Saturday, December 13, 2025
Titanomachina: Detection and Detectability
Friday, December 5, 2025
Titanomachina: What is this? A war for Ants?!
Back in 2011, at the outset of the attempt to design what became Titanomachina, I wanted to be able to put Titans in the same game as conventional forces and elite forces. I feel like I've accomplished this game design goal, less through design than through the efforts of development. And after this latest game of Titanomachina playing a force of Myrmidon Mega-Ants against a mirror force, I feel like there's certainly room for development.
Firstly I should take the visual language developed for the Titan system cards and extend them to the ant squads cards, and especially the platoon cards, better. If you're not aware, the platoon cards are intended to enable players to act with several ant units at once, where the ant unit of five Myrmidons corresponds to a system on a Titan.
Currently those cards aren't really clear, given how they're supposed to take the cogs per action and apply it to up to three units portrayed on the cards. I was brainstorming a way to represent the bonus walk action of the Assault Ants, but I think I might just drop it entirely, as Assault Ants already have a great set of attacks. They can also be used for Spotting, Charge and Redeploy. This is only tangentially related to getting ripped apart by Assault Ant reinforcements in rounds 3-5.
There's also a good point about making the squads themselves more easily recognisable on the table. While I'm currently using Reversi chips, for their nice round shape, they also have some annoying behaviour making them finicky to use. Also, I can use Tabletop Simulator's token creation function to make some round tokens with symbols on them and lock the ant models to those.
Monday, November 17, 2025
Titanomachina: Hal-con 2025
Another Hal-con, another year. So far I've been coming to Hal-con to run demo-games for four years. Fewer group demos this year and more duels, with some new players returning for as many as a third game this weekend, which was cool to see.
I played a number of memorable games including the Extra Life IWK charity game played on Twitch, which demonstrated the amusing chaos of new and veteran crew thrown into four-player mayhem.
Some returning faces, including the Mario Bros participating in a set-up I affectionately like to call the Phone Box which is a 6x6 board where a 2x2 deployment space is created in a 4x4 square of two-habitat-tall buildings. Wario, in the redoubtable Styxx quaternary, proceed to kick Tethys quaternary in the back. This was because Tethys' player, Luigi, had the extra armour 4 in hand to deal with expected attack, and anticipated by ensuring 6 shield tokens over it. Styxx had a kick from a Digitigrade Leg operated by Styxx's entire crew pulling together and stacking the cogs for a 10 cog kick through enough habits to cause an additional 4 damage. Having been kicked the through a wall thicker than She was tall when slouching, Tethys was knocked out by Eos, whom Styxx had also put on the ropes.
A first time player and I managed to flatten a considerable amount of the map in what amounted to something of a mosh pit. I managed to execute a great double-jump body slam putting my opponent's Titan Rhea through a block of buildings. At that point I was behind 12 habitat blocks and raced to equalize, but caught a howitzer shot in Eos's right thrusters, destroying them, and shocking a card out of my hand. That card would have powered Eos's hand while it was operated by an initiate crew, and destroyed one more yellow habitat, for a 3vp swing. The game ended 14 to 9 for my opponent.
After that, however, I managed to execute the same double-jump against a player that had already played twice, this time using Tethys. I had gritted my teeth during the first round, not spending any systems. I caught a plasma howitzer in the knee before jumping, but caught them up in the corner by the edge of the board. After jumping I managed to smash their Eos into some buildings with the claw, and nearly knock Eos off the board with Tethys's gun battery. Eos pours crew and power into getting those shields back up, constantly raising exactly 4 (the number constantly knocked off Eos' shield diagram. I think I also got Eos' right arm. I believe it was round 7 before I was able to pull off the double jump, and I believe I lost both kneecaps (Extra Armour 1 & 2) before it too, meaning that turned a stalemate into a +5 VP to Tethys.
Similarly a demonstrator had another committment mid-day on Saturday and I got to sub in. That demonstrator is a good player, and while I was left with what might have appeared to be an uphill slope in terms of position and habitats, I also had a fantastic couple of hands that let me double-jump Tethys free of a possible ring-out situation, then turn around and deliver a knock-out shot with an adherent crew and master crew operating a macro laser that went through a shield, armour, and took off a leg and drilled in to the master crew.
On Friday I took a turn in the Phone Booth, getting Eos Quaternary dismembered by Rhea Quaternary, as my opponent took up fucking and stepping out of the way.
Saturday I got to take Tethys Secondary against Eurybia Primary crewed by our Board Game Room volunteer and suffered only minor decapitation. Eurybia got that one through habitats.
