The law of titan



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19.4 After scoring the Battle in which the Titan was slain, remove all 

of the eliminated player's Legions currently on the Masterboard 

(including any remnants of the Titan Legion still engaged) and any 

that would have been involved in other Engagements this turn. These 

Legions are immediately eliminated, scoring half points to the player 

with whom they were engaged, or to the player who slew the Titan if 

the Legion is not engaged. Points scored in this manner add to the 

respective Titan's Power-factor, but will not add Angels (and the 

winning Legions may not recruit reinforcements), regardless of the 

multiples of 100 points attained. (Player's will have only one running 

score, and only under the special circumstances detailed above will 

multiples of 100 not add Angels.) The player who eliminated the 

Titan is passed the loser's Legion Markers, which he may now use in 

addition to his own. 

 

20.0 GAME ETIQUETTE 

 

20.1 All play is expected to be honest and should be friendly, even if 

it gets serious. The caretaker should be particularly careful to keep his 

Legions separate from the stacks of characters he must pass out, and 

he should keep these stacks neat. Any player is allowed to count any 

of the caretaker's stacks, except during his own Game-Turn,  which 

would slow play. The caretaker should make sure that every character 

he hands out is properly due the Legion to which it is given. 

 

20.2 The scorekeeper should maintain legible, accurate records

which must be kept openly so that at any time a player may see every 

player's score. The scorekeeper should announce the fact when a 

player's score has attained a multiple of 100 points. When a Battle is 

resolved, the caretaker should announce which Creatures have been 

slain. 


 

20.3 A die that rolls off the table, lands more than slightly cocked, or 

goes into a glass, ash tray, etc., should be rerolled. If a player 

mistakenly rolls more dice than he was due, he must reroll with the 

correct number. The second roll in this case may only count hits equal 

to or less than those achieved by the first roll, all additional hits being 

ignored. 

 

20.4 A player cannot concede the game except during his own 

Game-Turn, or while his Titan's Legion is involved in an Engage-

ment. If he concedes on his own Game-Turn, all of his Legions are 

eliminated: his characters are set aside with the slain, and no player 

receives any points for such a concession. If he concedes while his 

Titan's Legion is engaged (even during his own Game-Turn) his Titan 

is considered as slain in Battle and scored accordingly (see 19.3).A 

player who must quit the game should concede rather than 

commit suicide on another player's Legion, although that remains his 

option. Alternatively, a quitting player might enter into an Engagement 

with a weak player and then concede in order to help balance the 

continuing game. 

 

20.5 In the event that players must stop the game before it is decided, a 

victor can be determined by adding each player's score to the total value 

of all of his remaining Legions. Each Legion should be revealed as it is 

counted. The player with the highest grand total is the winner. If instead, 

the game is to be postponed, each player ,should reveal each of his 

Legions to the scorekeeper, who should record its contents and the 

number of the Land which it occupies. 

 

21.0 SHORTENED VERSIONS OF TITAN 

 

A game of TITAN can become a long affair, depending on the number of 



players involved and their relative skill and experience, Players 

constrained by time may wish to modify the game slightly to speed its 

conclusion. Examples of modifications which can be employed to shorten 

the game are included in the following cases 

 

21.1 The simplest way to shorten the game is to put a time limit on it. 

Before starting, a time limit is set at which play will cease, when the time 

limit is reached, the player's total both their current score and the value of 

all of their Legions on the Masterboard, and the highest total wins. 

 

21.2 Players may choose to limit the time available to move and maneuver 

during Masterplay and Battle. For example, each player could be limited to 

three minutes to complete a Movement Phase on the Masterboard. Players 

who fail to move one of (their Legions within the three minute limit for 

Maslerplay, must randomly determine which one of their Legions will 

move. In Battle, a player is limited to one minute to move his characters 

during his Maneuver Phase (allow two minutes for each player's first 

phase); any characters not brought on the Battleland within this limit are 

eliminated. These constraints handicap players with a large number of 

Legions in play, and those who are inexperienced and unskilled, They also 

train players to think ahead. 

 

21.3 A more drastic option to shorten the game is called TITANplus. For 

this version Centaurs, Gargoyles, and Ogres are not used. Each player 

begins wish two Cyclops, two  Lions, and Two Trolls instead, and these 

three Creature types are now considered Tower Creatures. In addition, 

players may use only eight Legion Markers (instead of twelve) unless they 

eliminate another Titan, there by gaining the use of his eight markers. 

