The law of titan



Yüklə 218,42 Kb.
Pdf görüntüsü
səhifə2/7
tarix05.03.2018
ölçüsü218,42 Kb.
#30341
1   2   3   4   5   6   7

7.0 MOVING LEGIONS 

 

Each Legion must be moved individually and completely before another 



Legion is moved. No Legion may be moved more than once per Movement 

Phase. A Legion must be moved in its entirety; its characters cannot be 

dropped off or  moved separately on the Masterboard. Only the Mover's 

Legions may be moved, and the Mover decides in what order they will 

move, As each Legion is moved its marker should be flipped over or 

rotated to indicate that this Legion is finished moving. During the 

Enlistment Phase, the Mover can flip the marker back upright as he 

determines whether or not that Legion will muster a Creature. 

 

7.1 A Legion may be moved through a Land occupied by another of the 

Mover's Legions, but may not end its move on such a Land. Each Legion 

moved must travel the full count of the Movement Roll, unless another 

player's Legion is encountered in the moving Legion's path, in which case 

its move ends there and those two Legions are locked in an Engagement. 

No further movement is allowed into or across the Land of an Engagement 

during that turn (except Teleportation, see section 8.0). A Legion whose 

move would end on a Land occupied by another of the Mover's Legions 

may not make that move, unless the second Legion is also capable of 

moving and moves beforehand. The Mover is not forced to move a Legion 

just to allow another Legion to move (this may give the Mover the option 

of aborting the split of a new Legion by occupying the only Land the new 

Legion could move to). 

 

7.2 All moves must follow the Signs from Land to adjacent Land 

according to the count of the Movement Roll, except when the Movement 

Roll is a 6 and a Legion is eligible for teleportation (see section 8.0). 

 

7.3 The Signs are of four types: Blocks, Arches, Arrows, and  Triple 

Arrows. The top of each Sign touches the Land toward which it points. The 

single-symbol Signs (Blocks, Arches, and Arrows) exist only in pairs 

pointing in opposite directions. The Signs are explained on the following 

Movement Chart. 

more new Legions this Came-Turn. During the Movement Phase, he must 

move at least one of his Legions. A moving Legion must move as many 

Lands as the number rolled on the die, or until it enters a Land occupied 

by an opposing Legion, whichever comes first. He may move all or only 

some of his Legions, but must move at least one. Only the Mover's 

Legions may be moved at this time, and only the Mover may move them. 

The details of moving Legions are explained in section 7.0. 

 

6.3 During the Engagement Phase, every Engagement initiated by the 

Mover during the preceding Movement Phase must be resolved by the 

complete elimination of at least one of the two engaged Legions. If more 

than one Engagement has occurred, the Mover determines the order of 

their consideration and resolution. Each Engagement should be 

considered separately by the two involved players and must be fully, 

resolved before considering the next. The details of resolving 

Engagements are explained in section 9.0. 

 

6.4 During the Enlistment Phase each of the Mover's Legions that was 

moved in the Movement Phase and survived the Engagement Phase may 

muster a new character. The mechanics of mustering are explained in 

section 18.0. Again, in the interest of speeding play, the players can 

deviate here slightly from the normal sequence of a Game-Turn. Players 

can check each Legion as they finish moving it to see if it can muster a 

new character, instead of waiting until they have moved them all and 

resolved any Engagements. Note, however, that Legions defending in 

Engagements have first call on any characters that may be running low in 

the caretakers stacks; thus, characters recruited by the Mover may have to 

be turned over to the defending Legion. Also, a moving Legion which 

normally could not muster because it is seven high, may have an Angel 

summoned out of the Legion during the Engagement Phase, thereby 

allowing it to muster (see 15.0, Summoning Angels). 

 

6.5 When a player's Game-Turn ends, he should announce this fact so that 

the next player knows to begin his turn, A player's Game-Turn begins 

when he splits his first Legion for that turn or makes his Movement Roll, 

whichever occurs first.

 

7.4 MOVEMENT CHART 

 

 

 



EFFECTS ON MOVEMENT 

A Legion where last move ended on a Land from 

which a Block points must begin its next move in 

that direction. 

