Friday, July 17, 2026

Titanomachina: Quaternary Quarrel

After last week's scaly violence, last night's donnybrook saw Sagacious Rhea knock out Rapacious Eos in round 9, for a score of 29-25. Instead of the battlefield being flattened in an egregious display of collateral damage, only four habitats weren't detected, and actual increase in the number of surviving yellow habitats prior to Rhea's arrival. Eos only lost one habitat from the 24 They came to protect from Rhea' opportunism, although the loss of an arm, armour, and both gun batteries perhaps has Eos regretting Their choice of configuration. My plan, such as it was, was to use Eos quaternary configuration's arms and light weapons to methodically chase and dismantle my opponent's choice of Titan. My opponent went with Rhea's quaternary configuration, something packing more armour and heavier guns, but slower and perhaps less agile. 

The armour wasn't an issue, as I had planned to knock it off Rhea with Eos' guns and hand, and it was this notion of maintaining the initiative that caused me to succumb to temptation and line up my senior crew behind the laser battery and take the opportunity to stab Rhea through both layers of frontal armour and and render Her sensor too heavily damaged to effectively function. The idea was to eliminate Rhea's protection and initiative so that Eos could deliver a knock-out blow. My opponent, however, took the initiative and did something similar to Eos, utilizing the high explosive effect of Rhea's macro-guns to disable first Eos' superior mobility, and then chew off the armour protecting Their gun batteries. While both Titans where capable of using their sensors to detect buildings, and were well suited to clearing buildings, stabbing Rhea in the eye with lasers and being ahead on buildings meant that my opponent's option for winning was a direct confrontation, and I had been gambling on my opponent trying to win on buildings. I think Eos quaternary would have been a good choice had I not had the first choice of Titan, as a reaction to a Titan like Tethys quaternary from last week; I certainly found myself wishing Eos had brought some plasma howitzers. 



I had the initiative and perhaps deployed too conservatively given how I was packing both guns and the laser battery in the initial load of systems I drew to my hand. I wasn't terribly interested in getting into an immediate exchange of fire though, and figured I could go right or left depending on the direction of ambush. I think setting up closer to the middle of the board like my opponent ultimately chose was the better more as I would have the first shot and then could manoeuvre. I'm not sure this was a mistake, but given my opponent chose a gun-boat, and what happened the last time I had set up there, I'm not sure it was a great idea either. 


Round 1 was something of a battle of nerves, which is to say I don't think either of us wanted to go first. Me because I was in cover and had the initiative, which meant that my opponent could react to me leaving cover before I could shoot, and my opponent perhaps because he didn't have the initiative and was well-wary of wasting Rhea's limited power supply and allowing Eos to overwhelm Rhea's endurance with capacitor-fueled action. Sometimes it's two samurai squinting stonily at each other, and sometimes it's two fighters shaking out theirs shoulders and stretching their necks...


Well, Rhea wasn't going to exhaust Herself, so I announce Eos' presence by caving in a yellow habitat, hoping to give the impression of preparing to go on a rampage. Rhea understands the taunt, but replies by detecting a two-habitat-tall building behind Eos; "Look," she seems to say, "I have two more just like it." Eos cracks out Their back, flexes Their front armour, and curtsies. Rhea directs Her master crew to aim the right macro gun in a rude gesture, but not to fire. 


Rhea has shown Her hand, so to speak, and so Eos comes charging through the pink habitat left from Their initial attack on that building, and locks in for a shot; Rhea aims Her left macro gun at Eos' laser battery and staggers Eos back as They block the shot with leg armour, with the blast catching Eos' exposed back-left arm. Eos is patient though, this was expected, and keeps a Rhea in Their sights while Their master crew helps the adherent crew aim. As Rhea stomps closers, Eos unleashes a precise set of laser beams that burst Rhea's front shields, and carve deep into Her front like claws raked across the face and chest of a human. Rhea isn't phased as She blasts Eos again, and punches Them as Eos tries to capitalize on the gaping holes in Rhea's front; Rhea still has plenty of armour, and in Her wisdom (or perhaps in the wisdom of Her master crew) has not fired Her vulcan guns yet. Eos' elevated rate of activity will come back to haunt them in later rounds as card advantage has been sacrificed... 