TITANplus eliminates much of the interesting strategy of the early game, 

but retains the climactic struggles with the more powerful Creatures of the 

end game. 

 

 



 

 



DESIGNER'S NOTES 

 

Our original conception of developing a fantasy wargame occurred 



in 1970. We drew up a floor length board which depicted a popular 

world of adventure and peopled it with its indigenous races as well as 

a few of our own. All movement was made on the map, and the game 

developed frontally out from the citadels and cavern fortresses which 

generated new forces. The fronts did not consume as quickly as they 

were fed, and the game tended to bog down as second and third lines 

of reserves solidified the fronts. 

During the early 1970's we worked with and playtested a system 

set on a symmetrical world of our own concoction. Movement 

remained confined to a single board, and the conflict kept up fronts, 

although these were more fluid than before. It was still too difficult to 

approach those enemy strongholds from which their troops sprang, 

and the games were endless. 

In 1976 we added terrain specific tactical displays and placed the 

overgame on a hexagonal web of the various terrains. We made the 

production of forces dependent on movement rather than the retention 

of strong points. TITAN was born. It was a more playable, more 

enjoyable system, but play remained almost endless. 

The later severities saw the refinement of the game. The size of the 

legions and the rate and manner of recruitment were adjusted to speed 

battles and control the length of the game. Master characters upon 

which each player depended were added to give the game a more 

direct objective than total attrition; these were called demigods at 

first, and titans began as their equivalent of angels. 

In 1980 we published TITAN. Last minute alterations included 

setting the legions as stacks upon the masterboard (prior to then they 

were recorded on paper; pieces were drawn from a general pool to 

represent their characters in battles) and drawing up sets of markers to 

cap the stacks (earlier we had used figurines, macrame beads, painted 

blocks and knobs and a variety of other objects to mark the positions 

of our armies). We introduced the Reckoning to limit games to fewer 

hours. Lets not talk about the boxes, Battleboards or water soluable 

inks. 

In 1981 we produced the Battlelands of TITAN supplement. We 



added demilords and new creatures to flesh out the recruitment chart 

and archangels to further inspire aggressive achievement. We 

brought-back the larger battle displays that we had fought on for most 

of TITAN'S time. Range fire was added to enhance the subtleties of 

combat maneuver. We eliminated the Reckoning because it tended to 

stifle games before they were fully developed. 

Avalon Hill's production improves TITAN by adding the 

supplement to the basic game, deleting the Battleboards, re-editing the 

rules, and upgrading the quality of the components. Slight alterations 

have been made in the final tuning of the game, so if you have played 

TITAN before, read these rules carefully, for at the wrong moment, a 

slight difference can be telling. 

Our initial impetus has been completed; we have made a fantasy 

wargame. Rather than represent any certain world or war, it is an 

abstract fantasy context that allows players to build their own armies 

and seek out their own battles. Across ten years the game has grown 

into an easily playable system with novel methods of movement, 

enlistment and combat complex enough to engage the interest of a 

serious strategist. I certainly hope you enjoy it. 

COMPONENTS 

 

One Masterboard (mounted game mapboard).  



One Law of TITAN (rulebook).  

Seven Counter Sheets (621 pieces). 

Six Battleland Cards.  

Four Six-Sided Dice. 

 

REPLACEMENT PARTS 

 

For a current replacement parts list, send a stamped, self addressed 



envelope to: The Avalon Hill Game Company, 451Harford Road, 

Baltimore, Maryland 21214. For an additional $1.00 we will send you 

one of our three full-color catalogues describing our many exciting 

games available both by mail and in discriminating retail outlets where 

better games are sold. Specify Strategy Games, Leisure Time Games, 

or Sports Games. 



 

RULES QUESTIONS 

 

Questions on the play of this game will be gladly answered upon 



receipt, if they are accompanied by a stamped, self-addressed 

envelope. Questions on the actual design or the evolution of the game 

itself cannot be answered. This type of information is available only in 

the pages of our bi-monthly magazine, THE GENERAL. Sorry, but 

absolutely no game related questions can be answered by phone. 

TITAN DESIGN CREDITS 

 

GAME DESIGN: Jason B. McAllister and David A. Trampier 

GAME DEVELOPMENT: Jason B. McAllister, David A. 

