How to play Titan Official Rules

By: Dennis B. B. Taylor

Titan Game Rules

Follow these guidelines to fully enjoy playing the game:

Gameplay

To begin the game, all players must agree on the starting player. This can be done through a random drawing, dice roll, or any other fair method. Once the starting player is determined, gameplay proceeds in a clockwise direction.

Movement

On your turn, you can move your Titan in any direction on the game board. Each Titan has a certain number of movement points, which limit how far it can move. Movement points can be used for multiple purposes, such as moving across the board or engaging in combat.

Combat

When two Titans occupy the same space on the game board, a combat situation arises. Combat is resolved by comparing the attacking Titan’s combat strength to the defending Titan’s defense strength. The difference between these two values determines the outcome of the combat.

Resource Management

In addition to movement and combat, players must also manage their resources. Resources are used to perform various actions during the game, such as recruiting new units or constructing buildings. It is important to balance resource management with other aspects of gameplay to maximize your chances of success.

Victory Conditions

The game continues until a victory condition is met. This can vary depending on the specific game rules or scenario. Common victory conditions include being the last player standing, achieving a specific objective, or having the most victory points at the end of a certain number of rounds.

Risk vs. Reward

Throughout the game, players must weigh the risks and rewards of their actions. Certain moves may carry a higher risk but also offer a greater potential reward. Understanding this balance and making strategic decisions is key to achieving victory in the game.

Strategy and Planning

To excel in the game, it is important to think ahead and formulate a strategy. Consider your opponents’ moves and anticipate their actions. Plan your movements and resource allocation accordingly to gain an edge over your rivals.

Conclusion

By following these rules and implementing effective strategy and planning, you can navigate the world of Titan and emerge victoriously. So gather your fellow players, bring your wit and determination, and embark on an epic journey through the realms of Titan!

Welcome to TITAN, a thrilling fantasy war game designed for two to six players. In this game, we will journey into an epic battle, where we’ll command monstrous characters, muster our forces, and engage in intense combat.

Every player will have the opportunity to control their very own Titan – a powerful force that serves as the core of their army. The Titan is your key to victory, as the last player with their Titan standing will emerge as the ultimate champion.

What’s Inside

  • Oh boy, do I have something exciting to tell you about! It’s called TITAN, and it’s a game that’s all about strategy and battles.
  • This game comes with some incredible stuff. Let me break it down for you: you get a Masterboard, a TITAN rulebook, lots of counter sheets with hundreds of pieces, six Battleland Cards, twenty six-sided dice, a Scoring Track and player counters in different colors, and a Turn Marker.
  • Now, let me explain how this game works. There are two main parts to it: Masterplay and Battle. In Masterplay, you’ll be moving your forces around the Masterboard (which is like a big game mapboard).
  • All the character counters are placed on the Masterboard and organized into groups called Legions. And here’s where the fun part comes in: when your Legion moves into a Land that’s already occupied by another player’s Legion, things get interesting!
  • When two Legions meet, they engage in a battle. It’s like a clash of the titans! You’ll have to use all your smarts and strategy to come out on top.

Buckle up, because this game is about to take you on a wild ride.

Are you ready to dive into the world of TITAN? It’s a game that will challenge your wits and keep you on the edge of your seat.

An Engagement in the game of TITAN isn’t just about battle; it’s about completely eliminating one of the Legions involved. This can be achieved through either reaching an agreement or engaging in a tactical battle on a Battleland that matches the terrain of the Masterboard where the Legions are fighting.

When playing TITAN, the game progresses in a series of Game-Turns. In each turn, one player has the opportunity to make strategic moves with their Legions on the Masterboard, engage in battles with other players’ Legions, and recruit new characters to strengthen their forces.

Setting Up the Game

To start the game, place the Masterboard in the center of the table. Each player should have a set of 12 Legion Markers and a Titan counter in their chosen color. One player takes on the role of caretaker and is responsible for distributing the character counters as they are needed throughout the game.

