Monday, August 3, 2026
Titanomachina: Clymene Dinosaurus
Saturday, August 1, 2026
Titanomachina Tactics: Part 1
Tuesday, July 28, 2026
Titanomachina: Kinetic Angel
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.
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!
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.
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

















































