Monday, April 13, 2026

Titanomachina: Tethys

Once upon a time, like many a game adversary, Tethys was just Rhea but blue. She's an evolution of Rhea, and I like how the scales for Her extra armour parts both communicate Her pelagic origin, and gives Her a kind of prehistoric fishiness. Exactly how fishy depends on the paint scheme, but I made Her pink when Eos was planned for pink (Eos being the Titan of the Rosy Dawn) because my daughter wanted a pink one, and She became blue (and green) again when an artist I commissioned gave me a version of Her in that colour scheme. There's also how She turned out when I turned my paint brush on Her and reminded myself that I was not an enthusiastic painter. Which is somewhat odd because painting miniatures with a brush is wonderful if you can find the time to enjoy it. 

Tethys was named after the rival Queen of Heaven that Rhea and Her husband/brother overthrew, which is probably metaphorically significant in some fashion that isn't clear from the surviving fragments of literature. There seems to be some thematic overlaps, with the differences being that Rhea is the more bellicose of the two, and Tethys being the more nurturing. Of course, having purloined the names and identities I can do what I like with them, and in this case I think it's interesting to style Tethys as the Surging Tide. Which is to say that Tethys' more power-hungry configurations and systems (macro laser instead of a macro gun, claw instead of a hand, jump jets instead of thrusters) lend themselves to greater peaks and troughs in game-play, despite being perhaps more well-rounded than Rhea who maximizes the defensive systems and who can maintain a more constant rate of activity. Tethys is more dramatic. 

Notably Tethys' places an Initiate Crew up in Her vulnerable sensor tower, making Her more vulnerable to the front than one would expect for having the second most armour in the game. However, this serves as something of a lure, giving opponents a reason to engage Her from positions where She can most easily return fire. 


Tethys' primary configuration reflects Rhea's primary, carrying a laser, a gun, and a close combat weapon for grappling. However, instead of having a gun as Her main weapon, Tethys has the longer-ranged armour piercing macro laser. With more damage potential than the laser battery, and 3x the range of a laser blade, it firmly places this version of Tethys into the knock-out fighter category. Despite having a capacitor, this system mainly serves to keep Her moving and punching when She might otherwise run out of gas. It does not accelerate Her like the dual capacitors of Eos. Tethys' dual jump jets, however, form something of a secret weapon, enabling Her to not only move rapidly around the board, but to press for a double-jump should someone judge the claw to be more dangerous than the laser. 


Tethys' second configuration is perhaps more energy intensive, tracking the ranged sniper power of the macro laser for the high explosive shield and habitat clearing utility of a rocket pod. While it's not a great weapon, the rocket pod is relatively low powered and should work well with the plasma shotgun to make sure other Titans are exposed to the laser blade. 


Tethys' tertiary configuration gives up the jump jets for a second gun battery, a second sponson, and upgrades the plantigrade legs to digitigrade legs. This is something of a wash with energy trade offs, but the dual gun batteries, claw, and legs turns Tethys into something of a board control monster. 


Tethys' quaternary configuration doubles down on what makes Her secondary configuration nasty, making life oppressive to opponents at all ranges, and especially at short ranges. Tethys' answer to Rhea's quaternary configuration doesn't bother competing on board control, and instead focuses on doing damage in a way that makes Rhea's superior armour meaningless. 

Where Rhea's concerns are Her pre-eminence amongst the Titans, and inter-galactic trade, Tethys' concerns are more domestic. Her control of trans-oceanic shipping and trade with the Myrmidon Mega-Ants pale in comparison to Her need for violent and dramatic vengeance. 

Tethys plots to overthrow Rhea, suborn the Hecatoncheires battle stations, and to use the wealth of Gaia to return the Titans to galactic pre-eminence. Whether She can overcome Rhea, and the other Titans drawn to the jewel of Gaia by promises of wealth and entertainment, or whether Her own fury will be Her [further] downfall remains to be seen.