A Legion whose last move ended on a Land from 

which an Arch points may begin its next move in 

that direction. 

a. A Legion standing on a Tower Land may begin 

its next move in the direction of any of that 

Tower's Arrows. 

b. A Legion that moves into a Land from which 

single Arrows point may continue its move in one 

of those directions, but it may not backtrack,

 

a. A Legion whose last move ended on a Land 



from which a Triple Arrow points may begin its 

next move in that direction unless the Land also 

contains a Block. 

b. A Legion that moves into a Land from which a 

Triple Arrow points must move in that direction if 

it continues moving.

 



and the attacker wins with no losses. The attacker receives only half 

the total value of the eliminated characters (rounding down) added to 

his score when the defender flees (see section 16.0, Scoring Battles). 

The attacker cannot flee, and a defending Legion containing a Lord 

cannot flee. If the defender suggests an agreement or accepts Battle, he 

may not then flee. 

 

9.3 A negotiated agreement to resolve an Engagement must be 

mutually agreed to by both of the engaged players, and must include 

the elimination of at least one of the engaged Legions. An agreement 

can include losses to the winning Legion (and even mutual 

elimination), but it cannot involve characters not present in either 

Legion. Agreements may involve promises of later movements or 

actions by the players, but only that part of  the agreement involving 

the elimination of present characters is binding. Agreements cannot 

involve the awarding of more or less points than the value of all of the 

characters to the Legion that is eliminated. If the agreement is for a 

mutual elimination, no points are awarded. Except when the defender 

flees, either player may demand that the Battle be played out. This 

makes battle the basis of any negotiated agreement. 

 

9.4 Once the defender declines the option to flee and cannot conclude 

an agreement, either player has the option at anytime of conceding the 

Engagement. Only one player can concede, thereby ending the 

Engagement. The conceding player's Legion is completely eliminated, 

and the victor's Legion suffers no further loses. The winner of an 

Engagement by concession receives full value for the loser's 

characters. A player can concede with any Legion, including his Titan 

Legion (which eliminates him from the game). Concessions are 

generally made to speed play, to deny the defender a reinforcement 

(see 14.2), or to avoid slaying a weak character in a seven high 

attacking Legion which could be replaced after the Battle by acquiring 

an Angel or mustering (see 17,0 and 18.0). 

 

9.5 When an Engagement is decided by the elimination of at least one 

of the engaged Legions, the point values of the losing Legion’s 

characters are added to the score of the winning player. If the winner 

receives enough points, he may be able to add an Angel to the 

victorious Legion (see section 17.0 Acquiring Angels). Creatures 

eliminated from either Legion are permanently lost; the, are not 

returned to the caretaker's stacks, nor used again this game (Lords and 

Demi-Lords are returned to the caretaker and can be reused). The 

marker of a Legion that is eliminated is removed from the Masterboard 

and returned to its owner, who may reuse it. The surviving characters 

of a winning Legion are returned to the Land on the Masterboard 

where the Engagement took place, beneath their Legion Marker. 

7.5  Note that Blocks and Arches apply only to a Legion's initial 

direction of movement (the first Land it moves to from its starting 

point); they have no effect upon Legions passing through Lands which 

contain either of these Signs. Arrows and Triple Arrows may guide 

initial directions and thereafter regulate the execution of movement. 

 

7.6 First Move Mulligan: Because the first turn Movement Roll can 

be crucial, each player is allowed a second roll if not satisfied with the 

first. The second roll is then binding. A player may do this only on his 

very first Game-Turn, and if he chooses not to, he doesn't have the 

option of doing it later. 

 

8.0 TELEPORTATION 

 

Teleportation is a special type of movement requiring the presence of 



Lords, which allows the moving forces to disregard the normal 

movement rules. There are three types of Teleportation: Tower 



TeleportationTitan Teleportation, and the Summoning of Angels. (See 

section 15.0 for the mechanics of Summoning Angels.) Tower and 

Titan Teleportations take place on the Masterboard during the 

Movement Phase and involve the movement of Legions. Only one 

Legion can be teleported per Movement Phase, and only one Angel can 

be summoned per Engagement Phase. 

