The different measures suited to the nine varieties of ground, the expediency of aggressive of defensive tactics; and the fundamental law of human nature: there are things that must most certainly be studied.

When invading hostile territory, the general principle is that penetrating deeply brings cohesion; penetrating but a short way means dispersion.

When you leave your own country behind, and take your army across neighborhood territory, you find yourself on critical ground. Where there are means of communication on all four sides, the ground is one of intersecting highways.

When you penetrate deeply into a country, it is serious ground. When you penetrate but a little way, it is facile ground.

When you have the enemy’s strongholds on your rear, and narrow passes in front, it is hemmed-in ground, Where there is no place for refuge at all, it is desperate ground.

–Sun Tzu, The Art of War, Chapter XI: The Nine Situations, [41-45].

When at your favorite local gaming store on Magic: The Gathering or Pokemon night, secure a table early and away from the noise and clamor. A better gaming store will have raised tables so you won’t have to complete with the collectable card gamers and roleplayers.

When wargaming near roleplayers of the unsavory sort, keep one eye on your miniatures, lest they end up in their collection.

When wargaming at a convention, unite and befriend your fellow wargamers.

When wargaming at college club or university where a multitude of other gaming clubs exist, reserve and occupy the best spaces available, do not move, and make certain all players arrive early.

When in the privacy of your own home, make sure non-wargamers don’t pester you.

Next on The Art of Wargaming:

Dealing with Non-Wargamers [Part 2].