Let’s make sure the counters are organized by character and placed close to each other so everyone can see them. We can leave the Battlelands aside until we need them to settle a battle. We’ll need someone to keep score, so grab a pen and some paper.

To determine where our Legions will start, each player rolls one die. If two players roll the same number or roll a number that has already been assigned to another player, they’ll need to roll again. It’s worth noting that the Tower Lands are numbered in multiples of 100, but we’ll ignore the zeros for now. The player assigned the highest-numbered Tower will take the first turn.

When we start the game, each of us has two Legions. One Legion contains our Titan, and the other has an Angel. We also get two of each of the Tower Creatures – Centaurs, Gargoyles, and Ogres, for a total of six.

In each Legion, we need to have three Creatures and one Lord. It’s important to keep our initial character assignments secret and not share them with other players. We can only split our Legions after our second turn in the game.

Playing the Game

When we play TITAN, we take turns starting with the first player and going around the table in a clockwise direction. The person who is taking their turn is called the Mover.

Each turn is made up of four phases: Commencement, Movement, Engagement, and Enlistment. These phases have different things that need to happen, and they must happen in a specific order. You have to finish everything in one phase before moving on to the next.

If you forget to do something, you can’t go back and do it later, unless it’s during an Engagement that hasn’t been resolved yet. In that case, you have to resolve it as soon as you notice it. Doing something out of order is not allowed, but if another turn has started since then, you have to leave it as it is.

When we begin the game, it’s time for the Commencement Phase. This is when I can divide my existing Legions to create new ones. It’s the only way for me to bring more Legions onto the Masterboard. To keep things moving quickly, I should plan and organize my splits in advance, so I can start right away when it’s my turn.

Once we enter the Movement Phase, at the start of my turn, I roll a single die for my Movement Roll. Once I make this roll, I can’t create any new Legions during this turn. During the Movement Phase, I have to move at least one of my Legions. A Legion that’s on the move has to travel a number of Lands equal to the number shown on the die. Alternatively, it will stop moving if it enters a Land that’s already occupied by an enemy Legion.

When one of my Legions enters a land occupied by the opposing Legion, it’s time for an Engagement. I have the power to move all or just some of my Legions, but I have to move at least one. This is the moment when only my Legions can be moved, and only I can move them.

Now, during the Engagement Phase, I have to deal with every Engagement that I initiated in the preceding Movement Phase. To resolve an Engagement, I must completely eliminate at least one of the two engaged Legions. If there have been multiple Engagements, I get to decide the order in which they are resolved. Each Engagement has to be fully resolved before I can start another one.

After all that intense fighting, it’s time for the Enlistment Phase. Now, any of my Legions that survived the Engagement Phase and were moved in the Movement Phase can recruit a new character, but only if they’re not already at full capacity. It’s a chance to strengthen my forces for the battles to come.

Let me explain how mustering works in section 18. But here’s an important note: if a legion is defending successfully in an engagement, they get first dibs on any characters that the caretaker’s stacks may be running low on. On top of that, even if a moving legion is already full, it can still muster an angel during the engagement phase, allowing it to muster.

Remember, when your game turn comes to an end, make sure you announce it so the next player knows it’s their turn to start. And once your turn is over, you can’t take any more actions.

Moving Legions

It’s necessary to move each legion individually and completely before moving the next one. You can’t move a legion more than once in the movement phase. And remember, characters can’t be dropped off or moved separately on the Masterboard.

When I move a Legion, I need to remember to flip its marker over to show that it’s done moving. But during the Enlistment Phase, I can flip the marker back up to decide if that Legion will gather a Creature.

I can move a Legion through a Land where another one of my Legions is, but I can’t finish my move on that Land. Every Legion I move has to travel the full count of the Movement Roll, unless it runs into another player’s Legion along the way. If that happens, the move ends there and both Legions are stuck in an Engagement.

