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Card and Board Game Sequence of Play
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Titan On-line and face to face play: (numbering format removed SC)
Simplified
Sequence of Play Initial set up
Randomly determine starting towers.
Players choose colors. The player with the lowest tower number chooses first.
Players still in the game take turns in order of starting tower numbers until there are less than two players left. The player with the highest tower number goes first. Play continues with the next highest tower number.
The current player decides on any splits he wishes to make. On a player's first turn he must split 4-4 with exactly one lord (titan or angel) and three creatures in each legion.
The current player rolls a fair six-sided die for his movement roll. On a player's first turn he may use a mulligan to reroll his movement roll once, keeping the new roll.
The current player now moves legions (sequentially). Legions can be moved in any order, but must complete their entire movement before any others are moved. The entry side for all engagements must be decided at this time.
Any split offs left stacked recombine at this point.
The current player resolves engagements choosing which engagement to resolve first and after each engagement is resolved, choosing the next one to resolve.
The attacker and defender may look at the other player's legion involved in this engagement.
The defender may flee.
The attacker and defender may resolve the engagement by negotiation.
If there is no negotiated settlement, then a battle will be fought publicly.
The defender and attacker alternate battle turns until one side is eliminated or a titan is slain.
The defender turn The defender may move any or all of his eligible characters sequentially. If this is his fourth turn he may enter a reinforcement if possible. Drift damage is applied (but slain characters still get to strike). The defender now sequentially takes strikes and rangestrikes until he is finished. The attacker now sequentially takes counterstrikes until he is finished. Remove all slain characters from the battleland. Check if the battle is ending (one side eliminated or a titan has been slain).
The attacker turn The attacker may move any or all of his eligible characters sequentially. If this is the first movement phase for the attacker after the first defending character that entered the battleland has been slain he may summon an angel or archangel from another of his unengaged legions. Drift damage is applied (but slain characters still get to strike). The attacker now sequentially takes strikes and rangestrikes until he is finished. The defender now sequentially takes counterstrikes until he is finished. Remove all slain characters from the battleland. Check if the battle is ending (one side eliminated, a titan has been slain, or this is turn 7).
The victorious legion (if any), may now muster a reinforcement (if the defender) or summon an angel or archangel (if the attacker) if it hasn't previously in this engagement and is otherwise eligible to do so.
Any damaged characters that survived the engagement are fully healed.
The victor (if any) receives points (half points if the defender fled) for the other player's characters slain in the engagement (except that no points are awarded if the battle resulted in a time loss) and takes any angels or archangels earned by these points and desired.
Any half points earned for other legions owned by players eliminated from the game and any characters in the slain titan's legion that were not slain in this engagement are awarded. These are awarded simultaneously and rounding is done per player rather than per legion.
Any eligible slain characters (angels, archangels, warlocks and guardians) are regenerated. Other slain characters are added to the dead piles.
The current player may now muster where eligible to do so.
The current player announces the end of his turn.
Determine the players.
Agree to any time limits (or note those being used in a tournament).
Determine starting towers. Make sets of tower rolls until all players are assigned to a tower. Each player not yet assigned to a tower must make a tower roll. Make tower assignments where possible.
Determine colors. Each player chooses the color they want or withdraws from the game in ascending order of the tower they are starting in. The player with the lowest numbered tower chooses first.
Distribute legion markers and initial characters to all players.
Each player's point total is set to 0.
The remaining players take turns in descending order of the tower they started in until there are zero or one players remaining in the game. The player with the highest starting tower number goes first.
The current player indicates any splits he is making or withdraws from the game. On a player's first turn he must split 4-4 with exactly one lord in each stack (or withdraw).
The current player rolls a fair six-sided die for his movement roll or withdraws from the game. On a player's first turn he may use a mulligan to reroll his movement roll once, keeping the new roll.
The current player now moves legions (sequentially) or withdraws from the game. Legions can be moved in any order, but must complete their entire movement before any others are moved. The entry side for all engagements must be decided at this time.
Any split offs left stacked recombine at this point.
The current player resolves engagements choosing which engagement to resolve first and after each engagement is resolved, choosing the next one to resolve. The current player (the attacker) may look at the other player's (the defender) legion in the current engagement. The defender may look at the attacker's legion in this engagement.
The defender may flee. If the defender does not flee, the attacker earns the right to possibly summon an angel or archangel at a later point in the engagement.
Negotiations continue as long as players make new proposals. The defender may make a set of proposals (including at least one new proposal and no proposals previously made by the attacker), concede, accept a proposal previously made by the attacker, or declare he will be making no more proposals. The attacker may make a set of proposals (including at least one new proposal and no proposals previously made by the defender), concede, accept a proposal previously made by the defender, or declare he will be making no more proposals.
If one player has declared he will make no more proposals, the other player may accept a proposal previously made by his opponent, concede, or choose to fight the battle out. If the defender wins the battle by agreement, he earns the right to a possible reinforcement.