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  

Titan Deployment (Colour, Tile, Heading, Shield Configuration using Titan randomizer & Shield Tokens)
B57E 12 21 32 41 51 61 71 81
P32S 12 21 32 41 51 61 71 81

Round 1
B - Pass
P - Plantigrade Leg 2 - Attack 31 - 4B Walk 33S
B - Deflectors 1 inactive
P - Pass

Round 2 
B - Deflectors 1 inactive
P - Shields 2 inactive
B - Capacitor 2 inactive
P - Sensor 3 inactive
B - Pass
P - Adherent 2 Operate
B - Deflectors 2 Raise Shields (rotate shield harmonics) 51 & 61 to 83
P - Pass

Round 3 
B - Sponson 1 Twist
P - Sensor 3 Detect Building 61 7P 8P 15P
B - Jump Jets 2 Jump to 34N
P - Capacitor - Full Power
B - Laser Blade Attack to P8 (Block to P2), -1 Shield Extra Armour 3 light damage Initiate Crew 2 heavy damage
P - Sponson 1 Twist
B - Capacitor 1 Full Power
P - Jump Jets 2 Jump to 66S
B - Capacitor 2 Full Power
P - Initiate Crew 1 Operate
B - Plantigrade Leg 1 Walk east 25S
P - Plantigrade Leg 1 Walk west 56N
B - Master Crew Operate
P - Pass
B - Pass
P - Arm 1 inactive

Round 4
B - Rocket Pod 1 Attack Building 61 7P 8P 15P and 2P via High Explosive
P - Master Crew 2 Operate
B - Adherent Crew 2 Operate
P - Gracious Repair Extra Armour 3 Initiate Crew 2 restored to no damage
B - Arm 1 inactive
P - Arm 1 Walk 55N
B - Plasma Shotgun 2 Attack to P3 Plasma Shotgun -3 shields 2 heavy damage
P - Plasma Shotgun 2 inactive
B - Pass
P - Rocket Pod 1 inactive
B - Arm 2 Attack 34 4P
P - Extra Armour 2 Scan (seize initiative)
P - Jump Jets 1 inactive
B - Plantigrade Leg 2 Walk 26SW
P - Pass
B - Extra Armour 3 inactive

Round 5
P - Rocket Pod 1 Attack 43 - 8B 3B & 34 - 4G via High Explosive 
B - Pass
P - Plantigrade Leg 2 Walk 56N Attack 67 - 8B
B - Jump Jets 1 inactive
P - Laser Blade 1 Attack 36 - 2B
B - Deflectors 1 inactive
P - Capacitor 1 Full Power
B - Capacitor inactive
P - Adherent Crew Operate
B - Arm 1 Attack 37 - 4P
P - Plantigrade Leg 1 Walk 35NE
B - Sponson inactive
P - Pass
B - Extra Armour 3 inactive

Round 6
P - Sponson 1 inactive
B - Laser Blade 1 inactive
P - Arm 2 Walk 24E
B - Pass
P -  Pass
B - Deflectors 2 inactive

Round 7
P - Sponson 1 Twist
B - Plasma Shotgun 2 Attack P3 (Block to P6), Extra Armour 41
P - Initiate Crew 2 Operate
B - Sponson Twist
P - Sensor 3 Detect Building 19 - 1P 2P
B - Plantigrade Leg 2 Walk 25 Attack P3 (Block to P4)
P - Arm 1 Walk to 15NE
B - Initiate Crew 3 Operate
P - Pass
B - Plantigrade Leg 1 Walk 25NE Attack P3 (Block to P2)
P - Jump Jets 2 Jump 18NE
B - Master Crew 1 Operate
P - Jump Jets 1 inactive
B - Extra Armour 3 inactive
B - Pass

Round 8 
P - Plantigrade Leg 1 Walk 27SE
B - Arm 2 Walk 26E Attack P6 (Extra Armour 4 destroyed) 27S
P - Jump Jets 1 Jump 57S
B - Extra Armour 3 Scan (seize initiative)
B - Initiate Crew 4 Operate
P - Pass
B - Arm 2 Walk 27S
P - Initiate Crew 1 inactive
B - Adherent Crew 2 Operate
B - Jump Jets 2 Jump 57S Attack P6 (Sponson 1 destroyed) P67S 3P 4Y 7G destroyed
B - Capacitor 2 Full Power
B - Laser Blade 1 Attack P6 (Capacitor light damage, Master Crew heavy damage)
B - Jump Jets 1 Jump 67S Attack P6 (Capacitor destroyed, Master Crew destroyed, Knock-Out)

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.  



