Tug of War

Summary: Players must battles across various modules with the aim to be the first player to win 3.

Designer(s): Zero

Featured in: Zero's Gambit

Match Type: DM (for 2 players)

Rules:


In Tug of War, you must be the first player to win 3/7 modules by using push cards. At the start of the game, each player will be given 3 push cards. These will be used in the modules, doing so will return push cards. The value on the push cards represents how much power that card has to push, known as strength.


The push cards you receive back from modules will depend on the current state of the module and the move you just did on the module. You may use up to 3 push cards each turn. Your maximum hand size is 5 push cards. If you would gain push cards that would break this limit, you must choose a push card to discard. (Repeated till you have 5 cards)


In general, you will receive 1 push card back no matter how many cards you play in your turn. There are 2 exceptions to this.


If you would earn a push card who’s strength is greater than 5, it’s excess strength will cascade into a new push card. In other words if you would earn a push card of strength 7, you will receive a two push cards of strength 5 and 2.


The other exception is meeting a special condition on a module. If you were to receive a card of strength 0, you do not receive a card.


If you run out of cards, you lose the DM.


Once a module has been won it becomes inactive, players may no longer use push cards on that module.


Each turn you will select a module to use your push card(s) on.You may use 1, 2 or 3 push cards. You must use a push card on a module.


When there are 7,6 or 5 modules remaining, you may not select a module that you or your opponent last used. When there are 4 or 3 modules remaining, you may not select the module you used last round.


The player who goes first will start with three push cards of strength 1. The player who goes second will start with two push cards of strength 1, and one push card of strength 2. The player with DM advantage chooses who goes first.


Rope

Players will start at the beginning of a dual 18 step long track, each holding a rope. Using a push card on this module will move you away from the pit in the centre, and pull your opponent towards it. If you use a push card whose strength is greater than the number of remaining spots, you will end your turn at spot 18. The first player to pull the other person into the pit will score a point. The first player to 2 points win this module.


When you use a push card on this module in your turn, you will receive a push card based on your ending location. If you use more than one push card in your turn, it will be for your final ending location. The letter indicates which card you will receive:


A) Gain a push card whose strength is equal to the difference between the number of cards each player holds plus 1.

B) Gain a push card of strength 4. Your opponent gains a push card of strength 1.

C) Gain 3 push cards of strength 1. Your opponent gains a push card of strength 3.

D) Gain a push card whose strength is equal to the number of modules you have won plus 1.

E) Gain a push card whose strength is equal to the number of cards you played on this module this turn.

F) Gain a push card whose strength is equal to the number or points you have on active modules plus 1.

G) Gain a Push card of strength 5.




Race

Players will start at the beginning of a 13 step long track. A push card will move you up the track equal to its strength. The first player to reach the end, will score a point on this module. You must reach the end exactly, you may not move with a card whose strength is greater than the remaining steps. Once a player has scored a point, both players reset back to the start. The first player to score 2 points wins this module.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the distance between the players on the track once movement ends.


When you score a point on this module, you will receive a push card of strength 1. You will not gain the usual distance split push card in the turn you score a point.




Collation

There is a pile with 25 counters. Using a push card will take counters from the pile equal to its strength. If you use a push card of strength greater than the number of remaining counters, you will take all the remaining counters. You score a point on this module if you have more counters than your opponent when the pile is empty. Once this happens the pile and counters will be reset. The first player to score 2 points wins the module.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the number of counters taken this turn.


When you score a point on this module, each player will receive a push card of strength 1 for every 5 counters they have. You will not gain the usual counters taken push card in the turn you score a point.




Clock

There is a clock divided into 8 segments. Using a push card will colour in the segments of the clock equal to its strength. If the clock is your colour or not coloured, it will continue to fill with your colour. If your opponent has coloured the clock, you will push back their colour. Red colours clockwise, blue colours anticlockwise. You score a point on this module if you completely fill the clock with your colour. Once this happens, the clock is reset. The first player to score 2 points wins the module.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the number of quarter circles filled plus 1.


When you score a point on this module, you will receive a push card of strength 2+any excess from the winning played push card. You will not gain the usual total quarter circles push card in the turn you score a point.




Maze

There is a maze that can tilt in the 4 cardinal directions. Using a push card will allow you to push the purple square up, down, left or right. The square will keep moving until it hits a wall. Push cards of different strengths all have the same effect. Using multiples push cards in a turn will allow you to push in multiple directions sequentially in a turn. The first player to score move the square to their end zone wins the module.


