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
4
-
yes
24
Archangel 9
4
-
yes
36
Titan x*
4
-
no
??
DEMI-LORDS
Guardian
12
2
-
yes
24
Warlock 5
4
2
no
20
CREATURES
Behemoth 8
3
-
no
24
Centaur 3
4
-
no
12
Colossus 10
4
-
no
40
Cyclops 9
2
-
no
18
Dragon 9
3
4
yes
27
Gargoyle 4
3
-
yes
12
Giant 7
4
3
no
28
Gorgon 6
3
3
yes
18
Griffon 5
4
-
yes
20
Hydra 10
3
5
no
30
Lion 5
3
-
no
15
Minotaur 4
4
2
no
16
Ogre 6
2
-
no
12
Ranger 4
4
2
yes
16
Serpent 18
2
-
no
36
Troll 8
2
-
no
16
Unicorn 6
4
-
no
24
Warbear 6
3
-
no
18
Wyvern 7
3
-
yes
21
*See Rulebook, section 19.1
.
STRIKE CHART (12.7)
©1982 The Avalon Hill Game Co., Balto., Md.
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