Tuesday, 17 February 2015

Titanomachia: Ready for Testing

Here's what I have right now, as it stands:

Players face off in a duel between Titans, towering cybernetic war-engines of the Cult Mechanicus.

Titanomachia is a board game for two players, played on a 10x10 board made up of squares. This board is filled with markers, denoting Terrain, Objectives, Positions, Targets, Shields, and Blasts. In addition to the board and its markers, players have a set of cards to record and track the state of their Titan's Systems, and markers to track Activations.

Prior to a game each player selects Objectives, Terrain, Initiative and a Titan's Systems. These four things are paid for out of a pool of points. With easier objectives requiring more points in Terrain and Titan Systems, and so on.

Game Elements

Objectives are the game's victory conditions. They need to be accomplished in a time-frame, measured in rounds, and include things like destroying a particular Terrain marker, exiting the opposite side of the board, or destroying the opponent's Titan.

Terrain has three values: Armour, Difficulty, and Interference. Each player brings 50 Terrain markers to the game.

Titans are made up of five types of Systems. Each System has an Armour value, and two or four other scores.
  • Crew Systems have Skill and Stamina. These govern Activation markers. 
  • Propulsion Systems have Speed and Traction. These govern  Position markers. 
  • Fire Control Systems have Acuity and Gain. These govern Target markers. 
  • Shield Generator Systems have Strength and Coherence. These govern Shield markers.
  • Weapon Systems have Range, Rate of Fire, Power, and Area of Effect. These govern Blast markers.
Turn Sequence

The game is made up of a number of rounds. In each round the players take turns Activating Systems, or Passing.

Players start the game with a number of Activations equal their Crew's Skill score. At the beginning of each round players add a number of Activation markers equal to their Crew's Stamina score to a pool of markers representing their Activations, up to their Crew's Skill score.

The player that with the first turn that round has the Initiative, with players buying the game's first turn out of the pool of points otherwise spent on Titans, Terrain, and Objectives. Players that cannot Activate a System, that have no more Activation markers left in their pool, must Pass. The round ends when both players Pass, with the Initiative going to the last player to Pass.

Activating Systems

Crew affect Damage Control. The player nominates a System, except for Crew, and shifts Heavy Damage to Light Damage, or Light Damage to Undamaged.

Propulsion changes the Titan's Position. The player can place as many Position markers as their Propulsion System's Speed score. The player places each Position marker in an adjacent square to the last Position marker they placed. Each new Position marker can change from the direction indicated by the previous marker by the Propulsion System's Traction score. The Difficulty of the Terrain marker in the square where a Position may be affects its Traction, and hence how much change in direction it can have from the previous Position marker. Players remove all but the most recent Position marker at the end of their turn, after Blast markers are removed.

Shield Generator Systems generate Shields. The player can place Shield markers anywhere on the board, up to the Shield Generator System's Coherence score. The maximum number of Shield markers that a Shield Generator System may have in play on the board is that System's Strength score. Where a Shield Generator System has a number of Shield markers on the board equal to its Strength, the player may remove a number up to its Acuity, and place them elsewhere on the board.

Fire Control System affect Targets. The player can place Target markers anywhere on the board, up to the Fire Control System's Gain score. The maximum number of Target markers that a Fire Control System may have in play on the board is that System's Acuity. Where a Fire Control System has a number of Target markers on the board equal to its Acuity, the player may remove a number up to its Gain, and place them elsewhere on the board. In addition, at the end of each round players must remove a number of Target markers from each Fire Control Systems equal to the Interference score of Terrain markers in the same square.

Weapon Systems produce Blasts. The player can replace Target markers with Blast markers anywhere on the board, within the Weapon System's Range of the Titan's most recently placed Position marker. A Weapon System can be activated a number of times up to its Rate of Fire score each turn.  Each Target marker is replaced by a number of Blast markers equal to the Weapon System's Power score. Players may place additional Blast markers in adjacent squares if the Weapon System's Area of Effect is greater than 0.

Resolving Blast Markers

Blast markers are resolved at the end of the following opponent's turn, before Position markers might be removed.

To resolve the effects of Blast markers:
  1. Subtract the number of Shield markers that might be in that square from the number of Blast markers in that square.
  2. Compare the number of remaining Blast markers to the Armour score of any Terrain marker in that square.
    • If the number of Blast markers is less, the Terrain marker is unaffected.
    • If the number of Blast markers is equal, the Terrain marker suffers Light Damage.
    • If the number of Blast markers is more, the Terrain marker suffers Heavy Damage.
    • If the number of Blast markers is more than twice, the Terrain marker is destroyed, and removed from the board.
  3. Determine one System from a Titan with a Position marker in the same square.
  4. Compare the number of remaining Blast markers to the Armour score of that System:
    • If the number of Blast markers is less, the System is unaffected.
    • If the number of Blast markers is equal, the System suffers Light Damage.
    • If the number of Blast markers is more, the System suffers Heavy Damage.
    • If the number of Blast markers is more than twice, the System is destroyed, and can no longer be activated.
  5. Remove the Blast markers from the board.
To determine the System affected by Blast markers, check the Position markers involved:
  • If the attacker is in the front arc (5/8 adjacent squares) of the defender, then the defender nominates a System.
  • If the attacker is in the rear arc (3/8 adjacent squares) of the defender, then the attacker nominates a System. 
Ending the Game

The game lasts for 10 rounds, or until one Titan's Crew System is destroyed. Once the ten rounds are up, the players compare points accumulated through accomplishing Objectives, and the players with more points wins. For tournament purposes, a player that wins by destroying their opponent's Crew System scores points equal to ten minus the number of the round when the Crew System was destroyed.


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