Monday, August 9, 2021

Titanomachina: Proposed Change to Initiative

Recently I had a suggestion with regard to a change to how initiative works in Titanomachina. For those who haven't read the latest rule book hosted on Tabletop Simulator, Titanomachina works by players taking turns by either playing cards out of their hands, or by passing, and when both players pass then the round is done. In particular, the player whose Titan has the highest initiative takes the first turn in the round, with the order of play being highest initiative score to the lowest. Titans can increase their initiative score, by activating sensors or taking damage to extra armour, and if they increase higher than 6 then it rolls over back around to 1. 

Firstly, this is a bit complicated. Secondly, once a Titan's extra armour is destroyed (or if it doesn't have any to start with, which is a real possibility) there's no way of forcing that Titan's initiative to roll over. There's also a certain bad feeling with regard to the cost of increasing initiative, with sensors requiring one other system played face-down to charge them, and extra armour requiring damage, for a single point increase. Players can increase the points more by activating crew with an operate action. But that's something like 3 cards at minimum just for that first action. 

The suggestion is to replace the +1 initiative point from sensors and extra armour with +1 initiative position. So rather than keeping track of 1-6 initiative points, the players merely need to track the turn order, who's going first, second, third, etc. So rather than the player with the highest initiative going first, the player going first goes first. Simplifies things eh? 

This dovetails nicely with me trying to make the initiative easier for players to read, as it was sometimes difficult for players to look across the table at each other's dice. Putting an initiative leaderboard on the game board seemed like the best solution of the ones I'd considered since it doesn't increase the number of components, and could piggy-back on a reversion to an earlier board that had the game track integrated instead of separate. Doing so would allow me to reduce the number of components by getting rid of both initiative dice and the separate game track. Markers for the initiative leaderboard would be required, but those wouldn't have to be dice; they could be spare habitats. 


 Of course, I'd be making the Tabletop Simulator version double-sided at the least, because why not? 


In addition, this opens up some real estate on the dashboards, where they have a big, empty space for the initiative dice that rarely gets used as such. I think putting the number of habitats available to that Titan configuration is a good use of that space. 

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