Tug O' Lords: A Fantasy Card Game of Strategy and War
Tug O' Lords: A Fantasy Card Game of Strategy and War
Wielding a magical element, lead one of six fantasy Kingdoms to victory in this competitive and strategic MOBA-style card game!
Wielding a magical element, lead one of six fantasy Kingdoms to victory in this competitive and strategic MOBA-style card game! Read more
About this project
Players: 2-4 (or 6...or 8?); Ages 12+; Time: 40-60 minutes
Tug O’ Lords is a fast-paced fantasy card game where you control armies from all genres of fantasy to try and overtake your opponent’s castle. The game mechanic is based on the "lane battle" MOBA-style popularized by Warcraft III mod Defense of the Ancients and League of Legends.
What's in the box? 156 cards (6 Kingdoms, 4 Magic Decks, 4 basic terrain cards, 2 basic castle cards), 25 custom damage tokens, an internal card divider, and a rulebook...PLUS ALL STRETCH GOALS.
Each player commands one of six kingdoms inhabiting the realm of Tugoland: Knights, Demons, Undead, Elves, Dwarves or Orcs. As a Lord of Tugoland, you pair one of these kingdoms with a magical element (fire, ice, earth, and air) and shuffle them together to create a single deck of fantasy awesomeness.
Want to play Fire Knights? Ice Demons? Storm Orcs? The possibilities are limitless! Okay, not limitless, but there are like, a lot of combinations. Fans of Paul Peterson’s Smash Up! card game know of this mechanic quite well.
Each Kingdom and Magic deck contains 15 total cards, and each has its own strengths and weaknesses ensuring that no two deck combinations play the same.
Learn your Kingdoms! Visit the Tug O’ Lords page on the Gigaloth website for more information on Kingdom lore, strengths, and weaknesses.
Even though you might have the gist of the game already, a much more detailed description of gameplay, deck construction, and mechanics is on the Gigaloth website.
-High Quality Components: the Tug O' Lords box contains an internal card divider (similar to Dominion and Smash Up!), and the cards come standard printed on the highest quality card stock (no gimmicky stretch goal to increase card stock quality).
-Tangible Stretch Goals: every stretch goal adds cards to the game, thus adding directly to the value of the game. Tug O' Lords could contain more than 500 cards if enough backers get involved.
-Value to the Backer: we could very easily nickel and dime add-ons and stretch goals, but instead we're adding everything to the game at no additional cost to the people. All we ask in return is to spread the word!
By reaching certain milestones in funding, the Lords (that’s you, if you haven’t figured that out yet) obtain the keys to unlock a bounty of new treasures.
Tug O' Lords is fun, but the game could be so much greater. We want to add more Kingdoms, more Spell decks, mercenaries, heroes, items, castles, terrain and more to make Tug O' Lords everything it could be.
We literally spent weeks running the cost numbers for each improvement to the game, and a lot of work went into making sure that they were all feasible. You'll see a lot of ambitious goals here...we know what we WANT to do with Tug O' Lords, but we need your help getting there.
Basically, we want to make sure that every time we have enough pledges to add something to the game, we do it. You’ll notice all of the stretch goals here are focused on improving the game itself...we'll keep it that way unless backers start asking for broadswords or something.
Note: new stretch goals opens the opportunity for more custom reward levels for backers!
*The Legendary Warhammer of Ultimate Victory probably isn't real...probably.
First off, we’re really glad that you've kept with us this long. That means either you’re truly interested in Tug O’ Lords, or you’re pretending to be working to throw your boss off the scent. Either way, here’s where we tell you exactly what you’re getting with your pledge.
The initial version of the game has 156 total cards (6 Kingdoms, 4 Magic Decks, 4 basic terrain cards, 2 basic castle cards). Every time we meet a stretch goal, we're adding more cards into the game at no cost to the backers, so the game has the potential to contain several hundred cards depending on support. The expected MSRP of the retail game (w/o champions) will be between $35-$45 based on the amount of goals achieved.
Backers of the Tug O' Lords Kickstarter have access to alternate 4-star champion cards - one from each Kingdom. These cards will NOT be in the retail version of the game, and are exclusive to Kickstarter backers.
Note: if new Kingdoms get added through stretch goals, we will add champions for the expansion kingdoms as well!
When assembling your deck prior to starting the game, you may swap out the standard 4-star creature with the limited edition champion. The champion creature has a unique ability, giving each Kingdoms a second variety to their gameplay.
