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...
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.
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.





















































