This is, I think, one of the strengths of Titanomachina as a game, in that for all its pretense at deterministic rules the game is something of a ouija board wherein two or more plans mesh toward to create a kind of unpredictable chaos that can surprise and upset even the best laid plans of Titan and cogs, and keep players wanting to walk the face of Gaia again!
Friday, August 8, 2025
Titanomachia: The Two Towering Battles
This is, I think, one of the strengths of Titanomachina as a game, in that for all its pretense at deterministic rules the game is something of a ouija board wherein two or more plans mesh toward to create a kind of unpredictable chaos that can surprise and upset even the best laid plans of Titan and cogs, and keep players wanting to walk the face of Gaia again!
Monday, August 4, 2025
Titanomachina August 2025 Update
It's something of an August update. I've only made one major change, and it's the body slam combo converts collisions to attacks with impact.
I've made a ton of cosmetic changes, and did some editing for clarity. Previously I had been trying to explain each rule in eight or so words, like I was making a card game out of the rule book.
July 2025 Titanomachina rule book
There's certainly room for improvement, but game wise I think I'm running out of things to change. Probably a good thing, and I think it's time to declare the change moratorium I like to put in place prior to Hal-con each year.
I should be working on a print-and-play that I can distribute at Hal-con.
Friday, July 25, 2025
Titanomachina Report and Analysis
Friday, July 11, 2025
Titanomachina: Plasma Drivers
I was reminded that I had commissioned art that hadn't been used yet in Titanomachina. Originally, the notion was that the weapon was supposed to be a short-ranged hybrid of armour piercing and high explosive traits, but I think it can be repurposed as something more like a hybrid between a plasma shotgun and a jump jet. The difference between a plasma weapon and a jump jet using plasma for thrust is basically matter of containment and cavitation.
In this case the downwards-facing arrow icon is the Recoil trait, pushing a Titan activating the system with each attack as if it were itself struck by an Impact weapon. At full attacks it can push itself back three tiles. Crew operating the weapon won't increase this, but the damage from collisions could be catastrophic, with destroyed systems being allocated to the opponent with the lowest current score.
The weapon also features a staggering cost of three cards to charge it, which is both only one card more than the cost of activating plasma weapons and jump jets, and another system that won't be activated for another four rounds.
I think the first Titan to be armed with this weapon should be Eurybia, although perhaps naturally enough it it may be something for Eos and their dual capacitors.
Saturday, July 5, 2025
Titanomachina: Room for Improvement
One might think that Titanomachina has been honed to a fine edge, and while that may be the case, there is definitely some room for improvement.
There might be an issue with allowing players to avoid activating systems, particularly given how having more cards in one's hand is a distinct advantage. I'm not entirely convinced this is an issue, but I must admit that it can be irksome to know that you can reveal your entire hand to an opponent and have nothing to defend with if they're willing to play enough unactivated systems. Of course, one can work to maintain card parity with one's opponents, or simply to make them regret not activating systems.
A good rule of thumb is that you should be able to gradually increase the cards in your hand, bluff the other players to get them to waste cards, or simply knock the cards out of them with shock weaponry.
At the other end of the rule book:
The shin-kicking optional rule is an optional rule and it would be better to build in a special rule to the general rules about selecting targets within arcs, since requiring players to pay one cog to turn a Titan 45 degrees in order to enable a kick is counter-intuitive to many players, and explaining you can only kick an opposing Titan in the legs makes one wonder how to welcome an opponent to Sparta.
I think allowing leg systems, mounted to the leg stack, to count as mounted to the corresponding arm stack for the purpose of attack arcs might be a way to simplify this. They will attack like arms. Plus it opens up cross-body kicks, while requiring sponsors or turrets for back-kicks.
Mind you, the nice part about shin-kicking is, of course, being able to kick your opponent in their own legs.
Reacting to Collisions
Oh, and being able to react to collisions as if they were attacks also simplifies a special rule in the main case. Players should indeed be able to mount a defense of the flying body slam, flying elbow, and flying knee. We know what happens when the moving Titan can't force the other Titan back due to buildings in the way, and if that lands a Titan on a building.
Grappling
It works, but what if the direction isn't just 90 degrees left or right? You kind of need to catch someone napping to push them through a building, and the positioning is pretty transparent. Occasionally the deployment of a sponson may take someone from surprise, but that's again focusing on something that can be prevented with a single cog of walking. Probably good to team claws up with another weapon or sensor to be used in case of a retreating target.