Trampier, and Bruce C. Shelley 



PLAYTESTERS: Barry McAllister, Brian McAllister,  Craig 

Trampier, Alan R. Moon, Mick Uhl, Rex Martin, Richard Hamblen, 

Tom Murphy, Bill Rakowski, The University of Virginia Historical 

Simulation Society, and Dr. Vinny the Ninny. 



COMPONENT ARTWORK: David A. Trampier 

COMPONENT LAYOUT: David A. Trampier, Bruce C. Shelley, 

and Dale Sheaffer.  



BOX ART: Kenn Nishiuye  

TYPESETTING: Colonial Composition  

PREP DEPT. COORDINATOR: Elaine M. Adkins  

PRINTING: Monarch Services 



PRODUCTION: Eastern Box 

 

Copyright 1982 The Avalon Hill Game Company



 

 



HAZARD CHART (11.7) 

 

 



EFFECT ON MOVEMENT: A non-flying character 

may not enter a hex occupied by another character. A 

flying character may not end its move on a hex 

occupied by another character. A character in contact 

with an enemy character may not move. 

 

EFFECT ON STRIKING:  A character in contact with 

one or more enemy characters must strike at one of 

those characters. 

NATIVE: Ogre. Troll. Ranger, Wyvern Hydra. 

EFFECT ON MOVEMENT: Entry forbidden to non-

flying non-native characters. A flying non-native 

character may not end his move on a Bog hex. 

EFFECT ON STRIKING: No effect. 

EFFECT ON RANGESTRIKING: No effect 

EFFECT ON RANGESTRIKING:  Rangestriking may not pass through a hex 

occupied by a character except under three conditions: (1) the rangestriker is a 

Warlock; (2) the character is at the base of a Cliff and the rangestriker or target is 

directly atop it; or (3) the character is at a lower elevation (see Plain hex below) 

than both the rangestriker and target. A character in contact with an enemy 

character may not rangestrike. 

 

NATIVE: Lion, Griffon, Hydra. 



EFFECT ON MOVEMENT: Entry slows non-flying 

non-native characters. 

EFFECT ON STRIKING: No effect. 

EFFECT ON RANGESTRIKING: No effect. 

 

EFFECT ON MOVEMENT: No effect. 



EFFECT ON STRIKING: No effect. 

EFFECT ON RANGESTRIKING: No Effect. 

 

(Difference in shade serve to distinguish between 



different elevations, lighter shades being higher.) 

 

NATIVE: Lion, Griffon, Hydra. 



EFFECT ON MOVEMENT: No effect. 

EFFECT ON STRIKING: A native character adds two  

dice when striking down across a Dune. A non-native character loses one die 

when striking up across a Dune. A strike made across non-Dune hexsides 

cannot carry-over up across a Dune hexside.  

EFFECT ON RANGESTRIKING: A rangestrike may cross a single Dune 

only if the rangestriker of target occupies the to which the Dune is connected. 

A rangestrike may cross two Dunes only if the rangestriker and the target 

occupy those Dune’s hexes (exception: see 13.5). 

 

EFFECT ON MOVEMENT: Entry forbidden to all 



non-flying characters. A flying character cannot end 

his move on a Tree hex. 

EFFECT ON STRIKING: No effect. 

EFFECT ON RANGESTRIKING: Rangestrikes may 

not pass through a Tree hex (exceptions: see 13.5). 

 

EFFECT ON MOVEMENT: Non-flying characters may 



not cross Cliffs. 

EFFECT ON STRIKING: Characters cannot strike 

across a Cliff. Adjacent characters separated by Cliff. 

Adjacent characters separated by a Cliff are not in  

 

contact with each other. 



EFFECT ON RANGESTRIKING: A rangestrike may cross a Cliff only if 

rangestriker is atop that Cliff and the target is not at the base of that Cliff (and 

vise versa). A rangestrike may cross one Cliff before or after any number of 

Slopes provided the rangestriker or the target occupies the hex atop the Cliff. A 

rangestrike may cross a Cliff/Dune combination only if the rangestriker or the 

target occupies the Dune’s hex and the other one occupies the Cliff’s hex. 

(Exception: see 13.5). 

NATIVE: Gargoyle, Cyclops, Gorgon, Behemoth, 

Serpent. 

EFFECT ON MOVEMENT: A non-native character is 



slowed when entering a Bramble hex. (see 11.5). 

