One of the earliest and most influential commercially produced wargames was Tactics, designed by Charles S. Roberts and published in 1954 by the Avalon Hill Game Company. Tactics was a World War II-themed wargame that introduced hexagonal map boards and unit counters, becoming a common mechanic in many games that followed.

Following the success of Tactics, Avalon Hill and other game publishers started producing more wargames, which led to a growing market for strategic board games centered around military conflicts and historical battles. These commercially made wargames allowed enthusiasts to access a wider variety of game scenarios, rules, and components without the need to create everything from scratch.

The popularity of commercially made wargames continued to grow over the years, leading to a thriving market for board games that simulate historical, fictional, and strategic conflicts. Today, wargames remain a significant genre within the broader tabletop gaming community.


Battleship: Naval Warfare for Everyone

While not a traditional wargame, Battleship, dating back to the early 20th century, brought naval warfare into households worldwide. This simple yet engaging game had players guessing coordinates and sinking each other’s fleets. It made naval battles accessible and fun, introducing a broad audience to the concept of strategic warfare.

Risk: Global Domination

Risk, first released in 1957, is one of the most iconic war-themed board games of all time. Designed by French filmmaker Albert Lamorisse, it invites players to strategize and conquer the world by deploying armies and rolling dice. Risk symbolized the geopolitical tensions of the Cold War and introduced many to the joys of world domination on the game board.

Diplomacy: The Art of Alliances and Betrayals

Released in 1959, Diplomacy took wargaming to a diplomatic level. Set in pre-World War I Europe, players negotiate alliances and move armies and navies across the board. Diplomacy emphasizes negotiation and “back-stabbing,” making it one of the most intense and diplomatic wargames ever created.

Conflict: A Parker Brothers war strategy game

Published in 1960, in the game Conflict players move various military miniatures around a symmetrical game board in an attempt to either invade the home space of an opponent or capture all of his/her units. A more simplified version a the traditional historical wargame.

Battle of the Bulge: A Historical Simulation

Published in 1965, Battle of the Bulge was one of the first wargames to focus on a specific historical battle. With detailed rules and maps, it allowed players to recreate the Ardennes Offensive during World War II. This game set a precedent for historically accurate wargaming experiences.

Squad Leader: Tactical Realism

Squad Leader, introduced in the late 1970s, focused on individual soldiers and small units, stressing tactical realism. It became a baseline for complex, detailed wargames, requiring players to consider terrain, line of sight, and unit capabilities.

Tank Battle: Fast-Paced Armor Warfare

Tank Battle provides a fast-paced and accessible experience of armored warfare. With a focus on tanks and streamlined rules, it appeals to both beginner and expert wargamers.

Axis and Allies: World War II on the Tabletop

Released in 1981, Axis and Allies brought the complexity of World War II to the tabletop. With distinct factions, unit types, and a global map, this game allowed players to recreate a key turning point in history . It emphasized teamwork and strategy, becoming a foundational game of historical wargaming with mass market appeal.

Twilight Struggle: The Cold War on Your Table

Twilight Struggle, released in 2005 and reprinted multiple times, immerses players in the ideological struggle of the Cold War. It’s set up as a two-player game where one takes the role of the United States and the other the Soviet Union. The game captures the tension and political maneuvering of the era, quickly making it a modern classic.


Wargames allow players to explore historical conflicts, develop strategic thinking, and, in some cases, even engage in diplomatic negotiations. And while dwelling on the topic of war may not be how some to choose spending their free time, wargames as a method have broader positive outcomes: 

  • Strategic Thinking: Wargames require participants to think strategically, fostering critical thinking skills and a deeper understanding of complex situations. This can translate into improved decision-making in various aspects of life. 
  • Leadership Development: Wargames often involve leadership roles. Playing such roles can contribute to the development of leadership skills, including decision-making, delegation, and communication. 
  • Community Building: Collaborative wargames can bring people together, promoting teamwork and communication. It can be a fun and social way for individuals to connect, fostering a sense of community. 
  • Cultural Understanding: Depending on the context of the wargame, participants may gain insights into different cultures, perspectives, and historical events, fostering cross-cultural understanding. 
  • Risk Management: Wargames involve assessing risks and making decisions under uncertain conditions. This can be a valuable lesson in risk management, applicable in various real-world situations. 

While wargames are simulations, the skills developed through play can have real-world applications and contribute to personal and professional growth.

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