Spot the element in this picture that got me thinking...

I was looking at a recent post on the Wargaming Miscellany blog (http://wargamingmiscellany.blogspot.com/) where he was commenting on this picture of some wargaming rules in 1888 (Polemos - but not Baccus' Polemos).

I was struck by one element of this picture and wonder if other wargamers can spot it.



Well, they don't look very happy - so they must be typical wargamers.  We rarely smile during a battle (unless we're whupping the opposition).  But that's not it.

Nor is the idea of wearing a uniform when taking to the table (although I've known people to wear a hat in honour of their chosen army).

Nor is it the gridded pattern on the table - although I do like how they work well with the contours of the hills (made, presumably, by shoving a book under the cloth).

No - the thing that caught my eye was the hour-glass (or egg-timer if you prefer).  However these rules played, it is clear that each player was on a timer.  Not for them the luxury of 10 minutes contemplation of the enemies' moves before making their own.  No!  Time pressure is on as soon as the glass is turned - and that can only be a good thing.


Introducing an egg-timer back into wargaming could certainly both speed things up, make decision making more realistic (generals rarely had the luxury of pondering problems once battle was joined) and forcing players to make a decision - good or bad - in the time limit allowed - presumably no moves were allowed at all if they were not done (or ordered) while the sands were dribbling out.

Indeed, we have considered it a few times and I had a conversation with Ian not a week ago about the very topic - and it could make a very welcome addition to our ancients campaign at least (making sure battles are fought in a fast and furious nature).

Would the egg-timer work in your games?  In role-playing games, for example where the DM can set the sands in motion and ask players to decide their moves before time runs out (where no move means continued arguing that attracts the nearest wandering monster...)

Or in WW2 games to reflect the fast and furious nature of combat.  Move what you can before time is up and live or die by the decision.

And Napoleonics could only benefit from the same time constraints....

Note to self : pop out to Tesco and get one tomorrow!