HG Wells

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HG Wells

Novelist Who Turned Toy Soldiers Into A Hobby

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Jerome K. Jerome picked up a toy cannon at H.G. Wells’ home in Sandgate and fired it at a line of lead soldiers. Wells later treated that moment as the beginning of something larger than a parlor amusement. The cannon knocked down a toy soldier. The idea kept moving.

From that shot came Little Wars, published in 1913, a small book with an enormous afterlife. Wells was already one of the most famous writers in the English-speaking world. He had written The Time Machine, The War of the Worlds, The Invisible Man, and books that helped define modern science fiction. Game design was not his profession, and it would never become one. Yet for a brief stretch before the First World War, he got down on the floor, arranged toy soldiers, argued about rules, and wrote down a playable system for miniature battle.

That system helped make civilian tabletop wargaming legible as a hobby.

Wells did not invent every ingredient. War games existed before him. Military Kriegsspiel had been used for training. Earlier civilians had experimented with toy soldier battles and measured movement. Robert Louis Stevenson played elaborate miniature games decades earlier, though he did not publish a formal rulebook in the same public way. Wells’ achievement was not absolute firstness in every detail.

His achievement was publication, accessibility, and clarity. He turned a scattered tradition into a book a civilian could buy, read, and play on a nursery floor or garden lawn.

The Cannon

Little Wars is remembered first for its toy artillery.

Instead of rolling dice to resolve fire, players used spring-loaded toy cannons to shoot small projectiles at miniature soldiers. If the shot knocked figures over, those figures were casualties. Combat was not merely calculated. It happened in the room.

That choice gave the game a physical immediacy most later wargames would trade away. A player did not simply declare artillery fire and consult a table. The player aimed, fired, missed, clipped a unit, or devastated a line. Skill mattered. Nerves mattered. The toy did part of the storytelling.

It also made the game easy to understand. A child could see what had happened. An adult could feel the pleasure and absurdity of it. The battlefield was not an abstraction. It was a set of little bodies on a carpet, and the cannon was a tiny instrument of consequence.

That physicality is both the charm and the limitation of Little Wars. A good shot could dominate the game. Dexterity could matter as much as strategy. Realism was not the point. Wells wanted something playable, vivid, and socially contagious. The cannon did that better than a table of modifiers could have done.

The Floor Before The War

Little Wars grew out of Floor Games, the 1911 book Wells wrote about imaginative play with his children. Floor Games is cooperative, domestic, and expansive. It is about islands, cities, wooden bricks, toy figures, and the delight of making a world on the ground.

Little Wars takes that floor and makes it competitive. The wooden bricks become terrain. The toy soldiers receive rules. Movement is measured. Combat is formalized. The game becomes adult enough that Wells and his friends could take it seriously, but not so solemn that it forgot its nursery origin.

That balance is crucial. Wells was not writing a staff college manual. He was writing a game for civilians, with humor in the prose and playfulness in the rules. The subtitle itself stretches from boys of twelve to impossible ages, then winks at the adults who know they are the real audience.

Yet Little Wars is more disciplined than its tone suggests. Turns have order. Units move at defined rates. Artillery has restrictions. Hand-to-hand fighting follows clear procedures. Terrain is built, not merely imagined. A battle can be played, finished, and discussed afterward as a contest of decisions rather than a fog of make-believe.

That is the bridge Wells built: children’s toys on one side, structured hobby gaming on the other.

Friction On The Carpet

One of the most modern-feeling parts of Little Wars is its sense that games should create pressure through procedure.

Players did not have unlimited time to calculate. Turns could be timed according to the forces in play. Warnings arrived. The player had to move, aim, choose, and accept mistakes. That time pressure created what later designers would call friction. Units were forgotten. Shots were rushed. Careless exposure happened because the player, like a commander, was under stress.

The terrain also mattered. Books became hills. Buildings blocked lines. Rivers and roads shaped the fight. The toy battlefield was three-dimensional and tactile, full of improvised objects that made the room itself part of the game.

Wells was also thinking about fairness. The person who did not design the terrain could receive a compensating advantage. Armies could be composed through agreed values. Prisoners, retreats, and campaign outcomes could matter across more than a single fight. Some of these ideas would become familiar in later hobby gaming, but in Little Wars they appear in a remarkably direct early form.