But think about the things that could be done if you could pull a Titan into the hexes left or right, not just front left and front rite? Or, alternative, introduce a new weapon system that can pull Titans towards each other. I've certainly had ideas for weapons that push the attackers around (the kzinti weapon). That last one though, I think I may have a model for that.
Friday, July 4, 2025
Titanomachina: Eos vs Tethys
Saturday, June 21, 2025
Titanomachina: Styxx Senary Configuration
That's in comparison to Rhea quaternary configuration with 21 to 29 points of damage, with limbs limited to bringing it up to 35 provided sufficient buildings to bust someone through. Rhea holds a massive edge in protection though, with a full five extra armour systems available to Styxx's two under maximum output conditions. Interestingly that can go up to three. The plasma howitzer helps reduce that, forcing a discard for shock. Styxx can also voluntarily slow down, as not using both arms means the limbs can still put out 8 damage, and not using any means still on par with Rhea's total cogs of 6 for all four limbs. Without the arms then deflectors or sensors can activate, protecting the Titan or detecting Titan targets. Maybe even thrusters. Sensors can also be used to scan, to capture the initiative, and control the fight.
The question becomes then, can you maintain this pace when pressed for angles, ranges, and choice of targets? What if you need a third extra armour to soak three points of damage getting through your shields from crew-operated macro guns? What about recovering from impacts and grapples so that you can maintain those arcs and ranges, which trades off against distance and damage? Or hope that the turret will make up for it.
Friday, June 6, 2025
Titanomachina: Eurybia
The secondary configuration ups the ante to make the range shorter and the threat bigger. Using coolant on the claw and getting in multiple grapples into buildings, or simply into arc of the laser blade, may make up for an inability to multi-task offense and defense. She still has the best armour and shields in the game, and can leverage that hardiness to absorb damage as well as prevent it.
It's worth considering that using the coolant system will leave Eurybia dead in the water, spending at least one other card, leaving itself in place to be shot and two cards short on defensive options. It's not gaining anything until the next round, so using it might signal that a player can do nothing else.
Either way, it'll be interesting to get these two out on the board to see what happens.
Wednesday, May 21, 2025
Titanomachina: The Gripping Hand
Monday, May 12, 2025
Titanomachina: Myrmidon Mega-Ants Part 5
Updates and changes to the info used in Part 4.
Ant Decks are composed of unit cards, platoon cards, and support cards. The unit cards apply to all units of that type, so a Tactical Ants card enables any one unit of Tactical ants to perform an action or two. Platoon cards enable multiple units of the indicated type to share the card’s actions and cogs. Support cards enable a unit with the model pictured on the card to perform actions.
Ant units have unlimited stacking but occupy target locations on tiles like buildings. Ants cannot stack with enemy units, or share buildings with enemy units. Each ant unit can take one point of damage before it is removed from the board.
Actions include:
- Attack – The unit of ants chooses a range and rolls 1D6 per cog. The target must be in range, line of sight, and arc (arc is 360º). Each dice result that rolls over the range does a point of damage. Ants in buildings gain line of sight from that building. Ants in a building are destroyed if that building is destroyed. However, they won’t be destroyed until the entire building is destroyed, not just individual habitats. Each point of damage removes one unit of ants from the target stack.
- Walk – The unit of ants moves a tile per cog. Ants can move into buildings, An additional Walk icon allows the unit to move one more tile in addition to any cogs.
- Reinforcement – One unit of destroyed Tactical, Assault, or Support ants may be placed on a road tile on the edge of the board. The Gracious personality is a reinforcement for ants.
- Detect Titan – All ant swarm units have line of sight to a detected Titan until the end of the round, or the location of a stack of ants – moving ants away from this location on a tile will disrupt automatic line of sight to that stack, but not to anything in that location until the end of the round.
- Detect Habitat – Place a habitat within line of sight of the unit.
- Scan – Increase the swarm’s initiative.
- Operate – Increase the cogs of the next action to be declared.
Reactions Include:
- Fall Back – enables a unit of ants to move one tile directly away (‘directly’ by overkill rules). This may take them out of range (attack fails), or into a different range band.
- Block – enables a stack of ants to switch the attack to a different target on the same tile.
- Covering Fire – enables a unit of ants to shoot back at an attacker with 1D6 at Range 4 simultaneously with the attacker.
- Take Cover – enables a stack of ants to ignore one point of damage that turn.
End-Game/Victory Conditions
- Knock-Out: All Command Ant units are destroyed.
