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War Games and their History

Volume 2
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War Games and their History Volume 2 describes a rich selection of war games created and played through the centuries, including some extremely rare and possibly unique games published in Napoleonic times and found languishing in a university library. Since the early nineteenth century, war games tended to be produced whenever there was a rise in diplomatic tension or an outbreak of war. Once peace was restored, the games were usually discarded and today it is often hard to find surviving copies. Some of these forgotten games had excellent box-lid graphics, conjuring up visions of battles. Others were exciting to play, presenting intellectual challenges with problems of strategy and tactics. But war gaming has always been about much more than entertainment. Top secret games were arranged by governments to plan for real wars-and still are. This book discusses what is known about them and the insights they have provided into the real-life consequences of pursuing various strategies, including the use of nuclear weapons. In an age of increasingly dynamic and popular computer games, War Games and their History Volume 2 explores the fascinating and much forgotten heritage upon which modern war gaming, in its myriad forms, has been built.
Christopher Lewin has been fascinated by the intellectual challenges of strategic war games ever since he invented one at the age of ten. Nowadays he still plays chess with friends and board games with his two grown-up sons, as well as electronic games on a computer. Having had a successful career as an actuary, managing large pension schemes, he now participates in professional studies of infrastructure investment and its risks, especially the uncertainties connected with climate change. In addition, he has a long-standing interest in British social history up to 1800. He lives in Scotland with his wife.
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