If the engagement has not been resolved by flight, concession or agreement by this point the engagement will be resolved by battle. Both legions may now be looked at by all remaining players. The attacker may concede. The defender may concede. The defender and attacker alternate battle turns until the battle is resolved (by concession or a successful end of battle check).
The defender turn The defender maneuvers his characters sequentially or attempts to concede. If this is the defender's first battle turn he may leave any or all of his characters off the battleland. Characters left off are slain (and do not trigger angel summoning). If this is the defender's fourth battle turn, he may muster a reinforcement if eligible to do so. Characters may be moved (including entering) in any order, but must complete their movement before any other character is moved.
If the defender attempted to concede the attacker may concede instead.
Drift damage is applied. If drift damage will slay any of the defender's characters, the attacker has the option to concede before drift damage is applied.
The defender now sequentially takes strikes and rangestrikes until he is finished (at least making all required strikes or attempting to concede). The defender may declare a strike, a rangestrike, attempt to concede, or if legal, declare he is finished with his strikes/rangestrikes. Any reductions in effectiveness must be declared at this point (otherwise the most effective strike/rangestrike legally possible is used against the target). Make the strike or rangestrike roll or attempt to concede. If a strike was rolled which resulted in possible carry over, then this carry over is allocated (possibly to nowhere), by the defender. If the defender attempted to concede the attacker may either accept the concession or concede himself instead of the defender.
The attacker may unconditionally concede.
The attacker now sequentially takes counterstrikes until he is finished (making all required strikes or attempting to concede). The attacker may declare a counterstrike, attempt to concede, or if legal, declare he is finished. Make a strike roll or attempt to concede. If a strike was rolled which resulted in possible carry over, then this carry over is allocated (possibly to nowhere), by the attacker. If the attacker attempted to concede the defender may either accept the concession or concede himself instead of the attacker.
Remove all slain characters from the battleland.
Check if the battle is ending (one side eliminated or a titan has been slain). If the battle is ending the defender may unconditionally concede.
The attacker turn The attacker maneuvers his characters sequentially or attempts to concede. If this is the attacker's first battle turn he may leave any or all of his characters off the battleland. Characters left off are slain. If the attacker gets to take his first battle turn and does not attempt to concede in his maneuver phase, then the defender earns the right to an eventual reinforcement, if otherwise eligible to take it. If this is the first attacker turn after the first defending character, that entered the battleland, has been slain, then the attacker may summon an angel or archangel, if otherwise legal to do so. Characters may be moved (including entering) in any order, but must complete their movement before any other character is moved. If the attacker attempted to concede the defender may concede instead.
Drift damage is applied. If drift damage will slay any of the attacker's characters, the defender has the option to concede before drift damage is applied.
The attacker now sequentially takes strikes and rangestrikes until he is finished (at least making all required strikes or attempting to concede). The attacker may declare a strike, a rangestrike, attempt to concede, or if legal, declare he is finished with his strikes/rangestrikes. Any reductions in effectiveness must be declared at this point (otherwise the most effective strike/rangestrike legally possible is used against thetarget). Make the strike or rangestrike roll or attempt to concede. If a strike was rolled which resulted in possible carry over, then this carry over is allocated (possibly to nowhere), by the attacker. If the attacker attempted to concede the defender may either accept the concession or concede himself instead of the attacker.
The defender may unconditionally concede.
The defender now sequentially takes counterstrikes until he is finished (making all required strikes or attempting to concede). The defender may declare a counterstrike, attempt to concede, or if legal, declare he is finished. Make a strike roll or attempt to concede. If a strike was rolled which resulted in possible carry over, then this carry over is allocated (possibly to nowhere), by the defender. If the defender attempted to concede the attacker may either accept the concession or concede himself instead of the defender.
Remove all slain characters from the battleland.
Check if the battle is ending (one side eliminated, a titan has been slain, or this is turn 7). If the battle is ending the attacker may unconditionally concede. Conceding at this point preempts a time loss.
The victorious legion (if any), may now muster a reinforcement (if the defender) or summon an angel or archangel (if the attacker) if it hasn't previously in this engagement and is otherwise eligible to do so.
Any damaged characters that survived the engagement are fully healed.
The victorious legion is returned to the master board and is no longer subject to inspection by the other players.
The victor (if any) receives points (half points if the defender fled) for the other player's characters slain in the engagement (except that no points are awarded if the battle resulted in a time loss) and takes any angels or archangels earned by these points and desired.
Any half points earned for other legions owned by players eliminated from the game and any characters in the slain titan's legion that were not slain in this engagement are awarded. These are awarded simultaneously and rounding is done per player rather than per legion.
Any eligible slain characters (angels, archangels, warlocks and guardians) are regenerated. Other slain characters are added to the dead piles.
The current player may now muster where eligible to do so or withdraw from the game.
The current player announces the end of his turn or withdraws from the game.
The contents of any legions belonging to the winning player become public. | <Home> |