From: dresnick@athena.mit.edu (David I Resnick)
Subject: Boyin Titan - the Rules
Organization: Massachusetts Institute of Technology
Date: Fri, 16 Oct 1992 15:56:01 GMT

Boyin asked me to post this, so here goes.

New counters mix:

Demon 		10	Assassin#	6	Assassin Lord	3
Dryad		12	Healer#		6	Healer Lord	3
Phantom Knight  15	Necromancer#	6	N. Lord 	3
Medusa		15	Illusionist#	6	I. Lord		3
Roc		15	Power Enhancer  6	Warlock Lord	3
Scorpio		15	Symbiote#	6	Symbiote Lord	3
Basilisk	10	Dominion	6	Mirror		4
Phoenix		15	Virtue		3	Teleporter	4
Gog		15	Seraph		3	Echo		4
Jotun		7	Juggernaut	7

Extra rules for playability:

[1]	One is not allowed to teleport from tower to tower on turn one
    (The MIT "no T-to-T-T-on-T-1" rule), other teleports are allowed.

[2]	Characters which are defined as skill 5 are governed by the following:
   (a) On top of the first round on the battleland, the defender are NOT to
       set up in such a manner that the opponent's theorectically possible
       minimum of the number of pieces forced off the board increases from
       same when there is no defender on row five.
   (b) A skill 5 rangestriker may rangestrike at any range with NO range
       penalties, subjected only to the availability of a line-of-sight.
   (c) When a skill 5 character is rolling down the wall against an enemy
       of skill 2, dice is rolled to record EXTRA hits in addition to its
       strength for every six that appears.  Under NO circumstances will a
       dice that comes up 6 fail to hit any enemy at any skill difference.

Properties of extra characters: Creatures

DEMON (4~*5)
  Recruiters:	2 Gorgons + Ranger in Tundra
		2 Rangers + Gorgon in Mountains
  Nativity:  Sand/Dune/Drift/Slope/Bog/Bramble

PHANTOM KNIGHT (7~*4)
  Recruiters:	from the following list, two distinct creatures
		must be present in the terrain(s) indicated after ONE
		of the recruiters
	Demon (Mountains + Tundra)	Wyvern (Swamp)
	Unicorn (Hills and Woods)	Griffon (Desert)
	Behemoth (Jungle)		Phantom Knight (NONE!)
    NOTE: Phantom Knights are STERILE by themselves without their
          recruiters, and down-recruits are NOT allowed from PKn's.
  Nativity:  Sand/Dune/Drift/Slope/Bog/Bramble
  Special Ability: 
	The movement and attacks of Phantom Knight(s) may be DELAYED
  	until the rest of the stack has finished moving and attacking;
	Any Phantom Knight(s) delayed thus may finish their movement
        and attacks in any order desired.

Dryad (5*5)
  Recruiters:   3 Minotaurs in Hills
		3 Warbears in Woods
  Nativity:  TREE(see below)/Slope
  Special Ability:
	Dryads may enter Trees freely.  While in a Tree, a Dryad
	attacks with one extra dice.  Any enemy attacking into a Tree
	lose 2 dice on strikes and 1 die on rangestrikes if not
	recruitable in a "treed" terrain.

Medusa (7~~4)
  Recruiters:   3 Wyverns in Swamp
  Nativity:  Bog
  Special Ability:
	As indicated by the double tilda, a Medusa rangestrikes at
	FULL strength, i.e. with all her dice, but a long range
	penalty is taken at long range (4).

Roc (11~*3)
  Recruiters:	3 Minotaurs in Mountains
		3 Warbears in Tundra
    NOTE:  Two Rocs may recruit a Colossus Mountains/Tundra
  Nativity:  Slope/Drift/VOLCANO
  Special Ability:
	Get the same benefits from the volcano as the dragon.