So here’s the deal: when I’m in the Land of an Engagement, I can’t really go anywhere else during that turn, unless I use Teleportation. And get this, if I want to move my Legion to a Land that’s already occupied by another one of my Legions, I can only make that move if the second Legion is also able and moves first. It’s like a rule or something.

Now, when it comes to actually making moves, we gotta follow the signs on the Land. We can only move to adjacent Lands, and the number of spaces we can move is determined by the Movement Roll. But here’s the cool part – if the Movement Roll is a 6, we can teleport! Pretty neat, huh?

Have you ever wondered about the different types of Signs? There are actually four types: Blocks, Spheres, Arrows, and Triple Arrows. Each Sign has a top that touches the Land it points toward. But here’s an interesting fact – the single-symbol Signs, such as Blocks, Arches, and Arrows, come in pairs that point in opposite directions!

If you’re curious about how these Signs affect movement, you’re in luck! The Movement Chart below provides a clear explanation. Take a look:

Movement Chart

Effects on Movement

So, here’s the deal. If a Legion makes a move that ends with a Block pointing towards a Land, it has to start its next move in that same direction. This applies even if there are other things on the edge. It’s like a rule that Legion has to follow.

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If I’m part of a Legion, and our last move ended on a Land with an Arrow pointing in a certain direction, I can start our next move in that same direction. It’s like we’re following the guidance of the Arrow, keeping our momentum going.

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  1. If we happen to be standing on a Tower Land, things get even more interesting. In that case, we can begin our next move in the direction of any of the Arrows on that Tower. We have more flexibility and options to choose from.
  2. Now, if we move into a Land from which a single Arrow points, we have to continue our move in one of the possible directions indicated by the Arrow. However, we cannot go back to where we came from. So it’s a one-way journey once we’ve made our move.

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  1. Let’s say our last move ended on a Land with a Triple Arrow pointing in a certain direction. We have the choice to begin our next move in that same direction, as long as there are no Blocks in that Land. Blocks are like obstacles that prevent us from following the Triple Arrow’s guidance. So, we have some decisions to make based on the conditions of the Land.
  2. If we move into a Land from which a Triple Arrow points, we must continue our move in that direction. We have no other option. The Triple Arrow restricts our movement and guides us along a specific path.

Hey there! Let me break it down for you. Here’s the lowdown on how Blocks and Spheres work – they only affect the first direction that a Legion moves in, when it lands on a new spot. Legions passing through lands with these Signs won’t be affected. Arrows and Triple Arrows, on the other hand, can guide and control the direction of movement.

Now, let me give you a couple of examples to make things clearer. Take a look at this image:
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So, Red just rolled a one. He has two options for the direction of movement – either through the circle or the triple arrow side. The choice is up to him!

Now, let’s move on to the next example with Grey. Grey has rolled a two. If he wants to move his legion, he is required to move through the block side initially. After that, he must continue through the triple arrow towards the woods. Check it out:
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And that’s the deal with Blocks, Spheres, Arrows, and Triple Arrows. It’s all about controlling the movement of those Legions! Enjoy the game!

Hey there! Let me break down the rules for you in a simpler way. Check out this cool diagram:

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If the Red player rolls a one, they can choose to move their piece either through the circle or the triple arrow side.

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    On the other hand, if the Grey player rolls a two and wants to move their legion, they must first move through the block to the mountain. From there, they can go left or right.

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    Now, imagine that Grey has rolled a two. If they want to move their legion, they should start by moving through the block side. Then, they must continue through the triple arrow towards the woods.

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    Lastly, Grey has the option to begin their move from the tower to any adjacent space.

  • When I play the game, the first thing I do is called the “First Move Mulligan.” This is an important part because the first turn Movement Roll can really make a difference. If I’m not happy with the result of my first roll, I can roll again. But here’s the catch – the second roll is final. I only get this second chance on my very first turn, and if I don’t take it, I can’t do it later.

