After a period off, Rapacious Eurybia challenges Pugnacious Eos to battle, both in their 3rd configuration. Now this was an interesting battle as it also served as something of a test-match between a Titan with two coolant systems and a Titan with two capacitors. As avid Titanomachina fans may recall, Eos has a powerful late-game with the two capacitors because They can push a card advantage despite even thirsty systems like Eos' third configuration (plasma shotgun, rocket pod, laser blade). Eurybia, by contrast, has a powerful early game as systems are brought back into use long before their usual cool-down cycle through the deck would usually allow. In addition, I had decided to use this to my advantage for some psychological pressure to wear down my opponent because using Eurybia's somewhat weak third configuration (gun battery, laser battery, hand) armament in a concentrated salvo, saving it for deployment on round 4. My opponent was also slightly out of practice, in that a mid-game reminder about firing high explosive weapons at full spread (spreading the extra cogs from crew operation to secondary targets) nearly turned the tide. As it was the game ended in a 17VP to 16VP time-out as my opponent staged a heroic come-back that didn't quite make it. Nonetheless, it ameliorated some of my early game worries about the coolant system being too powerful as Eos hit back very effectively. Whether players merely need to be warned about how these systems perform, or these systems need further tweaking, remains an open question. Sometimes in these games it's fairly easy to see where the game turned, but I think in this game it was the gradual attrition of a series of decisions that saw me squeak out a win for Eurybia.
Saturday, June 27, 2026
Titanomachina: Capacitors vs Coolant
Tuesday, June 9, 2026
Titanomachina: Clymene
I have the Titan Clymene mostly sorted out. I haven't come up with a colour scheme I like better than the colours of the Bisexual Flag, but I think my first crack at it should be based on kahki and teal. Rules-wise
Clymene sits at four crew, two plantigrade legs, two arms, two sponson systems, two deflector systens, one sensor system. one specialized system, four extra armour systems, a laser blade, a rocket pod, a vulcan gun, and a hand. Each specialized system enhances one of the weapon systems. Her defense isn't as weak as Eos or Styxx, but not as good as Tethys, placing Her squarely in the bottom 50%. Rhea and Eurybia tie for the most. Which is okay, Clymene is more about a balanced offense.
Monday, June 8, 2026
Escape From Gaia: More Development Needed
Escape From Gaia is my take on Snakes and Ladders, set in the Titanomachina universe, wherein some of the sordid history of the Titans becomes the basis of a game. See, the Titans were chased off of Gaia before when their extra-curricular activities became too much for the Myrmidon Mega-Ants to bear. But it wasn't just Gaia, but all the planets of the Hyperion system, and so the Titans left for deep space. In this 15-20 minute game players attempt to manoeuvre their Titans out of Gaian orbit and slingshot past the three other planets in the system to get into deep space first. In order to do that they have to dodge anti-shipping weapons making orbital slingshots impossible, gravitic anomalies, and good old-fashioned sabotage.
The board is composed of four rings of 5, 7, 9, and 11 segments and a central 'sun' segment. Each ring contains a planet in one segment or square and may contain a gravitic anomaly in another. There is a deck of 24 cards, of which each player from 2-4 draws 6 cards. These cards have a rule and a number. The number is 1-24 and represents initiative, with numbers governing the order of play. The rules include cards that enable ships to move an extra square, enable players to drop a ship down an orbit, enable players to rotate an orbit clockwise or anti-clockwise on the board relative to the others, enable players to place or move a gravitic anomaly on the board, or prevent ships from entering squares containing planets.
Ships move one square or segment at a time unless they move down an orbit, or into the orbit of a planet (or the sun), or the player has the Steady Burn card (move an extra square). Ships can only move up into a higher orbit via planets. Ships can't move into squares containing gravitic anomalies.
The game ends when a player makes it off the board via the outermost planet, and the player that does that wins the game.
Now, the important thing is that while this works, it stops somewhat randomly, and is finely tuned enough that winning it doesn't feel like a strategic act, when it can be won at all. It needs a separate end-game condition from the winning conditions so that it ends in the 15-20 minutes intended, and
It also needs more defined starting conditions than placing the planets on non-contiguous squares. One suggestion I received was drawing cards to dial in the relative positions of the planets in the orbits.