There were, I think, fewer 3-4 player games this year than in previous years. While I currently think Titanomachina scales pretty well, I think it's something of a different experience at 2, 3, and 4 players. One-on-one is a dueling experience, while the three-on-all is usually a matter of one player getting beat as two players race for victory. The 4-player game often involves players pairing up, but switching partners as the momentum of the game takes pairs through each other's combats. Team-up games are certainly something else, distinct from the multi-Titan mode I've developed.
Friday, October 24, 2025
Titanomachina: Super Titan Sisters
It should not be a secret that one of my favourite Godzilla movies is Godzilla vs Megaguirus, a movie I first watched in poorly-dubbed German. The concept is that Japan has come up with the notion of shooting Godzilla with a black hole gun, whose test-firing unleashes the Kaiju Megaguirus, the queen of a swarm of ancient dragon-flies that somehow enters the modern world due to the test-firing of the black hole gun. Did I mention a black hole gun? It fired black holes that fail to annihilate the Earth and the surrounding Solar system, and will presumably dispose of Godzilla if they can figure out how to aim it.
However, aiming is complicated by Godzilla fighting first the swarm of meganeura, and then Megaguirus proper, and finally a weird software glitch that sees the satellite armed with the black hole gun (aka "Dimension Tide") fall out of orbit. In the meantime Godzilla executes a fantastic body-slam on Megaguirus.
Seriously, it's a great couple of shots. The first is Megaguirus, having been smashed into a building by Godzilla, clearly emoting a kind of dazed "what-the-f***" then Godzilla roaring and doing a kind of lay-up for a jump. Cut to Megaguirus again clearly emoting "Oh shi...," following by the most amazing shots of Godzilla falling from the sky, and then seen from behind crushing Megaguirus underneath her and the building underneath them both. There's a kind of physicality to it that I am in awe of, and naturally I had to build that in to Titanomachina.
Certainly collisions exist in Titanomachina, but body slams like this needed development. For one thing they needed the Impact trait, and an outcome where the defender wasn't smashed backwards. In their current form they are an attack, that can be reacted to, and that does not damage the attacker.
Recently my regular opponent has adopted a kind of double-jump after using a Titan's sponson or turret to alter the direction of the jump. Indeed, last night I allowed my opponent to drive up his card advantage (having more cards in hand to play is a significant advantage) and then jump (into a two-habitat building of mine), spin and kick my Titan to the edge of the board, and then follow up with a second jump to execute a body slams through a non-aligned building.
I could have used an arm to move out of the way, all I needed was to jink left or right and that second jump would not have pushed my Titan back. I could have played more cautiously. So, following the design of the game, I am somewhat complicit in my loss (I was ahead on buildings, I had used a coolant system to recover my master crew, vulcan gun, and a leg). Which is to say I didn't really see it coming as I was concentrating on carrying off a strategy that would have seen me use my master crew three times in four rounds.
That is also why I don't have any picture to present of this three round game, because I wanted to really focus on the game.
Is the outcome ideal? As a player, no, although mainly because all I had to do was activate that arm. That my opponent won, instinctively it seems, is a good thing. Rather, it was that I made a tactical error with the arm and arguably a strategic error with the card advantage. As a designer, the game is working as intended and I was pleased that one player was able to punisher another player for complacency, inattentiveness, and perhaps over-confidence. A third player mentioned recently about how outcomes changed "with even an ounce of strategy" and after some thought I think I know what that ounce of strategy might have been.
Tethys is equipped with two jump jets and a capacitor, and with sufficient power accrued in Her player's hand can cross the board and outflank any other Titan in a single round. Furthermore, activating a jump jet and then a limb and then a jump jet again means Tethys jumping around the board like Mario. Which is to say, giving Her player the card advantage is blood in the water for a sea-monster.
The ounce of strategy is this: don't let your opponent get ahead of you in the number of cards they have in hand!
Saturday, October 11, 2025
Titanomachina: Single Player Training Missions
Lately I've been pondering the notion of a single player game. Following the Warhammer product design, the game is supposed to be played with other people, or in anticipation of other people, and it is this anticipatory part of the Warhammer hobby that is part of its genius, both because it creates a single-player section that loops back into the multi-player, social part of the Games Workshop Hobby ecosystem. Magic The Gathering uses a similar loop, creating a kind of treadmill to players that grinds out money. Not that, you know, I've managed to sell a box yet. Somewhat amusing me is that the greatest barrier to selling boxes of Titanomachina is not having boxes to sell... Nonetheless, I think that many people would like to be able to move forward with the solo part of planning the next game to playing the next game in spite of that.
Which came to me as I did some gardening, in that some people learn from doing and that Titanomachina should reward practice. So here is the notion, a set of game set-up that would make a single player game a puzzle to solve.
The first such 'Training Mission' I think should be called "Pruning" and involve the player attempting to destroy as many non-player habitats as possible. The player chooses a personality, adds it to to the Titan deck of their choice at the bottom and deploys that Titan. They then need to get a high score destroying buildings. They have 9 rounds before Time-out game-end. The board set-up would be that of the current Tabletop Simulator default set-up (see picture at the top there).
My plan is to run this mission in Tabletop Simulator, and to record each activation so that I can go make a little stop-motion animation of it.
So far so good:
Friday, October 3, 2025
Titanomachina: Efficiency is Oppression

Styxx seizes the initiative and gives chase, hoping to knock Rhea through some buildings and perhaps even off the battlefield. Rhea starts to work over the green habitats, crushing them with sweeps of Her arms and blasts from Her macro gun. As Styxx closes with Rhea, and starts to batter Her, Rhea's master takes control of Her hand, reaches out, and rips off Styxx's right-hand gun battery! Rhea is now ahead on both habitats and destroyed systems...
As the deadline for the cease fire comes down, Styxx desperately casts about for a green building, and finds one, but it's not enough as Rhea has had the same though and after a quick defensive step beind Styxx detects a yellow building. The ceasefire hits and the battle is over, with Rhea leading 3 Victory Points to 2 in destroyed systems, and 21-19 in habitats!
Monday, September 29, 2025
Titanomachina: Hypothetical Systems Part 2
I mocked up some cards for the hypothetical systems I mentioned in an earlier post, and in doing so also did some thinking. Mainly the thinking was "Would that make sense?" and "Why would anyone want to do that?" These aren't final because they're mock-ups, but I find looking at the cards makes it easier to see how they fit into the game than the raw numbers. I settled on two per system, but three of the systems are specific to a single named system (Rocket Pods) or type of system (Guns and Lasers). For the purpose of these systems I think it's important that they affect a particular system rather than being broad or flexible bonuses like sponsons/turrets and crew.
Wednesday, September 24, 2025
Titanomachina: Stealth and Cloaking
Monday, September 22, 2025
Titanomachina: Dal Games Expo
I had the privilege of running demonstration games at the Dal Games Expo held at the Dalhousie University Student Union Building this past weekend and it was a great time! It was great meeting people and playing Titanomachina with them, and learning how to use a bingo marker! To explain that last comment, the organizers had the fantastic idea of giving participants a bingo sheet and a stamp passport style of thing that really drove engagement. I really can't say enough good things about the organizers, as they put the Titanomachina table front and center as people walked in, with a handy QR code for the Tabletop Simulator version, and later provided a larger table when I requested it. But what really warmed my cogs was seeing people get locked in as they engaged with Titanomachina.
I should also take a moment to applaud the incredible patience of the workers at the local Staples at Bayer's Lake, as I wandered in there on Thursday evening when they were busy closing and asked them to print up the copies of the rule book at I would need for this past weekend, and I was able to pick up copies of the rule book on Friday. Having wrestled with getting booklets printed, it was a relief to finally have some properly printed and available for people to peruse.
There is, of course, also thanks to my demonstration ringer who has done a great job playing a Titan during demo games, and who has helped to develop the game over the years.
Friday, September 12, 2025
Titanomachina: The Revenge of Styxx
With Styxx's master crew out of action (or at least considerably less enthusiastic about moving around0 the remaining crew work together to kick Tethys, even as Tethys wrenches Styxx around with Her claw; despite the chaos, the crew lands a solid kick that destroys Tethys' gun battery (and heavily damages Her claw). Tethys gives Styxx a sharp elbow, further damaging Her plasma shotgun, but it's moreso insult to injury. With that, the cease-fire deadline arrives and the Titans stand down as the orbiting Hecatoncheires tell them to knock it off.
Friday, August 29, 2025
Titanomachina: Eurybia Walks!
While I haven't been able to get Eurybia's model up on Tabletop Simulator, I do have a beautifully printed version that I was able to get onto the table last night for meat-space testing. I was reminded of the advantages of playing live, such as the opportunity to game out the set-up stage of the game, using every dastardly trick in the book to make sure my opponent couldn't sweep the board of my habitats and vice versa.
My opponent piloted Eurybia Primary, in all Her unpainted grey glory, since he has a better win-record, and would probably suss out any overwhelming effects of Her dual coolant systems better than I could. I took Tethys Primary, as She is a fantastic all-rounder, and would be a good test for Eurybia. Speaking of, Eurybia got the Gracious personality, while Tethys got the Sagacious personality.























