    Let’s Talk Teleportation

    Now, let’s dive into the exciting world of Teleportation. It’s a special type of movement that only happens when there are Lords present. And it’s pretty cool because it allows my forces to ignore the regular movement rules. There are three types of Teleportation: Tower Teleportation, Titan Teleportation, and Summoning Angels, which you can learn more about in section 15. Summoning Angels has some interesting mechanics, so be sure to check that out.

    When it’s time to move Legions on the Masterboard during the Movement Phase, Tower and Titan Teleportations come into play. You can teleport one Legion per Movement Phase and summon one Angel per Engagement Phase.

    If I have a Legion that starts in a Tower Land and the Movement Roll is a 6, I can do something really cool called Tower Teleportation. Basically, I can move my Legion from that Tower Land to a different Tower Land anywhere on the Master-board, or even to another vacant Land up to six Lands away from where I started. Isn’t that awesome?

    When I do a Tower Teleportation, my Legion can just ignore everything in its path. It can go through Lands without paying attention to any Signs or even other Legions, whether they’re enemies or not. It’s like my Legion has some superpower!

    Oh, and one more thing. I have to let everyone else know which Lord in my Legion is responsible for this cool move. It’s only fair, right? Gotta give credit where credit is due!

    Once you reach a score of 400 points or more and your Titan’s power factor is 10 or higher, you can use a special ability called Titan Teleportation with your Titan Legion, which is the group of soldiers that includes your Titan.

    When you roll a 6 on a movement roll, your Titan Legion can teleport from its current location to any other location on the map, no matter how far away. If another player has their Legion in that location, you can engage them in battle. It’s important to note that a Legion moved through Titan Teleportation cannot stop on an empty location; it must start a battle. And of course, you need to show that your Legion contains your Titan.

    Teleportation is optional, meaning that Legions with the ability to teleport can still choose to move in the regular way or not move at all.

    Engagements

    Acquiring Angels

    Hey there! Whenever my score reaches a multiple of 100 points from winning a battle, I have the option to add an Angel to the victorious Legion. It’s pretty cool, right?

    But here’s the catch – I can only add an Angel if the winning Legion doesn’t already have seven characters. And of course, there has to be an available Angel in the caretaker’s stacks. It’s no fun if there are no Angels to add!

    When I do add an Angel, they go directly into the winning Legion’s stack. And guess what? They’re not just there for show – I can summon them for another battle right away. Talk about a strategic advantage!

    Oh, and there’s one more thing. If adding the points from a battle pushes my score beyond one multiple of 100, I can add even more Angels! That’s right, one Angel for each additional multiple of 100 points. Of course, this is only if there are enough available Angels and my winning Legion can accommodate them.

    So, every time I reach a milestone, I get the chance to add some heavenly reinforcements. It’s an exciting part of the game!

    When I reach a certain score that’s a multiple of 500, I become a Lord and get an Archangel. It’s not something extra on top of the Angel I already have, it replaces it. If there are no Archangels available, I can still take an Angel from the caretaker’s stacks.

    Getting an Archangel works the same way as getting an Angel. They can both join battles and if they die, they go back to the caretaker’s stacks. They can also teleport to different towers.

    Adding an Angel to a victorious Legion is a choice, it’s not mandatory. Let’s say I just won a battle and scored enough points to get an Angel. I can choose to take it, or I can choose to bring in another important Creature that I’m qualified for.

    When playing the game, you have choices. You can choose to take the Angel, or you can choose to take the Creature, or you can choose not to take either. If the Legion that wins the game has fewer than six characters, you can choose to take both the Angel and muster a Creature.

    Gathering

    Gathering is when a Legion adds new Creatures and Demi-Lords to its ranks. It’s a voluntary process and the main way to strengthen your forces in the game.

