1.28.2024

Tug of WarGods- Early Playtest Games

 I've gotten some quick playtest games of the hot new Tug of WarGods in. Here are the results. 

GAME 1

Initially I went with 5 members per team. These teams were the Snarl (2 Sebeki and 3 Asar- 2d10 and 3 d6) and the Sons of Aegyptus (2 Heru, 1 Asar, 1 Khemru, 1 Tethru- 2d8, 2d6, and 1d4). Also the start distance was 2" from the centerline.


Turn 1- Sons of Aegyptus roll 24 total, Snarl rolls 20 total. 24-20= 4 divide by 2 to get the amount of inches moved= 2" back for Sons of Aegyptus. That pulls Snarl up to the center line.



Turn 2- Sons of Aegyptus roll 10 total, Snarl roll 21 total. 21-10=11 divide by 2 to get the amount of inches moved= 5" (rounded down from 5.5). The Sons of Aegyptus are pulled 5" towards the center line and this was when the objective was to pull only the first guy across the line.

It's a win for the Snarl team!

GAME 2

I decided the teams might work more smoothly with only 3 members, so the rosters changed slightly. The Snarl team was reduced to 1 Sebeki and 2 Asar (1d10 and 2d6). The Sons of Aegyptus team was reduced to 1 Heru, 1 Asar, and 1 Khemru (1d8 and 2d6). This also saw a change to the distance from center line to 3".

Turn 1- Sons of Aegyptus roll 11 total, Snarl roll 6 total. 11-6= 5 divide by 2 to get the amount of inches moved= 2" (rounded down from 2.5). Sons of Aegyptus move back 2" pulling Snarl up to within 1" of the center line.

Turn 2- Sons of Aegyptus roll 9 total and Snarl roll 16 total. 16-9= 7 divide by 2 to get the amount of inches moved= 3" (rounded down from 3.5). Snarl moves back 3" pulling Sons of Aegyptus 2" from the center line.

Turn 3- Sons of Aegyptus roll 6 total and Snarl roll 13 total. 13-6= 7 divide by 2 to get the amount of inches moved= 3" (rounded down from 3.5). Snarl moves back 3" pulling Sons of Aegyptus across the center line by 2 members.

Snarl wins again!

GAME 3

Same teams of 3 as Game 2. Still using the 3" setup from the center line.


Turn 1- Sons of Aegyptus roll 11 total and Snarl roll 6 total. 11-6= 5 divide by 2 to get the amount of inches moved= 2" (rounded down from 2.5). Sons of Aegyptus pulls back 2" pulling Snarl to within 1" of the center line.

Turn 2- Sons of Aegyptus roll 10 total and Snarl roll 13total. 13-10= 3 divide by 2 to get the amount of inches moved= 1" (rounded down from 1.5). Snarl pulls back 1".

Turn 4- Sons of Aegyptus roll 17total and Snarl roll 11 total. 17-11= 6 divide by 2 to get the amount of inches moved= 3" Sons of Aegyptus pull back 3" pulling Snarl's first member over the center line.

Turn 4- Sons of Aegyptus roll 10 total (the d8 was moved before this picture was taken) and Snarl roll 14 total. 14-10= 4 divide by 2 to get the amount of inches moved= 2" Snarl pulls back 1" to get the lead member at the center line.

Turn 5- Sons of Aegyptus roll 11 total and Snarl roll 8 total. 11-8= 3 divide by 2 to get the amount of inches moved= 1" (rounded down from 1.5). Snarl's lead member is pulled across the center line again.
Turn 6- Sons of Aegyptus roll 13 total and Snarl roll 9 total. 13-9= 4 divide by 2 to get the amount of inches moved= 2" Snarl's second member is pulled across the center line!

Sons of Aegyptus win!


Early Conclusions 

The main thing I learned was that it was fun. 

The second thing I learned was that I need to set up on a more proper surface to play on, because the big tray I was using was convenient but too short. 

I think the mix of dice helps even out the odds in the long run (how many times will the d10 roll a 10 instead of a 3?). The early leads by what seem like the weaker team help prove that to me.

I like the smaller teams, but I think the teams of 5 work well too. Those bigger teams just seem to make for shorter games (in earlier playtest without miniatures it usually only went for 2 or 3 turns). But more testing with larger teams will give more insight.

Changing the victory condition to 2 team members being pulled across the center line makes the choice of larger models on larger bases affect how soon your team might lose. I need to do some testing with Minotaurs and Beloveds to see if this is just wild speculation.

Tug of WarGods v 0.55

Born from a wonderful discussion around Adepticon 2023, I've finally taken my quickly jotted down notes and expanded them into a slightly more coherent rule set. There has even been a tiny bit of playtesting (with pictures!).

THE TUG OF WARGODS "RULES"

Teams of 3 miniatures each. 

Objective is to pull 2 members of the opposing team across the center line.


Building a team must follow regular restrictions (no Heru with Typhon, etc.)

0-1 Beloved of Sobek, Minotaur =d20

0-2 Sebeki, Wendigo =d10

0-3 Heru, To-Tanem, Typhon, Mycenean =d8

0-3 Asar, Anubi, Khemru, Amazon, other Greeks =d6

00-3Basti, Nekharu, Tethru, Satyr, Frost Maidens =d4


Setup has a center line that each team deploys in a column 4" on opposite sides of. 

Both teams roll all dice simultaneously. Total each teams' dice roll.

The team with the higher total moves half the difference in inches (rounded down) backwards, pulling the opposing team that same distance forward.

Roll all dice for each team again until 2 opposing team miniatures are pulled across the center line. 


Team Example 1

2 Sebeki, 1 To-Tanem = 2d10, 1d8


Team Example 2

1 Amazon, 2 Satyrs = 1d6, 2d4


Team Example 3

1 Wendigo, 2 Frost Maidens = 1d10, 2d4


Play Example

Greentoe's Team (1 Sebeki and 2 Asar) vs Clearsky's Team (1 Heru, 1 Asar, and 1 Basti)

Turn 1

Greentoe's rolls= 4, 3, 6= 13

Clearsky's rolls= 4, 4, 3= 11

13-11= 2 in Greentoe's favor

2/2= 1" Clearsky's team is pulled towards the center line. 

Greentoe's team moves 1" away from the center line. 

Clearsky's team is 3" from the center line. 

Proceed to turn 2...