Scorpio (12~3)
  Recruiters:	3 Griffons in Desert
  Nativity:  Sand/Dune
  Special Ability:
	When a Scorpio is in a sand hex, hits are scored at 150%,
	rounding up; when it attacks any NON-NATIVE enemy in sand,
	hits are scored at 150%, rounding up; on any rangestrike at an
	enemy at a lower level, gain one extra die.  All the above
	bonus can add together.

Basilisk (14~*3)
  Recruiters:	3 Behemoths in Jungle
  Nativity:  Bramble
  Special Ability: 
	During any half-turn at the beginning of which at least TWO
	Basilisks are present on the battleland, ALL Behemoths and
	Gorgons in the stack MOVES and ATTACKS as 8~*3 characters.

Phoenix (14~*3)
  Recruiters:	3 Dragons or 3 Rocs in Mountains
		2 Scorpio in Desert
  Nativity:  Slope/Sand/Dune/VOLCANO
  Special Ability:
        Receives the same benefit as the dragon in the volcano.
	ANY enemy in contact with at least one Phoenix, who is not (a)
	inside a Bog or a Drift, or (b) a volcano native, at the end
	of a movement phase receives one hit of damage.

Gog (24-2)
  Recruiter:	3 Giants or 3 Rocs in Tundra
		2 Medusa in Swamp
  Nativity:  Bog/Drift
  Special Ability:
	While in a native hex hazard, a Gog may move away from an
	enemy that is engaged with it freely.

Jotun (23-3)
  Recruiter:	2 Phoenices in Mountains
  Nativity:  Slope

Juggernaut (15~4)
  Recruiter:	2 Gogs in Tundra
  Nativity:  Drift
  Special Ability:
	A Juggernaut is never slowed by hazards; also does not lose a
	skill when rangestriking long.


Properties of Extra Characters, Lords:

	Dominion (7*4) [acquired per 300 points] and Virtue (7*5) [acquired
	per 700 points] are "normal" Lords which can be summoned into
	Battle and Teleport just like Angels and Archangels except for stats.

	Seraph (12~*4) [acquired per 1100 points] enjoys all bonuses
	normally afforded a Warlock, and while engaged may elect to
	rangestrike elsewhere.

Progression of Angels by hundred points:

100, 200= Normal;	300= Dominion;		400= Normal (teleportation)
500= Archangel;		600= Dominion;		700= Virtue;
800= Normal;		900= Dominion;		1000= Archangel;
1100= Seraph;		1200= Dominion;		1300= Normal;
1400= Virtue;		1500= Archangel;


Properties of Extra Characters:
	"Titan Demilords" (those marked "#" in the list plus Warlock)
	and their corresponding "Super" demi-lords:

Recruiting of "basic" Tower Demilords:
	Each may be recruited by the Titan in a tower.  In addition,
	one may recruit an assassin in a tower with any Lord, and it
	is NOT necessary to reveal which lord it is.

Recruiting of "super" Demilords:
	Three of the corresponding "basic" demilord in a tower.

General properties of Titan-demilords and their "supers".

(a)	All recycle like other lords and demi-lords.
(b)	Before the Titan achieves 100 points, each demi-lord functions,
	including counting points, as if they are 1 strength less than
	their "face value".  After the Titan achieves Teleportation,
	each demi-lord EXCEPT ASSASSINS function as if they are one
	strength OVER their face value.
(c)	All "Supers" function exactly as their basic counterparts
	except where otherwise specified.  All except the Assassin
	Lord may perform teleportation and be summoned into battles
	like real lords, but are not protected from rangestrikes.

Assassin (5~*4)		The Killer of the Nobles!
	When an assassin attacks a lord or demi-lord, all hits are
	scored at 150%, rounding up.  Assassin Lord (8~*4).

Illusionist (5~*4)	The creator of Mirages!
	At any movement phase, an unengaged Illusionist may create
	Illusions (4~*4 in attack and movement but is killed by two
	hits) subject to the following:
(a)	the stacking limit is still seven;
(b)	the number of hits remaining on a Illusionist must be at least
	the number of surviving Illusions that it spawned-- this
	involves, if necessary, the removal of excess illusions at the
	end of each half turn at the discretion of the Illusionist;
(c)	Illusions cannot harm lords and are counted as demilords for Assassin;
(d)	Illusions does not block rangestrikes by its creator;
(e)	If the battle is lost, each Illusion created costs 10 points;
	Illusionist Lord (8~*4) creates Illusions 6~*4 in attack, 3-4
	in defense, and is otherwise identical.