There's some work required decorating the proto-type board so that the layout is more obviously designed, with the line through the orbits defining how they are turned decorated to line up in case it falls out of true. Some of the squares, perhaps those decorated with planets, could have directions indicated on the board so that they function as valves or indicate bonuses for entering the square from a particularly direction.
Planetary defenses are rough, functioning to prevent players from winning and ending the game, and while that was the intention, they are surprisingly effective at doing so, and in some case function to prevent a player from winning because it's the last card they have in hand. Some way of avoiding the planetary defenses seems apt, but also counter to the design.
Speaking of hands, players could probably do better with hands of four cards each, rather than six, to make analysis quicker and easier, and to avoid that situation where players only have one card left, or at least to minimize it. This may minimize the number of planetary defense cards players may have in hand at crucial moments, and give players more agency.
It's possible the shape of the board is causing problems, given it's a series of increasing odd numbers, rather than, say, something like 4, 8, 16, and 32 or something like that.
Given that the game is Snakes & Ladders, it might be something to re-jig the gravitic anomalies into something more like the planets, making them the snakes to the planets' ladders. There's an effect enabling players to knock each other down an orbit, but what if that was combined with the gravitic anomalies after a fashion? As in, moving into a gravitic anomaly square forced one down an orbit? There's also the option of gravitic anomalies acting as a kind of teleport to move ships from one to another. I think then replacing the sabotage cards with more cards enabling players to rotate the orbits of the board might be better in terms of game play.
In order of priority:
1. Redecorate the board.
2. Change cards to 4 per hand, players draw cards to replace cards in hand, shuffle discards when they run out.
3. Change Gravitic Anomaly rules to either (a) push down like Sabotage, or (b) teleport to other anomalies
4. Remove Sabotage cards, add more orbital cards.
Wednesday, June 3, 2026
Titanomachina: Expanding Systems
Collecting my current crop of plans for expanding Titanomachina here, above and beyond additional Titans and the Myrmidons (conventional forces):
Weapons
- Plasma Driver (Charge 2, Attack x3, Block, Cogs 3, Recoil, Shock)
- Pincer (Charge 2, Attack, Block, Cogs 1, Range 1, Grapple, Armour Piercing, Shield Breaker 1)
- Missile Pod (Charge 1, Attack, Detect, Block, Cogs 1, Range 6, High Explosive 2)
- Harpoon Gun (Charge 2, Attack, Block, Cogs 1, Range 3, Drag, Shock)
Systems
- Cloak (disrupts line of sight by 1 per cog)
- Dimensional Stabilizer (move to randomized board tile)
- Wings (combination jump jet and limb, x+1 Charge for x Cogs)
Ideas for More Specialized Systems
- Retro-rockets (subsequent jump moves Titan backwards rather than forwards)
- Stabilizers (extra armour cards used to block are recovered to hand immediately)
- Shield Tensioner (shield tokens absorb 2 pts of damage)
- Multi-detection matrix (detect multiple buildings or Titans with sensors)
- Flip over face-down card, flip over face-up card
- Gain a bonus for number of cards drawn back to player's hand
- Something to maintain an activated system's bonus after it's returned to a player's hand
- Configuration Cog - literally a system that lets you swap between configurations of a Titan, provided both have a configuration cog available.
- Something that lets players move habitats and maybe even buildings
- Rules for Shield Generators, Power Stations, and Sensor Bases. Maybe that stuff is for Myrmidons.
Friday, May 29, 2026
Titanomachina: Sheer Hubris
Last week my regular opponent made an error stepping into the danger zone, and paid for it with a round 2 ring-out. This week, it was my turn to seize defeat from the jaws of victory. This week was a full 9-round game, ending on a time-out, and finishing with a 14-13 in favour of Pugnacious Styxx (quaternary configuration) over Sagacious Rhea (primary configuration). Aside from a brief stab in the leg with a macro laser, and an incredible barrage of rockets on round 5, Styxx exercised a careful restraint on direct confrontation that lead to an eventual win on round 9. Perhaps it is worth noting that my opponent likes to conduct a tactical and strategic dialog (monolog?) on the voice chat, and I have confirmed that (a) my opponent likes to tell lies about strategy, and (b) is pretty good at mind games. Because of that chat I dropped the game when a crushing and impressive victory was in Rhea's grasp, thinking that I had sufficient reason not to pull it off, and plan B suffered from a laser to the knee. Afterwards my opponent graciously pointed out my error and perhaps a bit of vengeance was vowed.
