Contents
- 1 Unforgettable Titan Adventures
- 1.1 The Excitement of Battle and Battlelands
- 1.2 Maneuver Phase
- 1.3 Phases of Striking
- 1.4 Now let’s talk about regular striking. This is when both players get a chance to attack with all of their characters that are in contact with enemy characters during the Strike Phase. Pretty intense, huh?
- 1.5 Reinforcements
- 1.6 Calling Angels
Unforgettable Titan Adventures
Hey there! I want to share with you my amazing experiences with Titans. These colossal creatures have fascinated me for as long as I can remember. They are truly astonishing!
Let me tell you, encountering a Titan is quite an experience. From their colossal size to their majestic presence, it is hard not to be in awe. When you come face to face with a Titan, you can’t help but feel a mix of excitement and trepidation.
The first time I encountered a Titan, my heart started racing. The sheer magnitude of these creatures is staggering. I couldn’t help but stare and wonder at their immense power. It was like being in the presence of a living legend.
Titans have a mystical aura that surrounds them. Their mysterious nature adds to their appeal. It’s like they hold a secret that I am itching to unravel. Every encounter with a Titan is a chance to delve into the unknown and discover something extraordinary.
The beauty of Titans is that they are not just massive and impressive; they also possess incredible agility. Watching them move is like witnessing a ballet of power and grace. It’s as if they were made to soar through the air and conquer the skies.
However, getting to witness Titans in action is not without its risks. Their immense power can be both awe-inspiring and intimidating. One must always be cautious and respectful when interacting with them. Safety should be your top priority.
But let me tell you, the thrilling experiences and breathtaking sights that await you are truly worth it. There’s something magical about being in the presence of these majestic creatures. It’s an adventure like no other.
If you have the opportunity to embark on a Titan adventure, seize it! Whether it’s observing them from a safe distance or participating in an organized tour, the memories you will create are bound to last a lifetime.
So, embrace the unknown, face your fears, and embark on a journey into the world of Titans. Discover the wonders that await you and let the memories of your encounters leave an indelible mark on your soul. Are you ready for your unforgettable Titan adventure?
When two Legions owned by different players both occupy the same Land, an Engagement takes place. It’s like a clash between armies, but only the players involved and their respective Legions are part of it. The characters in these Legions, as well as any characters that join during Battle, Reinforcements, or Summoning Angels, are all involved in the Engagement.
As the game begins, one player becomes the Mover and the other becomes the defender. The goal is to engage in battles until one player’s Legion is completely eliminated. The Mover has the power to decide the order in which Engagements are resolved. In each Engagement, the players take turns examining the characters in the opposing Legion. These characters remain a secret until they are voluntarily slain or the Engagement is resolved in battle. Once the characters are revealed, the players decide how to proceed with the Engagement.
If I find myself in a tight spot during battle, I have the option to run away – that’s called Fleeing. But if I choose to flee, all my characters get wiped out and the attacker automatically wins without any losses. The attacker only gets half the value of my eliminated characters added to their score, rounded down. This is, of course, if the attacker can’t flee and if I don’t have a Lord in my defending Legion.
Now, here’s an interesting twist. If I suggest or accept a battle agreement, I can’t flee afterward. So even if the attacker shoots down my suggestion, I’m stuck in the fight.
When two players are engaged in battle, they can reach an agreement to resolve the clash. But it has to be a mutual decision and one or more Legions need to be eliminated. The agreement can involve losses for the winning Legion and even mutual elimination, but it can’t bring characters into the mix that aren’t present in either Legion.
When we make agreements in a game, we might promise to do something later or take certain actions. But the only part of the agreement that really matters is the part where we agree to remove characters from play. We can’t make agreements that involve giving or taking away more points than the total value of the characters being removed. If both players agree to eliminate their characters, no points are awarded.
There is one exception: if the defender wants to run away, either player can choose to continue the battle instead. In this case, the battle becomes the fallback option when negotiations fail.
If the defender decides not to run away and can’t come to an agreement, either player can choose to concede the engagement at any time. Only one player can concede, and that ends the engagement. The player who concedes loses their entire team, while the victor doesn’t suffer any additional losses.