- Ring-Out – All Tactical, Assault, or Support Ant units are destroyed at end of round.
- Time-Out – the usual 9 or 18 rounds.
Units
- Command Ants (Walk, Attack, Scan, Cogs: 2, Range 1, Range 3)
- Tactical Ants (Walk, Attack, Cogs: 2, Range 2, Range 4)
- Assault Ants (Walk, Walk, Attack, Cogs: 2, Range 1, Range 2)
- Support Ants (Walk, Attack, Attack, Cogs: 2, Range 3, Range 4, Range 5)
Platoons
- Onslaught – Up to three units of Tactical ants can each walk or attack at range 3.
- Charge – Up to three Assault ants can each walk or attack at range 2.
- Firestorm – Up to three Command, Tactical, and Support ants can each attack at range 4.
- Redeploy – Up to four units of any ant unit type can walk with a movement bonus.
Support
- Command – Add two cogs to one unit during the next action played.
- Spotting – Add a building to the board or gain line of sight to a Titan or ant target location.
- Reinforcements – Up to three locations on road tiles around the edge of the board may have x cogs-worth of ant casualties redeployed onto the board.
Monday, May 5, 2025
Titanomachina: Myrmidon Mega-Ants Part 4
Support Cards
· Scout is an option for Tactical,
Support, and Assault Ants.
· Reinforcements is an option for
Tactical, Assault,
· Command is an option for Heavy Ants
Actions Include
Attack – The unit of ants chooses a range and rolls 1D6 per cog.
The target must be in range, line of sight, and arc (arc is 360o).
Each dice result that rolls over the range does a point of damage.
Move – The unit of ants moves a tile per cog. Ants can move
into buildings, gaining the line of sight of that building, and being destroyed
if that building is destroyed. However, they won’t be destroyed until the
entire building is destroyed, not just individual habitats.
Reinforcement – One unit of destroyed Tactical,
Assault, or Support ants may be placed on a road tile on the edge of the board.
Detect Titan – All ant swarm units have line of sight to the
detected Titan until the end of the round.
Detect Habitat – Place a habitat within line
of sight of the unit.
Scan – Increase the swarm’s initiative.
Operate – Increase the cogs of the next action to be declared.
Reactions Include:
Block –
enables a unit of ants to switch the attack to a different target on the same
tile.
Fall Back –
enables a unit of ants to move one tile directly away (‘directly’ by overkill
rules)
End-Game/Victory Conditions
· Knock-Out: All Heavy Ant units are
destroyed.
· Ring-Out – All Tactical, Assault, or
Support Ant units are destroyed at end of round.
· Time-Out – the usual 9 or 18 rounds.
The notion, of course, is that there is a trade-off between the amount of ants you can have on the board at any given time vs their capabilities. But that is why we do development and play-testing, to see how this makes us feel...
Sunday, April 27, 2025
Titanomachina: Multi-Titan Mayhem 2
Digging into developing a multi-Titan game and I think I've managed to hit on a game mode that enables players to play Titanomachina with multiple Titans per side.
Each player has two or more Titans where each Titan gets five cards from their Titan deck laid out on the table. Players take turns in initative order activating systems by rotating them 180 degrees (and flipping over any cards necessary to charge a system for activation). Players cannot activate a Titan again until all over Titans under their care control have activated a system (or can't activate a system).
At the end of a round, when no more activations are possible, players can reset or replace the cards in their Titan's rows.
Titans are reduced to single targets with a single stack of shield tokens. For every three points of damage they accumulate, the attacker can select a card from the targets row and claim it to score the system.
Reactions are slightly changed. Reactions rotate a card like it was activated. Blocks turn Impact and Grapple effects into 45 degree turns, and offers that system up for destruction instead of the target. Intercepts reduce the amount of incoming damage by 1 point. Emergency Power allows a player to play a reaction using a card that was rotated or flipped. Emergency Venting increases the cost of activating a system to attack within range 1.
Armour Piercing enables the attacking Titan to claim two destroyed systems instead of 1. High Explosive adds damage to a system's cogs. Impact and Grapple always pushes (or pulls) a Titan, only doing one point of damage for collisions. Shock makes a player flip over one of their Titan's unactivated cards.
Tuesday, April 8, 2025
Titanomachina: Coolant Systems (Part 2)
Saturday, April 5, 2025
Titanomachina: Reconfiguring Styxx
Perhaps amusingly, what the tertiary and quaternary configurations give up for a third weapon is not additional speed and agility.