When you use a push card on this module in your turn, you will receive a push card of strength 1 for every change in vertical height.




Conker

There are 2 conkers held up with string. Using a push card will increase the height of your conker equal to its strength. Whenever a player scores a point on another module, the conkers are released. Whoever has their conker at a higher height will score a point on this module. If they are at the same height neither player scores a point. Conkers are then reset back to a height of 0. The first player to score 4 points wins this module.


When you use a push card on this module in your turn, you will receive a push card of strength 1. If you used more than 1 push card, you will receive an additional push card of strength 1.


When you score a point on this module, you will receive a push card of strength 1.




Tower

There are 2 towers whose heights can vary from 0 to 49. Using a push card will increase your towers height equal to its strength. As your tower increases, it begins to light up at intervals of 7. The first player to complete their tower wins this module. You also win this module if your tower is 3 lights higher than your opponents.


When you use a push card on this module in your turn, you may choose one of 3 options on which card you receive. Please State A,B or C when using this module in your submission.

A) Gain a push card whose strength is equal to the difference in the number of lights lit up on the towers plus 1.

B) Gain a push card of strength 4. Your opponent gains a push card of strength 1.

C) Gain 3 push cards of strength 1. Your opponent gains a push card of strength 3.




The Turn Time limit is 2:30 per turn with 10 mins reserve time. (removed in intervals of 10 seconds)

The player with advantage gets to choose the starting player.



In Tug of War, you must be the first player to win 3/7 modules by using push cards. At the start of the game, each player will be given 3 push cards. These will be used in the modules, doing so will return push cards. The value on the push cards represents how much power that card has to push, known as strength. The push cards you receive back from modules will depend on the current state of the module and the move you just did on the module. You may use up to 3 push cards each turn. Your maximum hand size is 5 push cards. If you would gain push cards that would break this limit, you must choose a push card to discard. (Repeated till you have 5 cards)

In general, you will receive 1 push card back no matter how many cards you play in your turn. There are 2 exceptions to this. If you would earn a push card who’s strength is greater than 5, it’s excess strength will cascade into a new push card. In other words if you would earn a push card of strength 7, you will receive a two push cards of strength 5 and 2. The other exception is meeting a special condition on a module. If you were to receive a card of strength 0, you do not receive a card. If you run out of cards, you lose the FM.


Once a module has been won it becomes inactive, players may no longer use push cards on that module.


Each turn you will select a module to use your push card(s) on. You must use a card on a module.


When there are 7,6 or 5 modules remaining, you may not select a module that you or your opponent last used. When there are 4 or 3 modules remaining, you may not select the module you used last round.


The player who goes first will start with three push cards of strength 1. The player who goes second will start with two push cards of strength 1, and one push card of strength 2.


Rope

Players will start at the beginning of a dual 18 step long track, each holding a rope. Using a push card on this module will move you away from the pit in the centre, and pull your opponent towards it. If you use a push card whose strength is greater than the number of remaining spots, you will end your turn at spot 18. The first player to pull the other person into the pit will score a point. The first player to 2 points win this module.


When you use a push card on this module in your turn, you will receive a push card based on your ending location. If you use more than one push card in your turn, it will be for your final ending location. The letter indicates which card you will receive:

A) Gain a push card whose strength is equal to the difference between the number of cards each player holds plus 1.

B) Gain a push card of strength 4. Your opponent gains a push card of strength 1.

C) Gain 3 push cards of strength 1. Your opponent gains a push card of strength 2.

D) Gain a push card whose strength is equal to the number of modules you have won plus 1.

E) Gain a push card whose strength is equal to the number of cards you played on this module this turn.

F) Gain a push card whose strength is equal to the number or points you have on active modules plus 1.

G) Gain a Push card of strength 5.




Race

Players will start at the beginning of a 13 step long track. A push card will move you up the track equal to its strength. The first player to reach the end, will score a point on this module. You must reach the end exactly, you may not move with a card whose strength is greater than the remaining steps. Once a player has scored a point, both players reset back to the start. The first player to score 2 points wins this module.

There has been a change to this module. The track now features 2 puddles on steps 4 and 9. When you reach a puddle your movement stops.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the distance between the players on the track once movement ends.