    In order to gather, a Legion needs to meet certain criteria. The types of Creatures and Demi-Lords that can be gathered in each terrain are listed on the Mastercharts found on your player reference card.

    So, here’s the deal – when I want to join one of those fancy Legions, I gotta spill the beans and show everyone which character(s) make me eligible. Once I do that, the caretaker hands me a new character from their stash, and I stick it right under my Legion Marker.

    Now, here’s the thing – I can’t just keep mustering characters all willy-nilly. I can only do it once per Game Turn. Oh, and just so we’re clear, mustering and summoning Angels are two totally different things. Got it?

    To muster a Legion, I can only do so if I’ve moved during a Movement Phase and successfully survived any Engagements. Alternatively, I can muster when defending in Battle. Remember, if my Legion hasn’t moved, isn’t defending, or already has seven characters, I won’t be able to muster.

    Creatures are organized on the Mastercharts based on the terrains where they can be found. They are listed in order of their values, with the weaker Creatures appearing first. The numbers in parentheses next to each Creature represent their Battle-factors. The numbers to the left of a character’s name indicate the minimum number of that type of character required in a Legion to qualify to muster a Creature of the next larger size.

    When I’m a Legion, I can gather a Creature if it has any Creature listed on the Masterchart below the terrain where I’m standing. If I want to muster a Creature, it has to be the same as one already in the Legion or a lesser Creature of that terrain.

    But here’s an important thing to remember: eliminated creatures are taken out of the game completely. So, if I don’t have any of a specific creature in my stacks, I can choose another legal option for mustering as long as my first choice isn’t available. Sometimes, I might not be able to muster anything, even if I meet the requirements.

    Now, let’s say I have several Creatures of the same type. In that case, I can muster the next highest creature in the progression on the Masterchart. I can’t skip any steps in this progression. For example, if I have an Ogre in my Legion and I’m in a Marsh Land, I can muster another Ogre. But if I also have a Troll, I can choose to muster either a Troll or an Ogre.

    Let’s talk about the exciting world of Legions and Creatures! Legions are groups of powerful beings that you can command in a game. They are located in different terrains like Marshes or Mountains, and each terrain has its own unique set of Creatures.

    For example, if I have a Legion in the Marsh, it could have two Ogres. These Ogres are quite strong, but they can’t muster a Dragon. To muster a Dragon, I would need my Legion to have two Minotaurs, a Dragon, or even a Colossus!

    On the other hand, if my Legion is in the Mountains, it could reveal two Lions. Lions are fierce, but they don’t cut it for the mighty Dragon. To muster a Dragon in the Mountains, I’ll need my Legion to have two Minotaurs, a Dragon, or a Colossus.

    Now, here’s an interesting twist! If I have a Colossus in a Legion in the Mountains, that automatically qualifies my Legion to muster a Colossus, Dragon, Minotaur, or Lion. It gives me more options and flexibility in the game.

    It’s important to note that not all Legions have to muster, and they don’t have to choose the highest ranked Creature they qualify for. They can mix and match their Creatures based on their strategic needs.

    However, there’s one rule that cannot be broken. A Legion can only muster a Creature that is listed under the terrain it stands on. So, a Legion in the Marsh can’t muster a Creature that belongs to the Mountains, and vice versa.

    Legions and Creatures in this game offer a challenge and an opportunity for strategy. It’s fascinating to see how different combinations can lead to victory. So, go out there, muster your Legions wisely, and conquer the game!

    Did you know that a Legion can unleash a character in more than just one way? It’s true! You can unleash a character by showing any of the characters that are needed, not all of them. Let me give you an example. Let’s say you have a Legion with two Ogres and one Troll. You can unleash the Troll by showing either both Ogres or just one Troll.

