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Titans box art
2021 Ranked #3,763

Titans

This territory-control miniatures game has powers battle across seventeenth-century fantasy Europe. Historical fantasy forces compete to dominate the map.

Wargames Fantasy Pike and Shot Area Majority / Influence Area Movement

Players

1-4

Play time

80-160 min

Age

13+

Complexity

2.48/5

Rating

7.53

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.8/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Titans is a territory control miniatures game for 1-4 players (up to 5 with an expansion). The game is set in a historical fantasy setting of 17th century Europe.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Titans is a territory control miniatures game for 1-4 players (up to 5 with an expansion). The game is set in a historical fantasy setting of 17th century Europe. Endless wars are taking their toll as the people fall into despair. There is no hope for an end, no prospects for a peaceful order. The faith of the people slowly burns out. Dorment Spirits of the Nations wake up from centuries-long rest, rekindling the hearts of the people and raising ancient warriors called the Titans. People, filled with extraordinary powers, standing hand-by-hand with mighty Titans, fight to reclaim Europe. That war will end it all, and a King of Kings will be chosen. In Titans players take roles of a king that leads an Army with a mythical Titan into Battle. There are 4 Nations to choose from, one of the European empires of that time - Polish-Lithuanian Commonwealth, Russia, Sweden, and the Ottoman Empire. The game revolves around a unique, yet simple Order Card Mechanics. Players will use a shared deck of Order Cards that will allow them to recruit Units, awake the Nation’s Power and move their Armies across the Game Board. Players draw a specific number of Order Cards and place them face-up for all players to see. Players also see the upcoming Order Cards so they can plan their long=term strategy. In his turn, the active player chooses 1 of the available Order Cards and uses it's available Actions. Players will try to gain strategic positions, move their front line and attack their opponents where they are the weakest. The next player uses the same Pool of Order Cards so the active player may try to anticipate opponents movement and use that to their advantage. When there is only 1 Order Card available it's discarded, the "upcoming Order Cards" become the available pool and new Order Cards are drawn. That allows for dynamic gameplay with a lot of planning, both tactical and strategical. The game is divided into Rounds and the Round ends after the Order Deck is empty. After each Round players collect Victory Points for the Regions they control, so players constantly want to expand their domain. Winning Battles also bring players Victory Points so deciding when, where and how to attack is crucial as well. The player with the most Victory Points at the end of the game is the winner. —description from the designer

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1
Play time
80–160 min
Age
13+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
?ukasz Wo?niak

Artists

2
Tomasz Kalisz Piotr Kr??elewski

Publishers

1
Go On Board

Linked items

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