EFFECT ON STRIKING: A native character 

defending in a Bramble hex has the Strike-number 

needed to hit it increased by 1 if attacked by a non-native character. A non-

native character striking out of a Bramble hex has its Skill-factor reduced by 

1. EFFECT ON RANGESTRIKING: A native character defending in a 

Bramble hex has the Strike number needed to hit increased by 1 when it is the 

target of a rangestrike from a non-native character (exception: see 13.5). A 

non-native rangestriker loses a Skill-factor for each intervening hex that 

contains Bramble. Bramble in the rangestriker’s hex has no effect on it 

rangestrike, and the defender’s hex is not considered an intervening hex. 

NATIVE: Ogre, Lion, Minotaur, Unicorn, Dragon, 

Colossus. 

EFFECTS ON MOVEMENT: A non-flying non-native 

is slowed when moving up across a Slope. 

EFFECT ON STRIKING: A native character adds one die when stinking 

down across a Slope. A non-native character loses a Skill factor when striking 

up across a Slope. 

EFFECT ON RANGESTRIKING: A rangestrike may cross one or two Slopes 

only if the hex Slope is occupied by either the rangestriker or the target. A 

rangestrike may cross three slopes if the rangestriker or the target is directly 

atop the third Slope. A rangestrike may cross a Slope or Slopes before or after 

crossing a Cliff if the rangestriker or target occupies the hex atop the Cliff. 

(Exception: see 13.5) 

 

NATIVE: Troll, Warbear, Giant, Colossus. 



EFFECT ON MOVEMENT: A non-native character is 

slowed when entering a Drift hex. 

EFFECT ON STRIKING:  A non-native character 

suffers one hit of damage at the start of each Strike-

Phase it spends in a Drift hex. (If slain by such damage 

it may still strike. 

EFFECT ON RANGESTRIKING: No effect. 

 

EFFECT ON MOVEMENT: A non-flying character is 



slowed when moving up across a Wall hexside. 

EFFECT ON STRIKING: Any character gains a Skill- 

 

EFFECT ON MOVEMENT: Entry forbidden to all 



characters, flying and non-flying, except Dragons. 

EFFECT ON STRIKING: Dragons add two dice when 

striking from the Volcano 

(They also add a die for stinking down a slope). 

EFFECT ON RANGESTRIKING: A Dragon in the 

Volcano increases the Strike-number of any rangestrike 

factor when striking down across a Wall. Any character loses a Skill-factor 

when striking up across Wall. 

EFFECT ON RANGESTRIKING: Any rangestrike loses a Skill-factor for each 

Wall that it crosses going up. A rangestrike may cross a single Wall only if the 

rangestriker or the target occupies the hex to which that Wall is connected. 

Rangestrikes may cross two Walls only if either the rangestriker or the target 

occupies the Tower’s center hex one neither one occupies a hex directly 

beneath any of the outer Walls. (Exception see 13.5) 

directed against it by 1. A Dragon adds two dice to any rangestrike from a 

Volcano. 




CHARACTER CHART (3.5) 

 POWER 

SKILL 

RANGE 

CAN 

VALUE 

TYPE FACTOR 

FACTOR 

STRENGTH 

FLY 

(Pts.) 

 

LORDS 

Angel 6 


yes 



24 

Archangel 9 



yes 



36 

 

Titan x* 



no 



?? 

 

DEMI-LORDS 

Guardian 

12 

2  


-  

yes 


24 

Warlock 5 



 



no 

20 


 

 

 



 

 

 



 

CREATURES 

Behemoth 8 



no 



24 

Centaur 3 



no 



12 

Colossus 10 



no 



40 

Cyclops 9 



no 



18 

Dragon 9 



yes 



27 

Gargoyle 4 



yes 



12 

Giant 7 


no 



28 

Gorgon 6 



yes 



18 

Griffon 5 



 



yes 

20 


Hydra 10 



no 

30 


Lion 5 



no 

15 


Minotaur 4 



no 

16 


Ogre 6 



no 

12 


Ranger 4 



yes 

16 


Serpent 18 



no 

36 


Troll 8 



no 

16 


Unicorn 6 



no 

24 


Warbear 6 



no 

18 


Wyvern 7 



yes 

 

21 



*See Rulebook, section 19.1



STRIKE CHART (12.7) 



 

©1982 The Avalon Hill Game Co., Balto., Md. 

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