The law of titan



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THE LAW OF TITAN 

AVALON HILL'S TRADEMARK NAME FOR ITS FFANTASY WARGAME 

 

1.0 INTRODUCTION 



 

1.1 TITAN is a fantasy wargame for two to six players. Each player 

will move, muster, and engage in combat with his forces of monstrous 

characters. The prime component of each player's forces is the Titan. 

Each player receives only one Titan, and if it is lost the player is out of 

the game and all of his forces are removed from play. The object of the 

game is to have the only Titan left in play, all the others having been 

eliminated. 

 

1.2  TITAN involves two areas of player interaction: Masterplay and 

Battle. The strategic area, Masterplay, involves the movement of each 

player's forces from Land to Land on the Masterboard (game 

mapboard). Tile forces that are moved about the Masterboard are 

called character counters and are grouped into Legions. When a Legion 

is moved into a Land on the Masterboard which contains another 

player's Legion, the two Legions are locked in an Engagement. An 

Engagement must result in the complete elimination of at least one of 

the involved Legions, and may pit the two Legions against each other 

in a tactical Battle upon the Battleland corresponding to the Land of the 

Engagement. 



 

1.3  TITAN is played in a series of turns called Game-Turns. During 

each turn one player gets a chance to move his Legions on the 

Masterboard, attack other players' Legions in Engagements, and 

muster new characters to increase the size and strength of his Legions. 

 

1.4  Battle is resolved in a series of Maneuver Phases and Strike 

Phases during which the players involved commit the characters in 

their Legions to combat upon the Battleland which corresponds to the 

Land where the Engagement is taking place. 

2.4  The LAW OF TITAN is a 12 page rulebook detailing how the 

game is played. 

 

2 .5 TITAN includes four six-sided dice which are used to determine 

the distance that Legions are moved on the Masterboard and to 

represent tile strikes of characters in Battle. 

 

3.0 CHARACTERS 

 

Characters are the basic units of the game which make up each 



player's forces. They are organized into Legions on the Masterboard, 

but maneuver and fight separately when deployed for Battle on a 

Battleland. Characters can be of three classes: Lords, Demi-Lords, and 

Creatures. All of the different characters in the game are listed on the 

Character Chart (see rear cover). 

 

3.1  Lords are divided into three types: TitansAngels, and Archangels

Each player begins the game with one Titan and one Angel. More 

Angels and then Archangels may be acquired as the game continues 

(see 16.0). A player may never have more than one Titan in play. 

Lords possess the special power of teleportation (see 8.0). The 

existence of a player's Titan assures that player's continued existence in 

the game. 

 

3.2  Guardians and Warlocks are the two types of Demi-Lords. They 

can only be recruited in Tower Lands on the Masterboard (see 18.4). 

They differ from Creatures in that they are returned to the caretaker's 

stacks when they are destroyed, and can be mustered again. Warlocks 

possess some special powers used in Battle (see 13.5). 

2.0 GAME EQUIPMENT 

 

2.1  The Masterboard is the game map upon which the strategic level 

of TITAN is played. The Masterboard is a network of 96 spaces 

representing the Lands of TITAN. These Lands are divided among 11 

different types of terrain, and each Land is named and numbered for 

easy reference. The Lands are connected by Signs set on their 

interlocking borders which regulate the movement of Legions around 

the Masterboard (see section 7.0). The blank areas among and beyond 

the Lands are voids that Legions may not cross nor enter. In each of 

the four corners of the Masterboard is a Masterchart which details the 

characters available to be mustered in the various terrains. 

 

2.2  The Battlelands are displayed on the front and back of six separate 

sheets. They are the arenas of Battle. Each Battleland depicts one of 

the 11 terrains of the Masterboard and is divided into 27 hexes. Some 

of these hexes contain hazards which may affect the movement and 

combat ability of the characters. 

 

2.3 TITAN includes nine counter sheets containing 621 cardboard 

playing pieces. The playing pieces are divided into character counters, 

hit chits, and Legion  Markers.  Legion  Markers are identified by a 

unique pictogram; there are six color coded sets of 12 markers, each 

with a corresponding Titan counter. Titan counters display the word 

TITAN  and the symbol "X-4" upon a caped silhouette. The other 

counters represent the various characters in the game. Above each 

character's silhouette is its name, and below are its Battle-Factors. Hit 

chits are the number counters which are used during Battles to indicate 

damage.

 



3.3 Creatures are the other 19 types of characters that can be mustered 

from the various terrains of the Masterboard. Creatures, such as Ogres, 

Lions, and Dragons, form the bulk of the player's forces. Once slain, 

Creatures are permanently removed from the game. 

 

3.4 Each character counter displays the character's name, its silhouette, its 

Battle-factors, and any symbols denoting special abilities. The left hand 

Battle-factor is the Power-factor; this is the number of dice the character 

rolls when it strikes and is the number of hits it must take before it is 

slain. The right hand Battle-factor is the Skill-factor; this affects the 

character's relative skill in giving and taking damage, and is also the 

character's movement allowance during Battle. Some characters may have 

a lightning bolt and/or star symbol placed between their Battle-factors. 

These symbols indicate that this character has the ability to rangestrike 

(lightning bolt) or fly (star). 



 

3.5  CHARACTER CHART (see Rulebook rear cover) 

 

4.0  LEGIONS 

 

Legions are the basic formations of play for the strategic area of the 



game, Masterplay. Each Legion is comprised of a group of character 

counters stacked underneath an identifying Legion Marker of the owning 

player's color. Each Legion is placed on one of the Lands of the 

Masterboard, with no more than one Legion per Land. Legions move (and 

engage in combat) as a single entity. A character cannot be moved on the 

Masterboard except as a member of a Legion; Legions cannot drop 

characters off, although characters can be split from Legions to form new 

Legions. 