When I win a game by concession, I get all the characters from the loser. This includes their Titan Legion, which means they’re out of the game. We usually agree to a concession to make the game go faster, stop the defender from getting reinforcements, or spare a weaker character in a strong attacking Legion that could be replaced with an Angel or Mustering after the Battle.
If the Engagement ends with one or more Legions being eliminated, I get to add the point values of the defeated Legion’s characters to my score. If I get enough points, I can even add an Angel to my victorious Legion. Unfortunately, any creatures that get eliminated are gone for good.
When a Legion is defeated, the Lords and Demi-Lords go back to the caretaker, and they can be used again. The marker of a Legion that gets eliminated is taken off the Masterboard and given back to the owner, who can use it again. The characters from a Legion that wins go back to the Land on the Masterboard where the battle happened, right under their Legion Marker.
The Excitement of Battle and Battlelands
When I enter the battlefield, it’s an exhilarating experience. The terrain reflects the land where the intense engagement is taking place. That’s why they call it the Battlelands.
Every battle is a series of turns called Battle Rounds. During these rounds, each of us takes turns. I get to be the “moving player” in one half of a Battle Round, which includes the Maneuver Phase where I plan out my moves. After that, comes the Strike Phase, divided into two parts.
The first part is Regular Striking, and it’s when I try to hurt adjacent enemy characters. If I’m standing next to an enemy character, I have an opportunity to strike and make a difference in the battle.
Then there’s Rangestriking, which can only be used by the player who is currently on the move. It’s a unique chance for me to attack from a distance and make the most of my position. It adds an extra layer of strategy to the battle.
The battle keeps going until one team eliminates all the members of the opposing team, or until we reach the maximum of seven Battle Rounds. It’s all about survival and outsmarting the enemy.
When you play Battleland, each one is labeled with the name of its terrain. We put the name of the Battleland in a spot that matches the number on the Land of the Engagement on the Masterboard. This makes it easier for you to line up the Battleland with the right hex on the Masterboard.
When the attacking Legion enters the Battleland, their characters will enter on the same side as their Legion on the Masterboard. This side will be four hexes wide.
On the other hand, the defending Legion’s characters will enter on the side that is three hexes wide and opposite to the one assigned to the attacker. The attacker will always enter from a wide side, while the defenders will enter from a narrow side.
We can tell which characters belong to which Legion based on the direction they are facing. Each player should have the bottom of their counters facing their entry side. If any characters from either Legion fail to enter the Battleland during the first Maneuver Phase, they are considered eliminated. They cannot be brought back into play later. These eliminated characters will count towards the score of the winning player.
When I use the Tower Battleland, my entry side is always the lower left side opposite the name-side. Instead of my first Maneuver Phase, the defender must deploy their forces directly within the walled area.
The defender doesn’t have a first Maneuver phase, so a battle in a Tower land begins with the defender deploying inside the walled area. Then, I enter the board in the first maneuver phase.
The name-side is the defender’s entry side for reinforcements.
During each Battle-Round, the defender always takes their Maneuver Phase first, except in a Tower Battleland.
When I use Titan Teleportation to cause an Engagement, I can enter from any side that’s four hexes wide, except when attacking in a Tower Land.
A Turn Record Track is included at the bottom of each Battle- land. You should place the turn marker in the first turn box before the first Maneuver Phase. When each Maneuver Phase begins, you simply move the marker one box forward. (By the way, the Legion Marker of the attacking Legion stays on the Masterboard to show where the Engagement is happening.)
If the Battle hasn’t finished before the eighth Maneuver Phase of the defender, the remaining characters from the attacker’s Legion are removed, and the defender’s Legion goes back to the Masterboard. This is called a time-loss, and even though the defender survives, they don’t earn any points for the win.
Maneuver Phase
When it’s my turn to move, I can make my Legion characters move around the Battleland. I can choose to move just a few or all of them, but I have to move them one at a time. I can’t start moving another character until I’m finished with the first one.
When my characters first enter the Battleland, they have to go to a hex on the correct side. This first hex they move into counts as part of their total movement for that turn. Once they’re in the Battleland, I can’t move them out.
When I move a character during the Maneuver Phase, they can move up to a certain number of hexes on the Battleland. This number is based on their Skill factor. But sometimes their movement might be limited if there are other friendly characters, enemies, or hazards nearby on the hexes or hexsides.