The result was not a complete modern miniatures system. It was rough, physical, funny, and vulnerable to imbalance. But it was already asking recognizable design questions. How do we make terrain matter? How do we keep players moving? How do we prevent a game from becoming static? How do we make defeat more interesting than simply removing the last figure?

The Pacifist’S War Game

The strangest thing about Little Wars is also the most important thing about it: Wells was a pacifist who made a war game.

He did not see that as a contradiction at first. He hoped miniature war might function as a harmless substitute, a small domestic dose of conflict that would expose the foolishness of the real thing. Let the ambitious and bellicose play with toy soldiers, he suggested, rather than sending actual people to die.

Then the First World War arrived.

The timing is brutal. Little Wars appeared in 1913. The next year, Europe entered a conflict that made toy battle feel grotesque. Wells did not spend the rest of his life developing wargame rules. He returned to fiction, politics, social criticism, and prophecy. In later reflection, he treated the war game as something he had outgrown, or perhaps something history had made impossible for him to enjoy innocently.

That silence matters. Many designers spend a lifetime expanding their systems. Wells walked away. The hobby kept the book. The author carried the moral discomfort.

The tension never resolves neatly. Little Wars helped create a recreational form built around simulated battle, but its author wanted real battle to look childish, wasteful, and absurd. The game is playful and antiwar at the same time. It is a toy battlefield haunted by the real one waiting just offstage.

The Chain

Wells’ direct catalog as a game designer is tiny: Floor Games and Little Wars.

The chain of influence is not tiny.

Little Wars stayed available, copied, reprinted, discussed, and played. It became a point of reference for later miniature wargamers. Donald Featherstone, one of the major figures in the twentieth-century wargaming revival, treated Wells as a predecessor. The hobby that grew after the Second World War could look back and find, in Little Wars, an accessible ancestor: a published civilian rulebook that had already shown how miniatures, terrain, movement, and combat could become recreation.

From there the chain reaches into the games that reshaped tabletop culture. Gary Gygax later wrote about encountering Little Wars and connected Wells’ toy artillery to ideas that passed through miniatures rules into fantasy roleplaying. The path from Wells to Dungeons & Dragons is not a simple straight line, but it is real enough to matter. Published miniature combat helped form the grammar from which roleplaying games later borrowed.

That does not mean every modern tabletop game descends cleanly from Wells. History is messier than that. But Little Wars opened a public lane for a kind of play that had previously been scattered across military training, private experiments, and children’s toys. Once that lane existed, others widened it.

The Honest Boundary

Wells should not be inflated into a full-time game designer. He was a novelist, journalist, futurist, social critic, and public intellectual whose game work occupies a tiny corner of a vast career.

He also should not be credited with inventing recreational wargaming from nothing. The evidence leads back to earlier experiments and predecessors. Little Wars is not the first possible war game. It is the first widely remembered, commercially published, complete civilian miniature wargame rulebook, and that distinction is powerful enough without exaggeration.

Nor is Little Wars a perfect system. The artillery is too strong. The dexterity element can overwhelm planning. The rules are charming but uneven. The book belongs to 1913 in its assumptions, language, and social frame.

But the central achievement survives every caveat. Wells made the hobby visible. He wrote a game that ordinary people could imagine playing. He treated toy soldiers not merely as toys and not as military training, but as a structured leisure activity.

That is a founding move.

What Remains

H.G. Wells died in London on August 13, 1946. Little Wars did not die with him.

The book remains in print and freely available in public-domain editions. Modern publishers have reissued it. Hobby historians continue to cite it. Conventions, awards, and shops have carried the Little Wars or H.G. Wells name as a sign of origin. Miniature gamers still revisit the old rules, sometimes with paper soldiers, sometimes with replica cannons, sometimes just to feel the odd pleasure of a game that began before the modern hobby knew what it was becoming.

What remains is not only the cannon.

It is the idea that a battlefield could be built on the floor and governed by rules anyone could learn. It is the idea that civilians could buy a book and enter a shared practice of miniature play. It is the uneasy moral charge of a pacifist making a war game in the last quiet year before a real war changed the meaning of everything.

The first shot was a toy projectile fired after dinner.

Its echo became a hobby.

Fact Check Notes

Publication notes

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Fact-check statusPublished from a completed revised profile package.
Directory nameWells, HG
Image creditFact Checked thumbnail from the completed revised profile package.
Last reviewedJuly 16, 2026

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