 

4.1 Legions may contain a maximum of seven characters. While seven 

high they cannot muster or summon other characters (see sections 14.0, 

15.0, and 18.0). A seven high Legion may continue to move normally and 

may be teleported (see sections 7.0 and 8.0). If at any time a Legion is 

found to contain more than seven counters, its characters are immediately 

revealed and its largest Creatures (by value) are removed until it has no 

more than seven characters (if it lacks Creatures, remove Demi-Lords, 

then Archangels, then Angels). It is then returned to its Land. 

 

4.2 No Legion may exist without a proper Legion Marker. Each player 

receives a color coded set of 12 Legion Markers, which allows him to 

have up to 12 Legions on the Masterboard at any given time. A player can 

add a Legion to the Masterboard only if he has a marker available that is 

not already in play, and is able to split one of his Legions. To be able to 

field more than 12 Legions a player must eliminate another player

thereby gaining the use of the eliminated player's Legion Markers. 

 

4.3 When a Legion splits, both the old and the new Legion must contain 

at least two characters, and all of the characters that they contain must 

have been in the old Legion before the split. The new Legion's characters 

are removed from the old Legion and placed beneath their own marker; 

players do not reveal which characters they split off. The new Legion 

stack is considered to be in the same Land as the old Legion, but one of 

them must be moved in that Game-Turn, if possible. They may both be 

moved, but they may not move to the same Land. If neither can move due 

to the presence of other friendly Legions, the new Legion is aborted and 

all of the characters remain in the one original Legion. Note that it is also 

possible to split a sufficiently large Legion into three Legions, each 

composed of at least too characters. A three way split is permissible, even 

if only one of the new Legions will be able to move this turn. 

 

4.4 Any Legion that loses all of its characters is eliminated; its marker is 

returned to its owner, who may use it again when he wishes to start 

another Legion. 

 

4.5 The character counters in a Legion are stacked face down on 

the Masterboard underneath the Legion Marker, so that even if a 

stack is disturbed, it’s character are not revealed. A player who 

wishes to examine one of his own stacks should leave its marker 

on the Land which it occupies as he does so, and he should not 

examine more than one of his Legions at a time. If a player  

 accidentally disturbs another player’s Legions so that  at least one counter 

is revealed, the offended player may look through any one of the offending 

player's Legions, revealing it if he so desires. 

 

4.6 A player may not use another player's Legion Markers unless he has 

eliminated that player. A player may not transfer or share command of his 

Legions, nor may he trade or transfer characters with other players or 

among his own Legions, except when splitting off a new Legion or 

summoning an Angel (see section 15.0). Once a Legion is placed on the 

Masterboard (and it does not abort) it remains in play until either all of its 

characters or its Titan have been eliminated. No player may simply choose 

to remove one of his own Legions or one belonging to any other player. 

offended player 

 

4.7 Player's cannot exchange Legion Markers between Legions in play, or 

change a Legion's Marker. Markers in use remain in play until the 

respective Legion is eliminated. A new Legion Marker is added only when 

an existing Legion is split. 



5.0 STARTING MASTERPLAY 

 

The Masterboard is placed in the center of the table to be played on. Each 



player takes a set of 12 Legion Markers and the Titan counter of the same 

color. One player should be selected to act as the caretaker; he will 

distribute the character counters as they are required. The counters should 

be sorted by character and stacked nearby so as to be visible to all players. 

The Battlelands can be set aside until they are needed to resolve an 

Engagement. Another player should be selected as the scorekeeper, and 

will need pen and paper. Place the dice on the table where they are 

available to all players. 

 

5.1 Each player rolls one die to determine which Tower Land his Legion 

will begin in If players roll the same number or roll the number of a Tower 

Land already assigned to another player, they must roll again. (Note that 

the Tower Lands are numbered in multiples of 100, but for this 

determination the zeros are ignored.) The player assigned the highest 

numbered Tower will play first

 

5.2 Each player begins the game with two Legions, both of which must 

start on the assigned Tower Land. The player's Titan is placed in one 

Legion and an Angel is placed in the other. Each player also receives two 

of each of the Tower Creatures (those listed under Tower on the 

Masterchart: Centaurs, Gargoyles, and Ogres). Three Creatures and one 

Lord must be placed in each Legion. These initial assignments of 

characters are confidential, and should not be revealed to the other players. 

These beginning Legions may not be split until the player's second 

Game-Turn. 

 

6.0 GAME-TURNS 



 

TITAN is played in a series of turns called Game-Turns, beginning with 

the first player and proceeding clockwise around the table until the game 

ends. The player who is taking his turn is known as the Mover. Each 

Game-Turn consists of four phases: Commencement,  Movement



Engagement, and Enlistment. The different activities of these phases are 

meant to take place in their prescribed order, and all the activity of a 

particular phase should be completed before proceeding to the next phase. 

Players who forget to do something should not be allowed to do it out of 

sequence later, except in the instance of an unresolved Engagement which 

should be resolved as soon as it is discovered as overdue. Activity that 

takes place out of  order is invalid, but if another Game-Turn has begun 

since it occurred, the activity should be allowed to stand. 

 

6.1 During the Commencement Phase, the Mover may split new Legions 

from his existing Legions; this is the only method of bringing more 

Legions onto the Masterboard. To speed play, players should plan and 

arrange their splits ahead of time so that they can immediately begin to 

move when the player moving before them finishes. 

 

6.2 At the start of his Movement Phase, the Mover rolls a single die for his 



Movement Roll, once this roll is made he may create no 


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