Thursday, May 28, 2026
Titanomachina: Specialized Systems Part 2
Okay, updated specialized systems. Still not 100% on how to lock Extra Bracing to systems with Range 1, but maybe the target reticle symbol I have wandering around, and the Range 1 (grey square with sharp corners containing the numeral 1). The others have been renamed slightly, like the Gun Munitions and the Laser Collimator to make it clearer what systems they affect (guns and lasers, respectively), like how the Rocket Pod Payloads is about Rocket Pods. Play a Rocket Pod Payload and later that round a Rocket Pod, and fire impact rockets or shield-breaker rockets. Likewise gun munitions enable guns to fire high explosive rounds or armour piercing rounds. Laser collimators enable the range of laser weapons to be extended by +1 per cog or cause shock. The extra bracing enables Titans to add impact or grapple to attacks from systems with a range of 1, so grapple with limbs, punch things with buzz saws, and use hands and claws to make impact attacks without having a habitat to hand to bottle something. A nice 2VPs per system
Wednesday, May 27, 2026
Titanomachina: Specialized Systems
Okay, so in addition to new weapons, and a series of stealth systems, I thought it would be cool to have some systems that enhance other systems, like what the crew do with operate to increase total cogs. The first couple of iterations did not work, and my attempts using the card language failed for odd reasons. So I need to do two things, which are to re-jig the systems, and then design the cards expressing those systems.
The Refractive Collimater is a system with two options, the first to add a tile of range, and the second to add shock to any attacks. It's zero charge and one cog. It is locked to laser weapons (macro laser, laser battery, laser blade).
The Extra Bracing is a system with two options as well. The first adds high explosive to any range 1 attack, while the second action adds grapple. Again zero charge and one cog. It is locked to cards with range of 1. So high explosive kicks are in.
The Auto Loader is a system with two options for guns. The first is adding high explosive, and the second is adding armour piercing.
The Rocket Pod Payloads does the two options for rocket pods. The first is shield breaker, the second is impact.
So the cards need work and I'm not sure what to use for images. But I think these being the difference between the first four configurations of the new Titan might be fun if I can settle on an all-rounder set of weapons.
Tuesday, May 26, 2026
Titanomachina: New Titan
So far all the Titans have a kind of signature, with Rhea being heavily armoured but agile, Tethys being an all-rounder, Eos being fast and agile, and Styxx being ponderous but well equipped with sensors. Eurybia takes Rhea's heavy armour and adds coolant for a kind of power that is perhaps still under analysis. What should Clymene do?
Certainly I'll probably do some more work greebling and perhaps beveling some of the flat plating edges. I do like the notion of having the regent-type configurations having all different weapons rather than the matching weapons on the others (Rhea, Tethys, Eos).
I'm somewhat inclined to have Clymene have something besides a 5th extra armour system, but I'm not sure I want the Titan to have something like a capacitor or coolant system that affects card economy. It might be an opportunity to have one of the systems that affects how a weapon works (adding attacks, shield breaker to ranged weapons, additional range for laser weapons, things for guns, etc).
Friday, May 22, 2026
Titanomachina: Danger Prone
Gracious Eurybia crushes Sagacious Rhea in a round 2 ring-out, 22-20VP. Notably Eurybia seizes the initiative, and moves west to engage Rhea as She retreats south behind buildings in tile 63 and clears a couple of habitats with Her vulcan gun. Eurybia uses initiate crew to operate Her gun battery to clear a couple of yellow habitats (21 & 31). Then Eurybia uses adherent crew to operate a coolant system, restoring the gun battery, initiate crew, and an arm to my hand. Without the yellow top of the building blocking line of sight, Eurybia and Rhea exchange fire, Rhea using a master-operated plasma howitzer, and Eurybia again firing the initiate-operated gun battery. I block the plasma shot to the gun battery that would have taken it off, destroying the extra armour I used to block it, removing a shield and doing heavy damage to the extra armour beneath it. Rhea is defenseless now though, and two shots to the front pushes Her off the battlefield.
