Notice: for more information on the rules see the development blog:

4 War Games in One [Stage: Alpha]

Spheres of War (Sow) combines four traditional (non-computer) war games under one umbrella. These 'spheres' being;

Each sphere can be played in isolation from the others, or combined into a massive, sprawling, inter-connected game covering all aspects of war. (ideal for a gaming club).

Clubs: This interconnection makes it ideal of gaming clubs. The result of a game in one sphere can influence the games played within other spheres. This allows players of the Strategy Sphere to hand off battles to players of the Tactical Sphere, who can fight the actual battles and report back to their general. Zooming in on detailed, to cover pivotal moments, can be handled within the Tactical Sphere. Such pivotal moments could be duels between champions, or a battle commander handing over commando/ scouting missions to players of the Technical Sphere. When the Tactical Sphere is combined with the Political we get an RPG. The results of RPG 'intrigue' sessions can affect Strategy, when at a high enough level, to complete the circle.

More details of the Spheres;

The Tactical Sphere: This is a table top war game using miniatures using scales 6-28mm. It can handle small skirmisher games to great battles where the armies number in the hundreds and even thousands, thanks to the innovative scaling rules.

The Technical Sphere: This is a far more detailed version of the Tactical game. Such games are known as war-band games, a sub-set of war games. This game is more like combat in a RPG or simulation, and indeed it can be combined with the Political Sphere to form and RPG rules set.

The Strategy Sphere: War [campaign] management. It uses markers on a map and not miniatures. This is the game with the greatest scope. It can played in its own right or used to organise game sessions for other Players in a club, who would use the other Spheres. Using the Strategy Sphere you could send an army, an envoy, or commandos to take a location or gain allies. If sending an army the actual battle can be resolved quickly in the Strategy Sphere of handed off and fought in the Tactical Sphere (as a traditional campaign manager). If sending an envoy/ spies, again it can be resolved quickly in Strategy Sphere, or handed off to the Political Sphere and played as an RPG. If sending in commandos it can be resolved quickly in the Strategy Sphere of handed off and Played in the Technical Sphere. Along with these the Strategy Sphere supplied background and context for the mission within the Spheres, and takes into account many variables - production capacity, propaganda and other factors.

The Political Sphere: as Sun Tzu said: "politics is war without bloodshed and war is politics with bloodshed". The Political Sphere covers social interaction, managing alliances, political influence and power plays. When managed with Strategy is can run whole cities and states, where political manoeuvring has an effect of Strategy and can change the face of war. When combined with the Technical Sphere it forms the basis of a role-play game (RPG). The results of these RPG sessions can be fed back into the Strategy Sphere, giving access to new alliances, troops and funding.

Currently the rule set is in Alpha for more information: