Monday, April 13, 2026
Titanomachina: Tethys
Saturday, April 4, 2026
Titanomachina: Mirror-match Mayhem Encoded
Habitat Coordinates (xy - building randomizer colour)
- 13 - 3G 7P 8Y | 14 - 3G 4Y | 16 - 1Y 2P | 19 - 3G 7G 8G
- 22 - 3B 4G 7Y 8P | 28 - 3B 4Y 7Y 8B
- 31 - 3G 4B | 34 - 3B 4P 7Y 8B | 36 - 1P 2B 5B 6Y | 37 - 3G 4P 7P 8G
- 41 - 7B 8G | 43 - 3P 4G 7G 8Y | 47 - 1G 2P 5Y 6G | 49 - 5Y 6P
- 61 - 1Y 2P | 63 - 1B 2Y 5Y 6G | 67 - 3P 4Y 7G 8B | 69 - 3Y
- 73 - 3G 4Y 7P 8B | 74 - 1P 2B 5G 6P | 76 - 3Y 4G 7B 8P | 79 - 3G 7G 8Y
- 82 - 3B 4G 7Y 8P | 88 - 3B 4P 7Y 8G
- 91 - 3Y 7G | 94 - 5Y 6P | 96 - 7G 8B | 97 - 3P 4 B
Friday, April 3, 2026
Titanomachina: Mirror-match Mayhem
In this battle report I took Sagacious Eos vs Gracious Tethys, with the both of us choosing to arm our Titans with plasma shotguns, rocket pods, and laser blades. Of course, one significant difference was that Tethys had rear armour and two extra habitats while Eos packed another capacitor in Their frame. As my opponent would prophetically comment on the two habitat head-start: It's basically nothing. So when the game ended with a knock-out in round 8, seeing Eos crush in Tethys' sponson with a body-slam, damage Her capacitor and master crew with a swift stab from Their laser blade, and a final body-slam to destroy those systems, the final score was 21-19 for Eos. Had Eos executed in a different order, two body slams in a row, it would have been both a knock-out and a 19-18 victory for Eos. Notably there was a point in round 6 where Tethys might have blocked a kick to Her plasma shotgun with Her leg instead of Her prow, which would have seen Tethys suffer both a ring-out and a 19-18 victory.
There are, perhaps, two reasons for this somewhat bizarre situation where Eos has ripped Tethys open, but barely squeaked out a win. The first is that Tethys did a reasonably good job of increasing that initial two-habitat lead. The second is that Tethys was overwhelmed by Eos' higher rate of activity, with round 8's evisceration happening because Tethys ran out of gas while Eos had loaded both capacitors with 50% more power available. There is a third reason, I think, in that Tethys played defensively, and Eos really shines in situations where opponents are not hitting Them back effectively. But Eos managed to control the initiative fairly effectively by also maintaining not only a card advantage, but also tempo. The specific armament of plasma shotgun and laser blade, in combination with dual jump jets and capacitors is a real killer because a jump jet or weapon can be activated, its power recovered with a capacitor, and then another one fired. It's not easy to run away from that.
Wednesday, April 1, 2026
Titanomachina Habitat Cards
How to get a game out of a pack of Titanomachina cards, from a 55-card deck.
- 22x Titan system cards
- 1x Titan Dashboard card
- 1x Titan Damage card
- 1x Titan Shield card
- 1x Personality card
- 1x Pass card
- 25x Habitat cards per Titan
- 1x Reference card
- 1x Board location card
- 1x Round tracker card
One habitat card per Titan is used in the initiative stack. Habitat cards equal to the Titan's habitat number on their dashboard cards are shuffled together into a Habitat deck. The remainder are kept by the players for detection and scoring.
Titan in 51N (Tile 51 heading North) addresses a building target in 34, but first 43 gets populated to check LOS. Each player can draw up to four cards, in the order on the locator card. Players can pass. When both players pass, they check line of sight. If the acting player doesn't have line of sight, they can contact the thing that is blocking their line of sight. Passing leaves a position open.
Addressing can be Attack or Detect Titan/Habitat. Destroyed habitats go to the Titan's habitat reserve, to go back on the board when Detect Habitat is played.
Without a board players can write down positions on a sheet of paper with at least 30 lines using the coordinates on the card. 36-B1G2B3Y4 would be a row of habitats diagonal across tile 36 with blue on the bottom and green and yellow on top. G7Y8 would be a pineapple.
So odds (1, 3, 5, 7) would be ground level and north-west, north-east, south-east, and south-west, and evens would be second level. Bigger numbers like 11 would be the third level of the north-east of that foundation tile.
The initiative stack is kept by the round tracker card, which has 1, 2, 3, 4 on one side, and 5, 6, 7, 8 on another. That card is rotated 90 degrees relative to the initiative stack.
The upshot being that players can play Titanomachina without a board and miniatures. Whether they would want to is another question. However, this also means the game as a product can be reduced to a minimum viable product of two decks of 55 cards per player, plus shield tokens, box, rules booklet, and a dry-erase pen. It also expands seamlessly when the board, figurines, and habitat blocks are added.




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