 

8.1 A Legion containing one or more Lords that begins its move in a 

Tower Land may perform a Tower Teleportation only when the 

Movement Roll is a 6. From that Tower Land it may be teleported to a 

vacant Tower Land anywhere on the Masterboard, or to any variant 

Land up to six Lands distant from the Tower Land it began in. The 

teleporting Legion moves along the Lands, ignoring all Signs and 

enemy Legions (engaged or not). The Mover must reveal to all other 

players the identity of the Lord in the Legions that allows such a 

move. 

 

8.2 Once a player has attained a score of 400+ points (and his Titan 



has a Power-factor of 10 or better), he may perform Titan 

Teleportation with his Titan Legion (the Legion containing his Titan). 

On a Movement Roll of 6 the Titan Legion may teleport from 

whatever Land it occupies to any Land (regardless of distance) that 

contains another player's Legion and engage it in Battle. A Legion 

moved by Titan Teleportation may not stop on a vacant Land; it must 

initiate an Engagement. The Mover must show that the Legion 

contains his Titan. 

 

8.3 Teleportations are optional, and Legions able to teleport have the 

option of moving normally or not moving at all if not required to do 

so. 

10.0  BATTLE 

 

Battle is the tactical area of the game. It is fought on the Battleland 

corresponding to the terrain of the Land where the Engagement has 

occurred, Battle is resolved in consecutive turns called Battle Rounds, 

during which each player conducts a Maneuver Phase, followed by a 

mutual Strike Phase. During a player's Maneuver Phase he moves the 

characters of his engaged Legion on the Battleland to best position 

them for combat (see section 11.0, Maneuver Phase). After every 

Maneuver Phase follows a Strike Phase during which both players 

simultaneously strike the other's characters (sec sections 12.0 and 13.0, 

Strike Phases and Rangestriking). The player whose Maneuver Phase 

preceded the Strike Phase strikes with his characters first. Battle ends 

when all of the characters of one (or both) of the engaged Legions is 

eliminated, or after seven Battle-Rounds, whichever occurs first. 

 

10.1 Each Battleland is marked with the name of its terrain, this 

name-side corresponds to the numbered side of the Land of the 

Engagement on the Masterboard. The characters of the attacking 

Legion enter the Battleland on the same relative side (which will be 

four hexes wide) as their Legion entered the Land when moving on the 

Masterboard. The defending Legion's characters enter the three hex 

wide side opposite that assigned the attacker (exceptions see 10.2 and 

10.3). The attacker's forces will always enter along a wide side, and the 

defender will enter from a narrow side. Distinction between the 

9.0 ENGAGEMENTS 

 

An Engagement occurs when a moving Legion enters a Land already 



occupied by another player's Legion. The Engagement involves only 

the players owning the two Legions, the characters which these 

Legions now contain, and the characters which may be added during 

Battle (see sections 14.0 and 15.0, Reinforcements and Summoning 

Angels). The Mover is considered the attacker, and the other player is 

the defender. An Engagement ends when at least one of the engaged 

Legions is completely eliminated by fleeing, concession, agreement, or 

by Battle. Engagements are resolved one at a time, at the Mover's 

choice. 

 

9.1 The Mover first selects the order in which Engagements are to be 

resolved. For each Engagement the two involved players first consider 

their options by secretly examining the characters in the opposing 

Legion. The characters in the two opposing Legions are kept secret 

until they are either voluntarily slain as part of an agreement or 

concession and turned over to the caretaker, or the Engagement is 

resolved by Battle which must be conducted in view of the other 

players. After this examination the players determine how they will 

resolve the Engagement. 

 

9.2 The defender may immediately opt to flee. If the defender flees, 

his characters are automatically and completely eliminated, 




Yüklə 218,42 Kb.

Dostları ilə paylaş:
1   2   3   4   5   6   7




Verilənlər bazası müəlliflik hüququ ilə müdafiə olunur ©genderi.org 2024
rəhbərliyinə müraciət

    Ana səhifə