Heck, both teams could even ADD the champion to their decks so everyone has two 4-star creatures in the game. It's up to you!
*All backers, no matter what pledge level, will have access to the print and play starter kit.
*Any backer may add on the premium art print for $40 on their pledge. Please add $10 for international shipping for this add-on.
We have put in our own money to get this game off the ground (and oodles of time…yes, “oodles”) but we need your help making it a reality. This is why we are taking to Kickstarter.
The majority of the money raised will go into printing and shipping the game to eager backers (hopefully, that's you!). We need to raise enough money to meet the minimum print order of 1,000 copies.
Kickstarter also provides us with the unique opportunity to improve the game based on input from backers, and build a community behind Tug O' Lords. The truth of the matter is, we won’t be able to manufacture and ship the game without your support!
Shipping costs seem to be the one variable where both the publisher and the consumer lose, because that money essentially disappears into oblivion as far as both parties are concerned.
You hate it, because you have to throw more money into the void to get your game. We hate it because we have to charge more money for our game to feed the void.
If you just pledge for a single copy of the game, then a greater percentage of your money is going into shipping (this sucks). But if you pledge for multiple copies of the game, a much smaller percentage goes towards shipping since we can bundle and ship the items together.
Because of this, please strongly consider finding people in your gaming group or area that may be interested in owning a copy of the game so that we can ship multiple items to the same destination and SAVE EVERYONE money. You will get the game cheaper, and we BOTH can spend less money feeding the void!
For U.S. and Canadian backers, we are subsidizing the cost of shipping so that there is no extra charge here. For international backers…well, things get complicated.
Most people who are familiar with supporting games on Kickstarter know that international shipping is a complete nightmare. This is not at all uncommon. If we were to send you a game via UPS ground, it would cost much more just to ship it than it would to manufacture it. Because of this, we’re shipping the games to Amazon and using their third-party fulfillment services to lower the cost as much as possible.
Despite this, for international backers we have to ask you add a certain amount to your pledge in order to get you the game in the most cost-effective way possible.
Please note that Tug O' Lords is EU friendly, meaning any rewards bound for the EU will ship from WITHIN the EU! Any international shipping costs include customs and VAT so that you don't have to pay it.
My name is Chris Dixon, and I’m the co-founder of Gigaloth Games, a small indie game studio located in Fort Collins, Colorado. You can visit us on our website, Facebook, or Twitter. The members at Gigaloth have been making board and card games for over 15 years, taping printed pieces of paper to playing cards and wood blocks, and drawing up spaces on sheets of construction paper.
This year, we won Best Game Design and Best Presentation in Microsoft’s 2013 Imagine Cup for our XBOX game Produce Wars (please check it out!). It was our first indication that “hey, people think we’re pretty decent at this game making thing.” So in addition to making video games that you love, we decided to try our hand at publishing our first board game, and thus Tug O’ Lords was born.
The game and everything you see in this campaign is primarily designed by myself and my great friend and colleague Jascha Frei. If you have a question about anything at all, one of the two of us will try to answer it (even if it is strangely personal).
Risks and challenges
Since we started the company about two years ago, tabletop games have always been a part of our plan. We have spent months talking with and interviewing game developers, designers, and Kickstarter vets. We've learned as much as we can, and we're STILL learning. We want to make sure that we can give backers (hopefully that's you!) as much security and assurance that we are dedicated and devoted to getting Tug O’ Lords into your hands.
Our number one goal is getting a fun game out there to people who might enjoy it (like...duh).
After researching everything thoroughly, we decided to design, print, ship, and communicate the game by ourselves instead of using a publisher like Game Salute. Most of the advice we received from successful Kickstarter creators was that we should handle this ourselves because the experience is invaluable, and most importantly we are able to have more control over how we interact with backers - one thing that we weren't willing to sacrifice.
This also means, however, that we've taken a large burden on ourselves to deliver what we promised. The two largest challenges we face in the delivery of the game are shipping and artwork, and we will keep backers updated every step along the way to keep everyone up to speed on how and when we plan to deliver the goods (triple cliche...oh yeah!).
Production delays can happen, but optimistically we'd like to deliver the game by April. We are using PrintNinja to manufacture the game (who printed another Kickstarter card game success called Something Different). We've been talking with them multiple times a week to make sure we understand the process from print to your doorstep.
Please let me know if you have any questions for me, and thank you for reading and being a part of this adventure!Learn about accountability on Kickstarter
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