Healer (5~4)		Heals the wounded--even the DEAD!
	A Healer may elect to roll for "heals" on any friend thus:
(a)	Skill level for "healing" is one less than real attacks,
	however, this penalty is not suffered if both the Healer and
	the target are unengaged for the half turn.
(b)	While "healing" on someone in a bramble, a Healer loses a
	skill factor when the target is NON-native only.  Otherwise
	all penalties and bonuses are same for heals as for attacks.
(c)	Each "heal" scored remove a hit from the target.  This may
	"resurrect" the target if the number of hits on it is less
	than its strength after the heal.  
(d)	When any "overkills" are scored on the first strike-phase of
	any half-turn (i.e. not the counterstrike) against any
	character adjacent to a Healer, the opponent may elect to
	spill any number of hits available in the overkill (including
	0) and leave the rest as true "overkill" hits on the target.
	
	Healer Lord (8~4) functions in an identical way.

Necromancer (5~*4)		Enslaver of the Dead!
	A Necromancer has the following functions:
(a)	Whenever a Necromancer is present when a recruiting occasion
	during or after a battle that turn, he may elect to take any
	creature killed during the same battle just like a normal recruit.
(b)	A Necromancer may opt to keep any dead of the battle ON the
	battleboard where it died.  The dead piece slows entry by
	non-flyers, and any char stays inside a hex with a corpse that
	is not a Necromancer or a Lord fights at minus a skill.  
(c)	Dead bodies kept as above are no longer available for
	recruiting.  A player also need the undisputed majority of
	Necromancers present to keep dead bodies.  Kept dead bodies
	disintegrate when the Necromancer itself dies.

	Necromancer Lord (8~4) functions as above EXCEPT that chars
	which stays in an hex containing a body raised by a N. Lord
	DEFENDS at one skill penalty as well as attacks handicapped.

Symbiote (5-3) 
	At any movement phase, an unengaged, unwounded Symbiote may
	move into a hex occupied by a friend and Symbiosise.  A
	character in symbiosis gains 12 total points (2-5, 3-4, 4-3,
	or 6-2) in strength.  A Symbiote may leave its partner (still
	unwounded) if the act will not leave the partner dead.

	Symbiote Lord (8-3) acts the same way and add 24 total points.

Properties of Extra Characters, the other demi-lords:

Teleporter (4~*5)
  Recruiter: ANY THREE distinct Lords (including Super Demis).
  Special Power:  
	Any stack including a Teleporter may Teleports to any hex
	within six hexes on a roll of six.  Any stack inside a tower
	can attack any stack on the board (like a Titan Teleport) on
	the roll of a six.  Each player is still limited to one
	teleport per turn.

Power Enhancer (12*3)
  Recruiter: ANY three-of-a-kind of creature AT LEAST 24 POINTS.

Echo (16*2)
  Recruiter: 3 Guardians
  Special Property:  All attack dice at an Echo which comes out ONE 
		     scores a hit on the attacker if it is normal
		     attack, and TWO HITS if it is ranged.

Mirror (???)
  Recruiter: any 3 DISTINCT creatures or demi-lords of equal pointage.
  Special Property:  
	Each Mirror has pointage equal to the pointage of its
	recruiters, before each battle the opponent decide what skill
	level each opposing mirror is to be attacked at (the defensive
	strength is rounded UP from the division).  Before the
	defenders set up, each mirror must decide to use
	attack/move/nativity characteristics as any character present
	in the battle at the time.  Mirrors can also recruit as any
	character of less pointage than itself.  For purposes of these
	special properties, the Medusa is considered 36 points.
--
       David Resnick                           dresnick@athena.mit.edu