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OGAM Tournament Rules and clarifications

This document introduces some suggested tournament rulings, limitations and clarifications for the
Of Gods and Mortals wargame by Osprey Publishing.

Errata

Theseus is 60 pts, not 30.


Hyppolite is 70 pts, not 80.
Undead berseker is 22 pts, not 25.
The Minotaur is not Big. The profile is correct, the example on p. XX is not. You may, however,
add the Big rule depending on the size of the model used.

Poison: The Poison rule is badly worded. The intention was to allow Poison to work only on
Mortals from any troops. However, since there are stories that revolve around a god or hero being
poisoned (Beowulf, Thor, Herakles), it seems fitting to extend the rule to higher tiers. Use the
following rule:
When a god or legend is hit by an attack with the poison rule and not killed (that is, the attack beat
the god or legend's die roll but not enough to cause a casualty), roll a die. On a 5 or 6, the target is
poisoned. The god or legend must make a Q roll on a single die, on a success he throws off the
poison and no additional effect is caused. On a failure, the target dies.

Clarifications

Tremble Before My Might works against any kind of troops, including other gods (there are
examples in the myths of gods intimidating or striking terror in the hearts of their peers). It does
NOT work against Undead.

Certain divine powers, in certain armies, are assigned to Legends. Examples: Illusions, Confound.
This is deliberate, and is done for the sake of variety and game balance. This does not mean that
you should assign these powers to Legends of your creation, but only to a Pantheon that really
needs them because it is perceived as weak by the players.

The Mounted bonus applies against foot models of the same tier or lower, no matter what their size.
A Mounted Theseus has no bonus against a god, but he has the bonus against a Giant.

How do CO Units move? Straight ahead and then they can turn at the end of the move, or can they
wheel as they advance?

CO units may wheel during the movement. Just place the stick so one end is on the central figure in
the unit, angle it as you want, then place a finger where along the stick you want the unit to go and
slide the unit until it meets your finger.

OO units must Always recoil at the end of a melee.

At the end of a clash (that is, after a combat die roll exchange, or multiple die rolls if the first one
was a tie and the melee had to go on) between a CO and an OO unit, the OO unit must recoil 1 x
Short EVEN IF they won. Exception: they do not recoil if they completely destroy their enemy unit.
See p.18.
The CO unit, if they can, may choose to follow up the OO unit but the follow up does not cause any
other recoil this turn.

In a clash between a CO and an OO unit in which no on is destroyed, at the end of the clash both
units recoil 1 x Short. The OO one recoils becuse it clashed with a CO unit, and the CO unit recoils
because it lost a melee. This happens quite rarely.

If a Dashing unit wins a melee and follows up, does the second impact does not generate an
additional attack action.

A tied free hack, including one between gods, means that nothing happened and no effect applies,
not even the clash of the titans rule. It just means that the god that suffered a free hack was not hit.
In other words, a free hack has game effects only IF the unit performing the free hack wins the free
hack roll. Any other result is a no effect.

Tournament formula

Each table has a different scenario. The scenarios must encourage diversity in army design and play
on a force’s strengths and weaknesses. For example, one scenario will favor shooting armies,
another may prevent a favorite power from being used, or limit a specific activity such as
Invocation, and so on.

Players are paired so that people from the same club would not fight the first game against each
other.

Tables should be assigned so that players try as many of the scenarios as possible.

Players should not know the specific scenario rules until they sit at the table.

Tournament Limitations

Each army will be built on 900 points, with a leeway of +/-20 points.

Each force must include:

1) a single god built on up to 400 points with any number of options, and

2) at least one Legend.

Gods built on more than 400 points are permissible; however, they may not take any option.

Players may use profiles from the official army lists published on the Osprey blog or on
www.ganeshagames.net; no player-designed forces or profiles are allowed in a tournament.

Prophecy and Invocation: prophecy results may NOT be used to replace Invocation dice.
No army will test for morale on turn 1 and 2 of the game. If a condition exists for such a test in
turns 1 or 2, the test is deemed to be automatically successful.

Suggestions for Scenario Complications

Reinforcements for the underdog - the first army to lose 25% of its point value in troops will
receive a unit of mortals designed on as many points or less. Use counters if no models are available
to represent the extra troops. The extra unit appears on any table edge as soon as the point loss
occurs.

Divine Wind: due to the intervention of a hidden prankster entity, all gods in this scenario have -1
on all missile attacks against other gods. Ranged attacks from and against other tiers are unaffected.

My Kingdom for a Horse: in this scenario, all mounted gods or legends will find themselves
separated from their mounts. Mounts must be deployed at least 2 x Long away from where the
riders are deployed. A god who is adjacent to his mount may jump on the saddle by spending one
action. Use counters to represent the mounts.

The Switch spell: the god with the lower C score, or the god with no ranged attacks if both have the
same C score, has a single spell effect which allows the player to exchange two units in play. This
can be used only once and may affect friends and foes alike. It may be used even on units already in
a fray. If both gods have the same C score and none has a ranged attack, determine who gets the
spell with a die roll.

Uncooperative Heroes: each player must secretly choose one of his opponent’s Legends. Write
down the chosen Legend on a piece of scrap paper and reveal them simultaneously. The two chosen
Legends will NOT count for purposes of the outnumbering/fray rule in this scenario.

Vendetta: randomly choose one legend for both players after the forces have been deployed. Those
two legends have a personal hatred for each other. The Legends must always roll at least two dice
per activation. Any action these two legends roll must be used to get into melee with the hated
enemy and attack him in hand-to-hand combat. After a legend has killed its hated enemy, it may be
activated normally as is no longer forced to roll at least two activation dice.

Dangerous ground: there are at least two patches of dangerous terrain on the table, each 1 x Long
across. This can be anything appropriate for the involved pantheons, from holes to the underworld
to pools of molten lava. All mortals within 1 x M from a patch of dangerous ground may not
perform invocation. The dangerous terrain may be crossed by any troop type, but it counts as
broken ground and, should the unit fail a Q roll on a single die, the unit takes a casualty.

Deserters: both player choose a single mortal from one unit in the opponent’s force. That mortal
has deserted the army and does not take part in this game.

Unforeseeable Destiny: the force with the higher number of prophecy dice rolls one less prophecy
dice in this game.
Poisoned arrows: the first unit of mortals in the game to inflict a casualty thanks to a ranged attack
rolls a die, on a 5 or 6, the attack causes an additional casualty.

Fury of the Mortals: both players choose one unit of mortals from the opponent’s force before
deployment. That unit may NOT perform invocation during this game but gains a +1 to Combat
against other mortals.
From them, a Hero will be Chosen: when the first unit of mortals is reduced to a single figure in
the game, that figure becomes a Q3 C3 Legend.

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