Now as Eos attempts to suck wind and re-fire Her ichorplasma spiracles Rhea seizes the initiative and unloads with Her vulcan guns. Eos gets Their shields back up, somewhat, and isn't knocked off the battlefield, but They waste their rapaciousness and perhaps power turning around somewhat...


Eos needs to get away from the edge of the battlefield to avoid a ring-out, and has a hand available, so They chase Rhea and try to smash Her into buildings in tile 37, but only succeeds in tearing the armour off Her side. Rhea holds Her patience, if not Her dignity, and kicks Eos for good measure.


Now my tunnel vision starts to tell, as I get Eos to keep firing in the hopes of capitalizing on Rhea's loss of armour: if I seize the initiative now my opponent can't get it back for Rhea until the sagacious personality is loaded to his hand in round 8. But first I have another crack at taking Rhea's head, but Rhea has the initiative and in the exchange of fire damages my gun battery, and I fail to destroy Rhea's back armour as She takes the shot on Her back armour. Here is where I think I made a major mistake, something easily identifiable as such, which was turning to face Rhea. Admittedly it meant that I had shields between Eos and Rhea, but taking cover would have helped more next round where Eos had lost card advantage. 


Now that lack of cover starts to hurt as I scramble to minimize incoming damage and Rhea keeps hammering Eos with perfectly functional systems. It's worth noting that while Eos is defending themselves, and I'm actually still winning at this point, Eos is out of gas and rapidly running out of functional body parts. 


As Rhea keeps beating on Eos I keep trying for an offensive solution to a defensive action, and while raising shields on Eos' damaged sponson helps absorb some of the damage from a hefty kick, Eos is down to 10% shields and is one good hit away from something bad. 


A pair of kicks from Eos does not prevent Their dismemberment, and fails to stomp in Rhea's vulnerable, tenderized face. Eos is bracketed and battered by Rhea, first losing one gun battery, then an arm, and finally the left gun battery to an enthusiastic stomp from Rhea. With the loss of the second gun battery the score of destroyed systems was 8 VPs for Rhea and 2 VPs for Eos, scoring a knock-out win for my opponent and mighty Rhea! Unfortunately I managed to lose the screen-shot that would have recorded the exact end-state of the board, perhaps related to this final position shot that I have used here, as it would help readers understand some of my post-game thoughts. 

The first of which is that Eos Quaternary is not meant to exchange heavy hits with another Titan, but instead is supposed to go for board-control, using Their suite of light-weight, low-powered weapons and unusually high number of limbs to dance around opponents while laying waste to their habitats. For the purposes of a punching match, this configuration of Eos is under-powered. Could I have done that with my opponent attempting something similar? I think so had I started the game more centrally and more aggressively, so that each weapon could be activated three times in the course of a 9-round game, and perhaps spread my shields out to protect Eos' rear arms to maintain mobility. Where I had planned to absorb hits on my leg armour, I should have expected my opponent to use the high explosive trait of the macro-guns to slip that damage in. Losing the armour would have been less painful that losing the arms. 

Additionally, despite the utter temptation, I should not have made that laser shot. I could have done something similar with the left gun battery, and either done damage to Rhea's guns (initial target) or knocked Rhea back into the habitats at the center of the board. Likewise I should have used the hand to bottle Rhea instead of grappling, as exchange of leg armour for facing benefitted Rhea much more than Eos.

Most of all, and this happens in most board games and wargames, is that I need to remember that I am not fighting the last battle, but the next battle. It's one thing to suppose that because an opponent turned left in the previous game that they will then turn left in the next game, particularly as the local conditions change. It's more a case of remembering the tricks and tactics that they used in the previous game so that they can't pull it over on you in the next game. Which is funny, after a fashion, because having flattened the board in the previous game this was the slug-fest I was planning on having. 

From a game designer perspective this game was fantastic for how I have envisioned the game to play and to be experienced, in the sense that I had a material strategy (Eos quaternary) that might have worked out but for my mistakes, effective counter-play by my opponent, and a critical switch in the initiative that I had anticipated but not fully prepared to counter (the idea being to knock out my opponent's ability to control the initiative). Plus a knock-out win!

So glory to my opponent and glory to Rhea! Maybe revenge needs plasma weaponry...

Friday, July 10, 2026

Titanomachina: The Surging Tide SWEPT ALL BEFORE HER!

Last night a gracious Tethys Quaternary configuration faced off against pugnacious Styxx Senary configuration, with my opponent taking the initiative and the configuration of the pink Titan that starts with its entire complement of habitat blocks on the board. I was starting with only 18 on the board, putting me at 6 down to start. But Styxx mounts three sensor systems, and I could put up 12 or so in the course of the game. Perhaps more. I was planning on a knock-out, using the plasma howitzer to suppress a card advantage by forcing Tethys to use extra armour to defend, and generally setting up shots and pruning buildings with Styxx' other weapons. I understand that my opponent was looking forward to caving Styxx in with full-spread rocket barrages. Without the initiative I demurred to skulking Styxx around in the north -west quadrant (south is up in the images), instead of trying to bottle Tethys up in the south-est quadrant. I still set up in range in the hopes that my opponent wouldn't wait for a clear shot and try to guide it in with Tethys' lone sensor array. There was also a meaty vein of prink buildings that could be cleared efficiently. 


Something that I noticed was that by the buildings getting decimated, line of sight not only opened up, but line of sight to further targets. Part of the difficulty in placing buildings was detecting them where they could not be immediately or efficiently engaged by my opponent. To further complicate things, while that was an easy way to get points, it required me to ease pressure on my opponent which allowed him to slowly recover card advantage. Which meant that, at the end when my opponent had won, my opponent could afford to forgo placing a 4-habitat building, but instead walked over and saved Styxx the trouble of kicking Herself! My opponent conducted something of a scorched-earth campaign that took the initial advantage in buildings, and pushed it pretty high. I was not able to recover, and frankly it could have been worse. 


Not setting up in Tethys' face gave me time to load up my hand with Styxx's systems, either options to be taken, or power for those options. Tethys used three cards to kick a building and gradually advance into the roundabout at tile 26. I showed all three of Styxx's weapons so that my opponent was aware Styxx was ready to shoot. My opponent put Tethys' adherent crew on deck to operate next round.


Here my opponent makes a choice. Actually, my opponent probably made that choice before, when activating the Adherent crew. The choice is accepting some friendly fire from rockets destroying pink buildings, just so that green is pushed further into a points deficit. It's cold and fishy, and very much in character for Tethys. Tethys blasts the two buildings in front of Styxx to rubble with a cunningly aimed spread of rockets. Styxx needed to start moving, and I play an arm without activating it to play for time and to let my opponent know Styxx had slowed down. Then I play another arm to move forward into plasma howitzer range. I need to get a shot off. My opponent backs Tethys off against the tile 59 on the western edge of the board. My master, who I was prepared to activate to fire the shot, stood down on the general principal that I was willing to wait, and needed to conserve cards anyways. 


As Tethys' crew takes an early break, I activate with Styxx's un-activated arm from last round, closing the fire and pivoting to center the plasma howitzer on Tethys. We both activate master crew, and it looks like it's time to brace for an exchange of fire. Getting hit by a barrage of rockets isn't going to stop me from melting one of Tethys' armour pieces. Tethys is gracious however, and declines a churlish exchange of fire, preferring to swing up the north-west road to settle in waiting being a line of buildings in tiles 43 and 34. 


Now, I can probably see through those buildings using Styxx's sensors, but I see an opportunity that I had planned for, namely three exposed pink habitats I can pick off using the the turret and adherent crew. So I somewhat unwisely indulge in this spree of destruction (and discovery as Styxx detects a two-tall green habitat in tile 94. See, at this point there was still places to detect buildings without worrying to much about Tethys hammering them flat with rockets. The gap has been narrowed in points, but I believe I over-extended Styxx here, and ended up paying for it by ending up with a card deficit. 


Now Tethys starts running, getting past Styxx in the middle of the board, dodging past a Styxx that was expecting them to stay and exchange blows, and allowed Herself to indulge in detecting a building in tile 61 and then detecting Tethys hiding behind those buildings. Styxx awkwardly transitioned from a fighting position to chasing Tethys down the south-east road. Both stomped or kicked habitats during the chase. Styxx lands a solid kick, but Tethys soaks it on a shielded left leg and that slews Her around to face Styxx. 


Styxx was chasing Tethys, for sure, but again, the goal at this point as primarily to play catch-up taking out pink buildings as efficiently as possible. Part of that was threatening Tethys, and my opponent pretty successfully kiting me with Tethys. Some shields were popped and armour shattered, but nothing Styxx or gracious Tethys couldn't handle; nothing substance or irreplaceable.  


Meanwhile, Tethys' continues to pancake the city with massive, deliberate salvos of rockets, not simply picking off green habitats, but demolishing the blocks of buildings containing them. In perhaps an example of psychological warfare, my opponent made sure every yellow and blue habitat was placed with the green habitats on my side of the table. Not that I hadn't made peace with collateral damage as once again I spent four cards with the vulcan gun to remove three buildings, including a blue habitat). I try to use the capacitor to staunch the bleeding (of cards). 


I was running low on cards, but I reasoned that while my opponent was definitely going to get some free actions after Styxx ran out of gas he also probably had four extra armour cards in hand that wouldn't really contribute at this point. Slowing Tethys down is good too, so I stagger Styxx over to tile 66 with a kick to the pink habitat in 76. My opponent backs 


I had Styxx take a last couple of swings, but it was too little, too late, and I had run Styxx out of gas while my opponent was winning, which is not how you want to do these things. I used Styxx's arms to destroy habitats in 75 and 43, while Tethys annihilated habitats in tiles 28, 74 and 73, as well as detecting a habitat in tile 94, seizing the initiative, and kicking Styxx up the ass, destroying Her left deflector array. A nice little injury to go with the insult of pushing 6 missing green habitats to 16. Without anything more than scuffed armour and perhaps some fining of the rocket launcher repair (by the grace of the Titan and assisted by junior crew), the final score was 11 victory points to 8. That was from starting scores for 24 to 18. So while I did not win, I was successful in closing the gap somewhat. 

So while I had started out with a plan, my opponent out-played me, and perhaps even out-thought me if the production of "hmm" sounds counts as measure. I did make a couple of mistakes, including forgetting to draw five cards at the end of round 3, which maybe could have turned out differently had I started the round with the card hand. At the time I figured it was a pretty good round and that the five forgotten cards probably kept me in the game after squandering card advantage. Styxx really is a squamous lizard mech, requiring slow, careful pacing before tearing into an opponent, and giving chase to Tethys (and ostensibly slower Titan) gassed Styxx out. Gears were definitely ground today.

I think my opponent raised an interesting point, in that Tethys' 24 starting habitats really lend themselves well to sacrificing a few to rocket barrages where senior crew can operate the rocket pods and optimize their spread. Losing one pink habitat to destroy two green habitats, even going at a 1:1 ratio may be a winning strategy where Styxx starts off 6 in the hole. Which is why I was aiming for the knock-out, because as the game went on I was losing places to hide buildings when a well-aimed rocket pod could take out nearly an entire two-floor block of buildings. Splitting senior crew between limbs keeping Tethys moving and kicking habitats, and rockets flattening entire blocks, one can see 

So two strategic mistakes. The first was not deploying for the first shot and aligning shields to tank the rockets I would have had to soak in order to get that in. The second was not seizing the initiative earlier, allowing Tethys to duck, dodge, dive, and waddle around me in a big circle or fish-icon. I failed to do this, but doing so would have been bad with good deployment. Specifically I should never have pinged Tethys, and instead kept the sensor at low power to scan and seize the initiative.

Still, despite making a wasteland and calling it victory, glory to gracious Tethys! Glory to my opponent!

Saturday, June 27, 2026

Titanomachina: Capacitors vs Coolant

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.  


Eurybia deploys in the middle of the board on tile 55 facing south, and invites Eos to come get some. Eos indulges Eurybia and deploys on tile 25 also facing south, deployed to shoot Eurybia in Her back.


Eurybia has a plan though, or at least Her master crew does and he operates an arm to swing Eurybia around drive an elbow into Eos after They casually announce their presence with a sweep of Their own arm, crushing a pink habitat. Eos blocks this elbow with Their plasma shotgun, and staggers, but holds position. Before They can fire Their jump-jets, Eurybia launches a side-kick to Eos' rocket pod, forcing Eos to face launching Themselves into a block of buildings. Eos de-activates the jump jets, and  hooking a foot into a nearby pink habitat reverses the momentum to square up with Eurybia. 


Eurybia is no fool, and doesn't want to give the game away, because She knows Eos is going to run and hope Eurybia wastes Her energy chasing. So when Eos jumps and backhands a pink habitat upon landing Eurybia makes a big display of Her available systems, but only activates a leg to kick Herself back to facing south.


Cooly and deliberately Eurybia activates an initiate crew to operate Her left arm and smash down a yellow and blue building as Eos tries to bait Her into pursuit. As Eurybia uses Her other initiate crew to super-cool that arm and crew though, Eos kicks a green and pink building down...


Now Eurybia's weapons array comes online, and Her rapacious personality comes to the fore as She blitzes blue buildings with Her right-armed gun battery and detects a pink habitat in tile 36 and Her adherent crew uses another coolant system to super-cool the guns and Her fury, and Her crew again to operate Her primary sensor and detect a pink building in tile 67. Eos is not idle though, jumping further south, coming about west, and detecting a blue building in tile 91. 


Things slow down as both Titans take a moment to consider their positions. Eurybia spots a second story to the pink building on tile 63, and Eos slides north to re-engage...


The dance begins as Eurybia works to draw a bead on Euryba and They dance around, delivering a sharp, shocking blast of plasma from Eos' plasma shotgun! Eurybia loses Her card advantage...


Eurybia lashes out, knocking Eos into a building in 76, crushing the yellow habitat topping it, but Eos is still up, and dances back around north behind Eurybia!


Another full spread of rockets into Eurybia's back right, bursting shields over shield generators, and blasting Eurybia's back and right extra armour systems into scrap! Eurybia's return fire with Her gun battery shatters Eos' frontal armour, and lightly damaging Their rocket pod, but the damage is mounting more radidly now.

Finally it's a last minute scramble to try and squeeze some points out of a considerably flatter battlefield, with Eos punching the pink habitat in 47 to flinders, and then using Their laser blade to destroy the pink building on tile 67 while Eurybia smashes blue habitats in 67 and 74. A tight finish, and nine rounds can cool and load a lot of counter-factuals...

I think my strategy of playing Eurybia as if I was playing for an early ring-out worked pretty well, but maybe not as well as if I had started working on the buildings early and let my opponent engage at will. That said, Eos' third configuration is a bastard and if my opponent had recalled the full spread rule sooner, perhaps the game would have gone very differently.

I'm still concerned somewhat about the balance between coolant and capacitor systems. As noted coolant benefits a Titan's early game, and capacitors allow it to resort to bullying in the late game. The difference in feelings using such systems, and the discrete advantage coolant systems lend to low-power system, makes me think I need to check hiw they currently work. I'd be happy not to tweak the coolant system again though, and I may be running out of levers to adjust the system.

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. 



As well as being spurred on to create Clymene, I've had the hankering to build some new weapons, emboldened by recent practice with the Space Squid and the Titan Eurybia. I have wanted to make something like this for a while. While the notion for Clymene is to have Her first four configurations merely swaps in specialized systems, of course I wanted to accessorize Her with what I made. In this case it's the missile pod and sensor 1 system. 

The missile pod can detect Titans, in addition to the same capabilities as a rocket pod. The Sensor system can detect Titans and buildings, as well as scan. It's probably loading a Rocket Pod Payload system, which will work with both types of pods. Let's call it the Meat-Tenderizer Configuration to poke fun at certain resemblances of maternity. 


Edit: Here's Cylemene with the plasma thruster (right arm) and pincer (left arm).



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)
Capacitor & Coolant Specialized Systems Brainstorming
  • 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
Notions
  • 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. 


I had the initiative, being sagacious, and since Rhea can take a hit I decided that deploying in tile 55, the center of the board, facing east was the easiest. Strategically-speaking I had front-loaded all of Rhea's weapons and crew with the notion of having all my weapons and crew in hand to threaten my opponent. Likewise I juiced up the shields over my legs because I wanted it clear where any incoming fire was going to be absorbed. 


Of course I shouldn't have given Styxx room to breathe, but given that I had the initiative (and no ability to move or turn) it seemed like a good idea to see if Styxx was going to do anything. Styxx was, but Styxx was going to charge up a bit first.


Round 2 things start to get hot, as I walk Rhea southeast to kick a green habitat at tile 76 while Styxx activates Her turret. Rhea turns to get Styxx in line of sight and arc to Her macro gun, but Styxx isn't having it fire a rocket pod, missing Rhea and destroyed habitats in tiles 67 and 76 with high explosive rockets. Styxx isn't getting away so easily though, and Rhea clips Her with a macro gun before She can jump to cover in road tile 71. 


Still comfortably ahead on buildings, and with the initiative, Rhea turns west, takes a few strides, and then double-jumps over the buildings of road tile 63 to land in front of Styxx. Styxx is prepared and has an initiate crew member shoot Rhea in the leg. Thanks to the crew's operation, the laser penetrates Rhea's armour and slices into Her leg, causing light damage. Now Rhea's master crew steps up to operate a system, but Styxx fires Her own thrusters and jumps over Rhea, landing north of Her, on Her rite side where the macro gun is still re-loading. Styxx needs some space before firing Her capacitor, but it looks like there isn't time!


Rhea, emboldened by Her master crew on deck starts things off with a reverse elbow to crunch in Styxx's back-right, bursting a shield and turning Her around. Styxx has activated Her own master crew, to operate a leg to back Styxx away from Rhea at high speed. As Styxx retreats Rhea activates Her adherent crew and detects a tall yellow building in between two other buildings capped with yellow habitats, and Styxx fires Her capacitor to make sure this escape doesn't leave Her a sitting duck, 


Sure enough, Rhea walks around the block of buildings at 63, macro gun reloaded and looking to shoot someone. As Styxx prepares to fire Her rocket pod, activating a turret and adherent crew, Rhea wings Her, and She blocks the shot on Her left leg armour, preventing the explosion from catching Her rocket pod. Slewed around the tall yellow building is right in Styxx's sights and it comes crashing down as the tops of the two buildings beside it are also blown up! Styxx isn't done yet though, and activates Her coolant system, hot-loading the rocket pod again to blow up even more yellow habitats in tile 47. Rhea is shocked out of reverie as Her seven point lead evaporates in a storm of high explosive rockets!


Rhea piles in now, as Styxx scans with Her frontal armour and takes the initiative, meeting Styxx as She heads to the middle of the board, a kick, a bottling, and a body-slam later Styxx jumps over Rhea again (narrowly avoiding a ring-out) and lands in the middle of the battlefield, tile 55. 


Rhea hauls around and moves to chase Styxx as She runs north and then doubles back southwest to place a row of buildings between them, kicking a yellow habitat to smithereens on the way. Annoyed that Styxx is getting away, and clearly not needing it to defend Herself, Rhea runs a scan with Her leg armour and seizes the initiative back from Styxx!


Rhea isn't really chasing Styxx though, She is chasing Styxx's score and jumps forward in a blaze of gunfire and lasers to flatten the block of buildings in tile 43 and trim the green habitats off of tile 63. Meanwhile Styxx backs up to stay in cover, and gets Her adherent crew on deck for something next round...


Armed with the initiative, all the cards anyone could want or need on round 9, Styxx is still in a tricky position. But I see that Rhea could get a ring-out by lining up for a body-slam, operating the thrusters with my master crew to push Styxx through the green buildings that She detected on tile 14, and then a quick punch to send Her off the board for a +9VP swing to me. However, my resolve falters on the progression of the cards played, and it looks like Styxx can still block an attach from Rhea. So I take Rhea off to mash some green habitats in tile 47, but not realizing Rhea's bum knee stops Her from taking out the last green habitat on tile 37. Styxx manages to spray the buildings I put up in tile 61 at the start of the round to push the score ahead one, and I walk Rhea back to tile 44 to end the game. And then my opponent asked why I didn't just jump Rhea into the buildings behind Styxx (tile 14). And I wonder why I didn't just jump Rhea into those green buildings and handily win the game.

I think, after that round 5 'macross missile madness' I perhaps got a little tilted, perhaps a little tunnel-vision, and maybe should have been thinking about all the things I could do rather than fixating on that one really cool thing where I try to kick the football and my opponent yanks that football away by blocking the attack. It might have worked though. It might have worked... Fortunately there is always another game, so glory to Styxx and glory to my opponent!  

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.