When the Maneuver Phase begins, if two characters are in adjacent hexes, they are considered to be locked in contact with each other. There are exceptions to this rule, such as when characters are on Cliffs, as stated in the Hazards Chart. Moving through a hex or hexes next to enemy characters does not count as being in contact with them, so you don’t have to stop your movement in those hexes.
Some hexes have hazards that can slow down characters trying to enter them. When you cross or enter a hex with a hazard, it counts as if you have entered two hexes.
If a character doesn’t have enough movement allowance left to move two hexes, it cannot enter or cross the hazard. However, flying characters can ignore all hazards, except for Volcanoes which only Dragons can enter or cross, until they land.
So, let me break it down for you. If I’m flying and there’s something slowing me down in the hex where I want to land, then my landing there is gonna count as moving two hexes. And hey, hazards don’t affect my movement when I’m leaving a hex, except for when we’re talking about cliffs. Those bad boys on the Hazards Chart change the game.
Now, if I’m not flying, things are a bit different. I can’t enter a hex if there’s already someone in there, even if they’re on my team. But if I’m flying, I can glide right over those occupied hexes, no problem. The catch is that I always have to land at the end of my move. And I can’t land on a hazard that’s a no-go for me, an occupied hex, or a hex that I don’t have enough movement to get into.
Just one more thing – no straddling hexes, okay? And remember, any leftover movement is a no-go for the next Maneuver Phase.
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The warbear and the Troll cannot move from their current positions. They are both engaged in a fierce battle, unable to break free.
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So there I was, facing off against a Troll in the heat of battle. The warbear, my trusty companion, had just made its move, moving away from the menacing creature. And you know what? That move might just be the key to victory.
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When I first encountered the sand, I wondered if the bottom troll could make it in. Turns out, it requires 2 movement points, which is more than its skill value of 2. On the other hand, the top Troll has enough points to navigate through the sand.
Phases of Striking
During combat, there are two types of “Strike” combat: regular Striking and Rangestriking. Only the player who is moving can use Rangestriking whenever it’s applicable and allowed. And they can mix it up with regular Striking as they please.
To keep things simple, we suggest that the moving player completes all of their attacks first, followed by the non-moving player doing the same. While the combat results happen at the same time, so even if a defending character is “killed” by the attacker, they can still counterattack.
(When I’m attacked by Rangestriking, a type of strike that doesn’t require the attacker to be next to me, I don’t stand a chance! I’m instantly defeated!)
Rangestriking
During a Strike Phase, I can use Rangestriking if I’m the one moving, but my opponent can’t use it against me during that same phase. Rangestriking is a special type of strike that represents actions like throwing weapons, casting spells, or breathing fire. It’s a focused attack against a specific enemy character who isn’t close by. I can’t redirect the strike to another target after using it.
Only characters who have the Bow and Arrow symbol in their Battle factors can perform a range strike. Range strikes are not allowed for characters who are engaged in close combat with an enemy.
When it comes to range strikes in our game, you’ll need to understand how many dice you roll. It all depends on your character’s Range-strength, which is half their Power-factor rounded down. Let me break it down for you.
Let’s say you have a Dragon with a Power factor of 9. To determine their Range-strength, we divide it by 2, which gives us 4. So, when you make a Range strike, you’ll roll four dice. Pretty cool, right? (Check out the Range Strike chart for more information.)
Now, let’s talk about the range. You can conduct Range strikes up to a certain number of hexes. This number is equal to your character’s Skill factor. We count the hex you’re on, the hex your target is on, and each hex in between. So, if there’s one empty space between you and your target, you’re at “range 3”.
But here’s the twist. When your Range strike travels a distance of three hexes, it hits with your normal Skill factor. However, if it’s traveling a distance of four hexes, your Skill factor is reduced by 1. It’s important to keep this in mind when planning your moves.
So, here’s an example: let’s say I’m playing as a Minotaur, and my Skill factor is 4. That means I can make Rangestrikes up to four hexes away. But here’s the catch: when I’m calculating the Strike-number for the Rangestrike, my Skill factor gets reduced to 3, instead of 4. Gotta take that long range into account, you know?
