Monday, 24 February 2014

Titanomachia: Playing a Game

So more discussion, discursive and recursive, about how to play Titanomachia as a board game.

Game Elements:
There are several elements in a game of Titanomachia, using plastic markers, including Titans, Terrain, Objectives, and markers such as Blast markers, Target markers, and Shield markers. Prior to the game player buy a Mission, which includes at least one Titan, Terrain, and Objectives.

Titans are composed of a number of stacks of System markers, including:
  • Crew (Armour 3, Skill, Stamina)
    Skill defines the maximum number of Action points a player can spend on a Titan each round.
    Stamina defines how many Action points a player can recover at the end of each round.
  • Propulsion (Armour 2, Agility, Speed)
    Agility defines how many times a Propulsion system can be activated each round.
    Speed defines how many squares that a Titan's stacks can travel when its Propulsion system is activated.
  • Sensors (Armour 1, Gain, Acuity)
    Acuity defines how many Target markers that can be allocated when that Sensor system is activated.
    Gain defines how that Sensor system's Target markers multiple the Power of Blast markers with which they stack.
  • Shield Generators (Armour 1, Strength, Coherence), Shields (Armour = SG Strength)
    Coherence defines how many Shield markers can be allocated when Shield Generators are activated.
    Strength defines the Armour score of those Shield markers.
  • Weapons (Armour 2/3, Range, Rate of Fire)
    Range defines how far away from the weapon Blast markers can be placed when the Weapon & Munition combination is activated.
    Rate of Fire defines how many Blast markers can be placed when the Weapon & Munition combination is activated.
  • Munitions (Armour 1, Power, Area of Effect)
    Power defines how the Blast markers interact with any Systems, Terrain, or Objectives with which they are stacked.
    Area of Effect defines both how additional Blast markers are placed in adjacent squares, and how many additional markers in a stack after the first one are affected by the Power of the Blast marker.
The board, in this case, is a 10x10 grid. The board is populated by the following markers:
  • Terrain (Armour 1-3, Interference, Difficulty)
    Interference defines how a piece of terrain between a Sensor system marker and a Target marker affects the Gain of that Target marker.
    Difficulty defines a multiplier for how much Speed a Titan requires in order to enter the square, where the default for a Titan entering a square is 1.  
  • Objectives (Armour 1-3, something, something)
    Objectives are 'live' so that unscrupulous players can hide from enemy gunboats by stacking their Titan on Objectives, forcing the enemy to close. What sort of stats they need other than what terrain has I don't know. The cost of Objectives will be relative to its position on the board. 

Each Titan has a board edge on that board, for purposes of calculating the cost of Objectives and so on. Movement and ranges are calculated edge to edge, so moving diagonally will be equal to moving two squares.

Round Sequence: 
  1. Bid for first turn. Each player bids a double-blind amount of points to gain the first turn. 
  2. Take turns spending Actions points. The player with the first turn spends Action points to activate systems, not including one Crew system, equal to the Skill score of their Titan's Crew system, and resolves effects of activating systems such as placing markers, moving markers, and resolving events. The player can choose to spend 0 Skill points, in which case they resolve events.
    The next player takes their turn to spend Action points to activate systems, and resolves the effects of activating systems such as placing markers, moving markers, and resolving events (such as those involving Blast markers from the previous turn). As previously, the player can choose to spend 0 skill points, in which case they resolve events. 
  3. End the round. Where both players have elected to spend 0 Skill points two turns in a round, the round is over, and players gain a number of Action points equal to their Crew's Stamina score, and up to their Skill score, which is the maximum number of Action points available in any one round of play.
    Players also check to see if they have achieved their objectives. The game ends once either both players have achieved an objective, or one player no longer has any objectives in play. 
To Allocate Target Markers
  1. Use an Action point to activate a Sensor system on the Titan. 
  2. Take a number of Target markers equal to the Sensor system's Acuity score, either from the player's spare markers, or from Target markers previous allocated from that Sensor system. 
  3. Place these Target markers anywhere on the board.
  4. Place a die on each Target marker denoting the Gain score of the activated Sensor system. 
  5. Modify the dice scores by the Interference of any intervening Terrain between the Titan's Sensor system and the square in which the Target markers have been placed.
Target markers produced by a Sensor system that is subsequently damaged are removed from the board.

To Allocate Shield Markers
  1. Use an Action point to activate a Shield Generator system on the Titan. 
  2. Remove Shield markers on the board that were previously allocated by activating that Shield Generator system.
  3. Take a number of Shield markers equal to the Sensor system's Coherence score from a cache of Shield markers with the Strength score appropriate to the activated Shield Generator.
  4. Place these Shield markers at the top of any Titan stacks.
Shield markers are removed from the board when they are destroyed.

To Allocate Blast Markers
  1. Use one Action point to activate a Munition system on the Titan, and another point to activate the corresponding Weapon system. 
  2. Take a number of Blast markers equal to the Weapon system's Rate of Fire score.
  3. Place these Target markers anywhere on the board, within the Weapon system's Range score of the Weapon system's stack. 
  4. Resolve damage against any Shield, System, or Terrain marker in the square. Where the square contains no Shield, System, or Terrain marker the Blast Marker is left in the square and removed from the board at the end of the following player's turn, either during the same round, or the next round.
To Resolve Damage
  1. Multiply the Power of a Blast marker's associated Munition system by the Gain of any Target marker associated with a Sensor system on the same Titan as that Munition system. Where there is no Target marker, do not multiply the Power of that Blast marker. Either way the result is the Attack score.
  2. Compare the Attack score to the Armour score of the first (top) marker in the stack of Shield, System, and/or Terrain markers in the square, and additional markers where the Munition system's Area of Effect is 1 or greater.
  • If the Attack score is less than the Armour score of the marker(s), then only superficial damage occurs and the Blast marker is removed from the board.
  • If the Attack score is equal to, or greater than, the Armour score of the marker(s), then the Shield, System, or Terrain marker(s) will take Light Damage and the Blast marker is removed.
  • If the Attack score is equal to, or greater than, twice the Armour score of the marker(s), then the Shield, System, or Terrain marker(s) will take Heavy Damage and the Blast marker is removed from the board. 
  • If the Attack score is equal to, or greater than, three times the Armour score of the marker(s), then the Shield, System, or Terrain marker(s) will take Overkill damage and both Shield/System/Terrain and Blast markers are removed from the board.  
Damage is Cumulative
Shields, Systems, and Terrain markers maybe be removed from the board due to cumulative damage effects, and these markers may also incur damage due to Overkill of another marker. 
  • A marker that takes light damage three or more times is destroyed and removed from the board. 
  • A marker that takes heavy damage two or more times, or that takes light damage and heavy damage, is destroyed and removed from the board. 
  • A marker that takes Overkill damage, alone or in addition to any other, prior damage is destroyed and removed from the board. In addition, the Armour score of the destroyed marker is subtracted from the Attack score of the Blast marker, and the resulting Attack score is applied to the next marker in the stack.

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