Thursday, December 4, 2025

A simple activation modifier for One Hour Wargames

I came up with a makeshift solution to play larger battles using the One Hour Wargames Pike and Shot variant.

As you may know the original rules have a strict IGOUGO turn system and use six units per side. With this variant, we can add a bit of friction to each side's activations, and the scope of the rules can be perhaps extended to up to a dozen per side without bogging down the game.

It works with a card or chit drawing system:
- assign a colour for each side
- put tokens in a bag or mix a deck of cards with the values below
- start drawing, the player whose colour was drawn can activate as many units as on the token/card
- when both side's tokens/deck run out, end the turn

For 6 units per side, add the following values to each side's tokens: 1 2 3 
For 7 or 8 units, add one or two more '1' value tokens.
For 9 to 10 units per side, include 1 2 3 3/4 per side.
For 11 to 12 units, use 1 1 2 2 2/3 3 per side.
If the number of units is uneven between sides, include the same amount of tokens but increase the value for one side.
You can use aces or other non-numbered cards to represent '1' value when using cards.

The same unit cannot be activated twice during a turn, so in that regard the IGOUGO system remains.
Remove units at the end of the complete turn as per the original rules.


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