Oh, and another thing: Rangestrikes can only be done within a maximum range of four hexes. Any farther than that, and it’s a no-go. And just to be clear, you can’t Rangestrike if there’s an enemy character right next to you. Gotta keep a little distance there.
Now, let’s talk about range. If there’s only one hex between you and the enemy character, that’s considered “range 3”. And if there are more than two hexes between you and the enemy character, well, you’re out of Rangestrike range. Four hexes is the maximum, remember.
When you do a Rangestrike, you want to trace the most direct path from your hex to the target’s hex. Imagine drawing a line from the center of your hex to the center of the target’s hex. That’s the path you want to follow.
Imagine a line that weaves through hexes, creating a magical trail called the Rangestrike. As this line follows a hexside, it connects two hexes. It’s up to the player controlling the Rangestrike to decide which hex is part of the path.
However, there’s a catch. If any of the hexes in between are blocked, the Rangestrike cannot continue. Hazards, as well as friendly and enemy characters, can put a stop to the Rangestrike’s journey.
So, here’s the deal – check out this nifty diagram. It’ll show you all the possible paths that Rangestrikes can take. They’re pretty versatile and can hit any hex within range, just like the examples above demonstrate. Oh, and those arrows? They give you a rough idea of how the Rangestrikes might travel. The numbers? Well, they tell you how far a Rangestrike can go.
Here’s the cool part – there are two ways to get to hex E. If one of those paths is blocked, no worries, just go through the other one. But what if both paths are blocked? Well, unfortunately, the Rangestrike won’t be able to make it. Bummer!
Now, let’s talk strategy. You’ve got two options here – Rangestriking and normal Striking. And the best part? You can mix them up in any order you like. You don’t have to do all the Rangestrikes at once. You can do them first, sprinkle them in between your normal Strikes, or save them for later after you’ve done all your normal Strikes. It’s totally up to you, my friend.
Hey there! You won’t believe what I found out about a group of super-powered beings called Lords! You see, Lords are these incredible beings like Titans, Angels, and Archangels, and they have this crazy ability to be totally immune to Rangestrikes from any character, except for the Warlock. It’s like they have this special shield that protects them.
But here’s the kicker – the Warlock, who is also a character, has this epic range strike ability that is never blocked or affected by anything! It’s like nothing can get in its way. Hazards, other characters – it doesn’t matter. The Warlock’s range strike is always on point.
Now, check this out. A Warlock can even Rangestrike up to four hexes without any reduction in their Skill factor. That’s pretty impressive, right? But here’s the catch – when it comes to movement and conventional strikes, a Warlock is just like any other character. They are subject to the normal effects of hazards and other characters. So, they’ve got to watch their step and be careful.
Oh, and here’s a little tidbit – the Warlock can’t Rangestrike when it’s in contact with an opposing character. It’s like they have this rule where they can’t use their powerful Rangestrike ability up close and personal.
Now let’s talk about regular striking. This is when both players get a chance to attack with all of their characters that are in contact with enemy characters during the Strike Phase. Pretty intense, huh?
Here’s how it goes down. The player who’s moving gets to go first and resolve the strikes of all their characters. And guess what? Only the moving player’s characters can use Rangestriking. Talk about an advantage!
So, that’s the lowdown on Lords and Warlocks. It’s pretty cool how these characters have their own unique abilities and rules. Makes the game even more exciting, don’t you think?
When I’m in a Strike Phase, any characters I slay aren’t taken out of play right away. Instead, they stay on the board until the end of the phase. That way, they still have a chance to fight back before they’re gone for good. Here’s how it works:
When I want to strike, I roll a certain number of dice based on how powerful my character is. This is called the Power-factor. Then, I compare my character’s Skill factor to the target character’s Skill factor on the Strike Chart. This tells me the Strike-number, which is the minimum number I need to roll on each die to hit. If I roll that number or higher, it counts as a hit.
If I accumulate enough hits to equal or exceed my character’s Power-factor, then that character is slain. They’re taken out of the game, and I score a point. But if there are any enemy characters right next to me, I have to strike them first before I can attack anyone else. I have to keep fighting until all the adjacent enemies are slain or I can’t strike anymore.