When you score a point on this module, you will receive a push card of strength 1. You will not gain the usual distance split push card in the turn you score a point.




Collation

There is a pile with 25 counters. Using a push card will take counters from the pile equal to its strength. If you use a push card of strength greater than the number of remaining counters, you will take all the remaining counters. You score a point on this module if you have more counters than your opponent when the pile is empty. Once this happens the pile and counters will be reset. The first player to score 2 points wins the module.


There has been a change to this module. If at least 20 counters have been taken, and one of the players has 13 counters, they score a point and the module resets.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the number of counters taken this turn.


When you score a point on this module, each player will receive a push card of strength 1 for every 5 counters they have. You will not gain the usual counter difference push card in the turn you score a point.




Clock

There is a clock divided into 8 segments. Using a push card will colour in the segments of the clock equal to its strength. If the clock is your colour or not coloured, it will continue to fill with your colour. If your opponent has coloured the clock, you will push back their colour. Red colours clockwise, blue colours anticlockwise. You score a point on this module if you completely fill the clock with your colour. Once this happens, the clock is reset. The first player to score 2 points wins the module.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the number of quarter circles filled plus 1.


When you score a point on this module, you will receive a push card of strength 2+any excess from the winning played push card. You will not gain the usual total quarter circles push card in the turn you score a point.




Path


This is a new module. There is an 8x8 board of tiles. Using a push card will allow you to change the colours of the tiles. The number of the push card, indicates the area of tiles you can select, as shown below. (no rotation)

You cannot place a shape such that part of it goes off the board. A maximum of 2 Push cards can be used on this module in 1 turn.


If you change a red tile, it will become blue. If you change a blue tile, it will become red. If you change a grey tile, it will become your colour. You score a point on this module if you can create a path from the letters to the letters (top - bottom), or numbers to the numbers (left - right) of your colour. Once this happens, the module resets. The first player to 2 points wins this module.


When you use a push card on this module in your turn, you will receive a push card whose strength is equal to the longest straight line of your colour.


When you score a point on this module, if there are any grey tiles, you will gain a push card of strength card 1. If there aren't any grey tiles, you will receive a push card of strength 5. You will not receive a strength card for the longest straight line of your colour when you score a point on this module.






Conker

There are 2 conkers held up with string. Using a push card will increase the height of your conker equal to its strength. Whenever a player scores a point on another module, the conkers are released. Whoever has their conker at a higher height will score a point on this module. If they are at the same height neither player scores a point. Conkers are then reset back to a height of 0. The first player to score 4 points wins this module.


When you use a push card on this module in your turn, you will receive a push card of strength 1. If you used more than 1 push card, you will receive an additional push card of strength 1.


When you score a point on this module, you will receive a push card of strength 1.




Tower

There are 2 towers whose heights can vary from 0 to 49. Using a push card will increase your towers height equal to its strength. As your tower increases, it begins to light up at intervals of 7. The first player to complete their tower wins this module. You also win this module if your tower is 2 lights higher than your opponents.


When you use a push card on this module in your turn, you may choose one of 3 options on which card you receive. Please State A,B or C when using this module in your submission.

A) Gain a push card whose strength is equal to the difference in the number of lights lit up on the towers plus 1.

B) Gain a push card of strength 4. Your opponent gains a push card of strength 1.

C) Gain 3 push cards of strength 1. Your opponent gains a push card of strength 2.




Items:


1 Star: Starter

Use this item at the game's start .You may choose who starts the game. If you decline to choose, your opponent may choose. If your opponent also declines, dicebot will determine who does randomly.


2 Star: Conker Start

Use this item at the game's start .You start the game with +1 win on conkers.


3 Star: Block Move

Use this item during your turn while there are still 6 or 7 modules in play. You force your opponent to play on a different module. If used with the copy item consecutively, both modules blocked cannot be used. Your opponent may freely go in the blocked modules in future turns.

--

The time limit is 2mins per turn, with 10mins reserve time. If you run out of reserve time you lose the FM.

--

Notable Changes:

Maze has been replaced with a new module, Path.

Tower has been reduced to 2 lights higher to win.

Race now included puddles that slow movement.

Collation now ends at 20 counters taken if the winner is decided.

C) has changed to only giving the opponent a push card of strength 2.

Turn time has been reduced by 30 seconds.


Tags


Optimization


Strategy