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Hongkong (found by Swen Harder) From: "HKU student" <h00xxxxx@hkusua.hku.hk>
Subject: Variant on Titan(AH)
This variant on the classic AH boardgame of Titan aims at three things:
1)Speed up the game 2)Retain the joy of mustering through the lines
3)Encourage aggressiveness and more actions
Rules change:
1)Every player start with a SINGLE legion of a titan, gargoyle, centaur
and ogre. No split is allowed in the 1st turn and the 1st angel has to be
earned.
2)If a titan SLAYS a creature, the player earns doubled points of that
slain creature.
Example: During the strike phase, a ranger scores 2 hits on an enemy
centaur first, then the titan finishes the centaur with 2 hits. After the
combat, the centaur is tallied 24 pts instead of 12 pts. Note that if the
titan scores 2 hits first, and the ranger scores another 2 hits to finish
the centaur, the player can earn 12 pts only.
OPTIONAL
3)The angel is upgraded for every 300 pts earned.
Thus a player who has 600 pts has 8*-4 angels.
Designer's notes and commentary:
These sets of rules were originally developed by a group of dedicated
titan fanatics at the university of Hong Kong. Subsequent playtesting
showed that the rules retain most of the flavours of the original game
without the turturous long play often associated with the game.
The REMOVAL of the initial ANGEL LEGION has the suprising effects of
speeding up the game. In the original game, the presence of the angel
legion is a deterrent for early split-up. Many players are unwilling to
split their legions early on for fear of the angel legion. Coupled with
limited room for manouevring, the game boggles down to enfeebled actions
of dancing around the starting tower. 2 or 3 hours may pass without major
battles or mustering of any truly powerful creatures. With rule 1, players
are found to split often and early to proliferate across the gameboard.
The game rarely lasts for more than 2 hours and hydras, serpents and
colossi often roaming across the board within that time period-a scene
seldom if ever witnessed in the original game.
The second effects of rule 1 are the levelling out the 'lucky' element in
the strategic game level. Because everyone starts with only one of each
basic tower creatures, he is unlikely to muster equally fast in all 3
lines. For example, a player may be really fast in arriving serpent, but
that also implies he gets few musterings on the hydra and colossus lines
of creatures, so other players can still put a fight by concentrating on
the remaining 2 lines of mustering. This is in stark contrast with the
original game where the lucky player often have a powerful line plus
another line that is only mildly behind other players.
The preservation of existing pedigree of mustering is the most beautiful
aspect of the game as far as our group is concerned. Any change would
either make the mustering line too long, too short or deprive it of the
subtlety of cross-breeding of hydra/colossus line.
Rules 2 and 3 are made to encourage aggressiveness. We believe that
bravery should be justly rewarded. Titan, arguably the most powerful unit
provided, should be more often deployed in battles. Together with rule 3
we provide an alternative strategy other than mustering the most powerful
creatures. Now, a really bloodily powerful titan could stand up to a horde
of colossi or serpents, provided that the titan is powerful enough.
So far more than 500 games have been played according to these new rules
and we found that they worked better than the original game. The fervour
has solidified and expanded and we felt confidently to be called
titanatics.
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