Alright, let’s get into the action! As the moving player, I have the exciting opportunity to attack with my characters first. I get to decide the order in which they strike and who they’ll hit. Each character can strike once during the Strike-phase. They have to finish their attack before the next character can strike. Oh, and one important rule: I can’t attack my own characters. Once I’m done, it’s the opposing player’s turn to launch their attacks.
Now, here’s the nitty-gritty. Before each character can strike, I have to choose which enemy character they’ll target. Then, I need to figure out the Strike number required to hit that target. To find the Strike number, I compare the Skill factors of my character and the target on the Strike Chart. This chart gives me a number result that I can use.
Let me give you an example. Imagine there’s an Ogre who’s really good at striking, with a skill factor of 2. And then there’s a Lion, who also knows a thing or two about fighting, with a skill factor of 3. Now, if we cross-reference the Ogre’s skill factor of 2 with the Lion’s skill factor of 3, we get a strike number of 5. That means the Ogre needs to roll a 5 or higher on the dice to score some damage on the Lion.
Now, let’s say the Ogre rolls six dice for its strike (it’s really powerful, with a power factor of 6). If the result of a dice roll is a 5 or 6, it’s a hit. But if the result is a 1, 2, 3, or 4, it’s a miss.
If the Lion reaches the 5 hit limit of its power factor during a strike phase, it’s considered slain and is taken out of the game. Just keep in mind that hazards on the game board, like obstacles or traps, can affect the strike number and the number of dice the attacker gets to roll.
When characters engage in Battle, any damage they suffer is recorded using the hit chits provided. This damage adds up and cannot be fixed during the Battle. It’s worth noting that damage does not impact a wounded character’s ability to move or attack, even if they only have one hit remaining. Characters that are damaged (but not killed) will be automatically healed once the Battle is over. However, characters that are slain are removed from the game and cannot be healed.
If a strike inflicts more damage than necessary to kill the targeted character, the excess points can be used against another enemy character. To do this, the second character must be adjacent to the attacker and the attacker would not have required a higher Strike-number to hit the second character in the first place.
You won’t be able to hurt a character if your attack needs a higher Strike-number to hit, even if your dice rolls are high enough to cause damage. Let me explain with an example: say you’re an Ogre, and you have two targets in front of you. The first is a Lion that has already taken three hits, and the second is a Centaur that is undamaged.
The Lion has a Strike-number of 5, while the Centaur has a Strike-number of 6. You decide to attack the Lion and need to roll 5s to hit. Even if you roll a bunch of 6s, the best you can do is give the Lion two more hits and kill it. You won’t be able to deal any damage to the Centaur.
When playing the game, you have the option to attack the first character with a higher number so that any extra damage can be inflicted on the second, larger character. Before rolling any dice, you must announce this decision and specify the first target and the optional number you’re aiming for. There’s no need to declare where the extra hits will go.
For example, let’s say there’s an Ogre who decides to only count 6s as hits. If he rolls more than two 6s, the Centaur will be damaged by these additional hits. However, on the other hand, 5s will no longer be able to hit the Lion. Remember, carrying over points of damage is up to the player doing the striking.
It’s also worth noting that characters can increase their power or skill when attacking across certain hazardous areas (you can find more information on this in the Hazards Chart).
If you use these benefits, any damage you take won’t carry over to opponents who wouldn’t normally be affected by your attacks. But if you want to carry over damage, you can choose not to use any of the benefits that the hazard offers you.
When a character is defeated, they are removed from the Battleland at the end of the Strike Phase. Each player’s defeated characters should be placed in a stack off the Battleland, near the edge where they entered. This helps with scoring at the end of the Battle.
If a Lord or Demi-Lord is defeated, they won’t go back to your reserves until after an Engagement is resolved. So, you can’t score points for them or recruit them as reinforcements during an Engagement if they’re defeated.
Reinforcements
When it’s time for Battle, I, as the defender, have an advantage – I can add a reinforcement to my Legion. This can only be done at the beginning of my fourth Maneuver Phase. What does that mean? Well, during the Battle, I can bring in an extra character to strengthen my Legion.
But there are a few rules I have to follow. First, my defending Legion must be able to muster a Creature or Demi-Lord from the Land of the Engagement. Those are the only types of reinforcements that are allowed.