The coolant system would enable the Titan to draw an activated system immediately back to their hand rather than waiting for it to cycle through the Titan deck. This can give it the Titan a third limb or weapon activation as the timing allows. It also gives it another defensive option, to make up for all the block reactions it would lose with the third weapon and two arms.
This does require ripping out one of the capacitors, but where their optimal use requires the Titan to be using two-charge systems. That's only really the weapon systems, in the tertiary configuration, and the macro laser in the quaternary.
This isn't the whole solution though, as it occurred to me that the turret is one of the reasons the primary and secondary configurations are so effective. Being able to jump sideways seems like an equalizer, especially where weapons also get 270 degrees of fire.
Friday, March 21, 2025
Titanomachina: Going Hunting
In the quest for balance, so players can feel like there isn't only one way to play Titanomachina, there is a gold standard for power and that is Rhea's quaternary configuration. That's the one with two macro guns and two vulcan guns, and has five extra armour systems and a sensor system to maintain a favourable initiative. The best defence in the game along with an array of charge-efficient systems, makes this Titan a brutal opponent, particularly when piloted by my favourite opponent.
I'm trying to figure out a material response to this monster, mainly so I don't have to rejig the game to balance it out, but I'm currently thinking about Eos and Styxx. Eos has a pair of capacitors in primary and secondary configurations. Styxx has three sensors as well as a capacitor, taking only a single thruster instead of Eos' dual jump jets, and mounts stronge but charge-thirsty limbs. I want to take Styxx's primary weapon configuration (plasma shotgun, rocket pod, laser blade) and stick it on Eos' primary chassis.
- Sponson 1, Jump Jets 1, Capacitor 1, Plasma Shotgun 2, Deflectors 1, Initiate Crew 3, Deflectors 2, Extra Armour 1 (5 actions, 5 damage, shock)
- Jump Jets 2, Capacitor 2, Laser Blade 1, Initiate Crew 4, Extra Armour 2 (3 actions, 4 damage)
- Master Crew 1, Rocket Pod 2, Arm 1, Leg 1, Extra Armour 3 (3 actions, 6 damage)
- Adherent Crew 2, Arm 2, Leg 2, Sensor 3, Personality (4 actions)
- Sensor 3, Master Crew 2, Rocket Pod 2, Deflectors 1, Initiate Crew 2, Deflectors 2, Extra Armour 1, Arm 2 (4 actions, 6 damage)
- Turret, Capacitor 1, Plasma Shotgun 2, Sensor 2, Leg 1 (4 actions, 3 damage, shock)
- Adherent Crew 1, Arm 1, Sensor 1, Extra Armour 3, Laser Blade 1 (2 actions, 5 damage)
- Initiate Crew 1, Leg 2, Extra Armour 2, Thrusters 1, Personality (3 actions)
- Sponson 1, Macro Gun 1, Extra Armour 1, Vulcan Gun 1, Leg 1, Master Crew 1, Shields 1, Adherent Crew 2 (4 actions, remainder 1, 8 damage)
- Sponson 2, Macro Gun 2, Extra Armour 2, Vulcan Gun 2, Leg 2, (3-4 actions, 7 damage)
- Shields 2, Initiate Crew 3, Initiate Crew 4, Extra Armour 3, Arm 1 (2-3 actions)
- Extra Armour 4, Extra Armour 5, Arm 2, Sensor 3, Personality (3 actions)
The question, I suppose, is how will this mix with the personalities? And maintaining an advantageous position in the initiative order, as well as low-angles to Rhea (and not letting Her slip behind me this time!).
Wednesday, March 19, 2025
Titanomachina: Escape From Gaia ready for Play-testing
I saw this mechanic in a wonderful game about modern art ("Art Society"):
Initiative goes to the player that plays the highest card, with ties going to the previous card value, and any further tie going to the ship with the most fuel.
Ships are dice, used to track fuel.
Players move their ships in initiative order.
- Up an orbit costs 2 fuel
- Moving along the same orbit costs 1
- Moving down an orbit earns 2
- Moving into space with a planet earns 1
- Moving into a space occupied by another player costs 1.
There's all sorts of other bells and whistles I could put in there, like giving cards special rules or whatnot, but right now seven poker cards (1-6 and a joker) should do it.
Players win by moving up, out of the solar system. Players can't have less than 0 fuel, and start with 4 points of fuel. Planets are spaced out so that players can't immediately bootstrap themselves out of the solar system.