Eos deploys aggressively, confident that the initiative will give Them the first shot, while making a rear approach dangerous, and a frontal assault costly. Tethys deploys much more circumspectly than Her previous frontal assault on Eos. 


It's a slow start, with Eos concentrating on building power, while Tethys looks to stretch both Her legs and Her advantage in habitats. 


Tethys sees Eos' aggressive posture and gets Her adherent crew on deck so She's ready to respond when Eos comes knocking, while Eos brazenly reinforces Their left side shield coverage, just about announcing Their imminent attack vector. 


Eos fires up Their sponson to vector Their jump, and leaps in to stab Tethys with Their laser blade, and Tethys twists enough to take it in Her check rather than letting the blazing knot of light lame Her leg. Not interesting in taking another hit like that, with Her prow compromised and junior crew injured, Tethys makes Her own leap. With some distance achieved, the Titans square up just out of range for their respective plasma shotguns, and Tethys spots a pink building on Her left and driving up Her habitat lead.  


Eos isn't having it, and activated senior crew last round to guide the rockets They fire, and these rockets demolish not only the building, but the pink upper habitat of the building beside it in the fireball. Tethys' own master crew beseeches the gracious to preserve the life of Her injured junior crew and manages to not only get him back on his feet, but also seals up the gaping hole in Tethys' hull from Eos' laser blade. Then, perhaps emboldened, Tethys slides Herself into plasma shotgun range and catches a blast from Eos' plasma shotgun that disables Her own. She targets Eos with Her own rocket pod, but doesn't fire. Eos demolishes the pink upper habitat of the building beside Them, on general principle, perhaps confused by Tethys' display. But Tethys shifts Her massive weight almost imperceptibly and Eos realizes that Tethys now has the initiative and is angling for a body slam, and steps back behind the  buildings on Their left, realizing it will cost Them in habitats. 


Now Tethys storms forward, blasting blue habitats with Her rocket pods, stabbing them with Her laser blade, and kicking them down as She storms forward into contact with Eos, who remains mostly still and charging, sneaking in a desultory elbow in a pink habitat on Their left and blue habitats are reduced to rubble. 


Tethys has little interest in being stabbed again, and slides left up the street from Eos, turning to present Her damaged plasma shotgun as something of a lure. Eos is patient though, and has plans for Her mounting power levels and loading systems. 


Now Eos unloads, blasting Tethys in the hopes of disrupting Her ability to resist further stabbing, but She spots a pink building off in the corner of the battlefield. Having ducked the plasma shotgun blast, letting it burst shields and cook armour off Her back, Eos slides in with a snap kick to Tethys' plasma shotgun that Tethys catches with Her shin as She slides in between Eos and the edge of the battlefield. Eos is still angling for that expensive but damaged plasma shotgun, aiming a reverse kick catches Tethys on Her chin instead. It's tempting for Eos to keep going, but even a bare minimum knock-out at this point will see Tethys emerge victory from sheer number of pink habitats. 


Tethys uses the initiative to turn and jump for safety, but now Eos is running hot, and not only gives chase, but leaps over the same buildings to mash Tethys' own front through more buildings, discharging Their capacitors to activate first Their laser blade for a quick gouge, and then firing Their second jump jets for a body slam that caves in the weakened capacitor and crew compartment to destroy Tethys' capacitor,  kill Her master crew, and see a knock-out of sufficient violence to overcome Tethys' massive advantage in habitats, scoring 7 victory points in the round! 

Note, it looks like we forgot the damage that going face-first through those buildings would have done to Tethys. The loss of Her frontal armour or the plasma shotgun don't seem like it would have affected the outcome.

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.