Once I’ve chosen my reinforcement, it needs to be brought onto the Battleland during my fourth Maneuver Phase. If I don’t do it then, I won’t be able to bring in the reinforcement during the Battle. However, if I manage to win the Battle before my fourth Maneuver Phase, I can still muster a character afterwards, as long as I qualify.
Now, let’s say I win the Battle after my fourth Maneuver Phase, but I haven’t taken a reinforcement yet. Maybe my Legion already had 7 characters, or maybe the reinforcement wasn’t able to move onto the Battleland at the right time. In that case, I still have a chance to bring in a reinforcement. I can do it now.
When I’m playing in the Battleland, reinforcements come in from the defender’s side, just like the defender’s original characters did in the first phase of the battle. The reinforcements join a Legion after a victorious battle and are placed on the Masterboard with the surviving characters, marked by a Legion Marker.
A Legion can’t get a reinforcement if it already has seven characters. The ones that were just killed don’t count towards this limit. Each Legion can only get one reinforcement per battle. Only the defender can get a reinforcement, but they don’t have to if they don’t want to.
If I win the Engagement either by agreement or because you give up after committing characters to the Battleland, I still get a reinforcement, as long as I’m eligible for it. However, if you concede before placing any of your characters on the Battleland, I can’t muster a reinforcement.
Calling Angels
Calling angels is a way of teleporting an Angel (or Archangel) from one of my friendly Legions on the Masterboard to another Legion that is either currently fighting a Battle or has just won one.
When it comes to attacking, you have to be strategic. As a warrior, I must think about how to bring in the Angel to help me in battle. It’s important for me to summon the Angel during my first Move phase after the initial Attack phase in which I defeat some of the enemy’s characters.
Summoning an Angel requires me to have an Angel available in another one of my Legions that is not currently engaged with the enemy. If an Angel has already fought in another Legion and won a battle during this engagement, I can still summon it. The Angel will be healed from any previous damage before joining my current battle.
If I’ve just won a battle in this engagement phase, I have the option to summon an angel. However, I can only do this if my legion doesn’t already have seven characters, excluding those who have already been slain. I’m only allowed to summon one angel during my entire engagement phase, and it’s only the attacker who can do so, although it’s not mandatory.
When I summon an angel, it leaves its original legion and instantly teleports to the land of the engagement, appearing on the attacker’s side of the battlefield. The summoned angel will stay with the legion it was teleported to, unless I choose to summon it somewhere else in a later game turn.
If I win a fight because the other person agrees or surrenders, I can bring in an Angel right away, as long as I haven’t already brought one in this round. But if the other person runs away, I can’t bring in an Angel.
During a battle, I can only bring in an Angel once, and that’s during my first turn after I’ve killed one or more of the other person’s characters.
If I choose not to bring in an Angel, or I can’t because I already have seven characters, I lose my chance for that battle. But if I win, I can still bring in an Angel after the battle, following the same rules as before.
Now let’s talk about scoring battles.
In the world of the game, a battle reaches its conclusion when one of the Legions involved is completely wiped out either through fighting or a voluntary concession.
However, the battle isn’t fully settled until the victorious player has added any eligible characters that weren’t recruited during the battle. Only then can the scoring take place. Scoring is done by tallying up the combined value of the characters in the defeated Legion and adding that sum to the score of the winner.
The value of a character is determined by multiplying its Power factor by its Skill factor. To put it another way, a character’s value is the result of multiplying their strength in battle by their level of expertise. For instance, if a Lion has a Power factor of 5 and a Skill factor of 3, its value would be 15 (5 x 3 = 15). Each player’s total is recorded on the provided score track, which conveniently has spaces for the hundreds, tens, and ones digits.
When you and I, as players, clash in a fierce Engagement, there are certain rules that determine the outcome. Let me break them down for you in simpler terms.
If we both end up being eliminated, the result is a draw – neither of us scores any points. However, if one of us emerges victorious through mutual agreement or concession, that player earns full points. It’s like claiming a well-deserved victory!
Now, let’s say I’m defending and I choose to flee from the battle. In this scenario, the winning player only scores half the value of my fleeing Legion. We round down any fractions to keep things fair and square.
But why is all this important, you might wonder? Well, your cumulative score affects your gameplay in exciting ways. It determines your ability to acquire powerful Angels and influences the strength of your Titan. So, the more points you earn, the more you’ll elevate your game!