Eurybia is down 7 habitats and caused a ring-out for +5VP. That's 22VPs. Rhea is down 5 habitats and destroyed an extra armour system for +1VP. That's 20VPs. Victory to Eurybia!
My worry is that something is too powerful, either the extra armour, or the coolant system. However, my opponent made a number of critical mistakes. One of those mistakes, I think, was using the vulcan gun to clear habitats. Yes, it put my opponent in the lead, but it meant that my opponent had zero cards in hand to respond to me doubling down on the gun battery. Furthermore my opponent did so in the danger-zone of the board, the outer ring of three tiles, that put them at risk of being pushed off the board.
To pull off this trick I needed six cards, the initiate crew and gun battery, the adherent crew and a charge card, and the coolant system to do what two gun batteries, two initiate crew, and a sponson would have also done. Had I used Tethys' tertiary configuration to pull this off it would have been five cards as well, as the digitigrade leg could have also turned the Titan to face Rhea. There's some argument that the plasma howitzer would have disabled the initiate crew operating one of the guns, but it could have easily been the one who had operated the gun that freed up the line of sight.
In a way I was also lucky that my opponent retreated into a quadrant of the board rich in yellow habitats all ready to be targets of opportunity for Eurybia's gun battery and buzz saw, because without those three habitats that Eurybia destroyed, the score would have been 19-20VP favouring Rhea even with the ring-out, so the game would have gone on with Rhea having Her edge in the initiative cemented by Eurybia's loss of frontal armour, albeit with Eurybia enjoying a 2-card advantage.
Now, just because my opponent could have rationed Rhea's strength more wisely does not mean there is not a problem. At the last Halcon, for example, a player managed to play two games without having ring-outs explained to them, and so when I went for a quick ring-out they were taken aback, and probably didn't have a great experience. While that was possibly a problem with one of the demonstrators not following the demo script, it shows that this lethality can feel bad for players.
Of the player types, the competitors, the explorers, achievers, and socializers, I am an explorer. I think all designers and developers are, even if we are exploring how the game might work for other types. I feel like my opponent is probably a competitor in the main, given their record against me and general strategic nous. As an intuitive player, I think they may have been taken by surprise by the combo.
But since I could have pulled off the move without the coolant system, and the double-layered extra armour systems would have yielded similar results to damaged crew, weapon, or sensor systems, I feel like this is an example of something similar to the Fool's Mate in Chess. I would propose calling it something like 'Danger Prone,' which is to say hanging around in the danger zone without any defenses loaded in your hand and getting shot off the board for your trouble. Certainly of late our games have involved a kind of relaxed and bluff attitude to ring-outs, and perhaps that is all.
Monday, May 11, 2026
Titanomachina: Prometheus and Epimethius
Friday, May 8, 2026
Titanomachina: Hyperspace
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| Space Squid or Intergalactic Dumbass Octopus |
You would think space empty, on a scale that puts the ocean floor to shame, it is not. It is not enough to aim for the stars, but to beware the paths in the dark between the stars. Access to higher dimensions of hyperspace comes at a cost, and that is giving entities that move in higher dimensions a light to hone in against a background of stars. Sometimes, when a Titan walks the starpaths, they may be followed back, and be forced to defend themselves and their planet. Capable of hyperspatial movement even deep in a gravity well, the space squid poses a substantial threat to a Titan or Myrmidon Swarm.
Consisting of a body, 8 arms, and 2 tentacles. The body has two eyes, two fins, one beak, four brains, three hearts. The arms can walk and attack, and block. The tentacles can jump, attack, and block. Fins enable jumps and twists. Beaks can attack. Eyes scan and detect. Brains operate. Notably no shields and no repair. Tentacles and arms have grapple. They move as independent models with three damage each, and 360o arcs.
What I need to do with the squid in the picture and somehow twist the arms into spirals like a cirrate or dumbo octopus, and then disembodied arms and tentacles spiraling into 3 dimensions. In the mean-time I am amused by what I can and cannot yet do in Blender.
Thursday, May 7, 2026
Titanomachina: The Rate of Inflation
Wednesday, April 29, 2026
Titanomachina: Building Profiles
Wednesday, April 22, 2026
Titanomachina: Wings!
















