    Now, let’s talk about Tower Lands. They are pretty special when it comes to unleashing characters. If you have an eligible Legion on a Tower Land, you can unleash any one of the three powerful Tower Creatures – Centaurs, Gargoyles, and Ogres. It doesn’t matter what Creatures your Legion already contains; it can still unleash one of these Tower Creatures. But wait, there’s more! Eligible Legions in Tower Lands can also unleash one of the two types of Demi-Lords: Warlocks and Guardians. So you have quite a few options when it comes to unleashing characters on Tower Lands!

    A Legion can call upon a Warlock if it already has a Titan or a Warlock within it. To reveal a Titan, follow the usual procedure. Alternatively, if a Legion has three identical Creatures in it (say, three Trolls), it can also call upon a Guardian. And once a Legion has a Guardian, it can even call upon another Guardian.

    Hey there! Let me tell you about this cool game I’m playing. In the game, each player controls a Titan, which represents them personally. It’s pretty awesome, but there’s a catch – when your Titan gets defeated, you’re out of the game. Pretty intense, right?

    Now, here’s the deal: as you win Battles, your Titan gets stronger. It gains Power based on your victories, and if it survives long enough, it even gets the ability to teleport. How cool is that?

    So, how do you increase your Titan’s Power? Well, every time you score 100 points in the game, your Titan’s Power-factor goes up by 1. Simple as that. At the start, your Titan has a Power-factor of 6, and from there it can only go up!

    Let’s do an example to make it crystal clear. Imagine you have a score of 327. When we divide that by 100, we get 3. We add that to your Titan’s original strength of 6, and ta-da! Your Titan now has a Power-factor of 9.

    Just imagine another scenario – you have a score of 1,163. Dividing that by 100 gives us 11, and when we add it to the original strength of 6, your Titan’s Power-factor reaches an impressive 17!

    Isn’t it exciting? I love seeing my Titan get stronger as I rack up those points. It’s really something. So keep battling, keep winning, and watch your Titan grow in power. Good luck!

    Once a Titan reaches a Power-factor of 10 (that’s when you score 400+ points), something extraordinary happens – it gains the incredible ability of Titan Teleportation.

    Now, let’s say your Titan is defeated in a fierce Battle. Don’t fret, because just like any other character, it doesn’t get eliminated immediately. It holds on until the end of the Strike Phase. But here’s the twist – when your Titan is finally eliminated, so are you, my friend. And that’s when the Battle comes to a sudden halt.

    After the Strike Phase ends, take a moment to calculate the points of your fallen Titan and all the other characters in its Legion who’ve met their doom up until that point. Now, here’s the catch – any surviving characters from your Titan’s Legion are set aside for a brief moment and don’t contribute to the Battle’s score. It’s like they’re taking a little break from all the action.

    If I’m the one who defeated the Titan and there are still some of my characters fighting in the Battle, I get points not only for slaying the Titan, but also for any other characters that were defeated along with it. This increases my score. I can also collect any Angels that I earned as a result of these points. I can do this right away. However, if the Legion that killed the Titan has also been eliminated, then I don’t get any points from the Battle.

    Once I have scored the Battle where the Titan was slain, I need to remove all of the Legions belonging to the eliminated player that are currently on the Masterboard. This includes any remnants of the Titan Legion that were still involved in a fight. I also have to remove any Legions that would have taken part in other Battles this turn.

    When a legion is removed, the player who engaged them or the player who killed the titan receives half points. These points contribute to the titan’s power factor, but they do not add any angels. This means that the winning legions cannot recruit reinforcements, regardless of whether they reach multiples of 100 points or not.

    There is only one running score for players, and under the specific circumstances mentioned above, reaching multiples of 100 points will not result in the addition of angels. The player who eliminates the titan receives the loser’s legion markers, which they can now use along with their own markers.

    The Rule of Titans

    If a die falls off the table, lands slightly tilted, or ends up in a glass or ashtray, it should be rolled again.

    If a player accidentally rolls more dice than they were supposed to, they must roll again with the correct number of dice.

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