The following is Bill Scott's errata primarily from 91 with some updates merged in from about a year later. After this summer's Avaloncon I took over for Bill answering questions. I am pretty much sticking with this errata for now. One change that is effective now is that you are never forced to teleport. I talked to Bill about this and he changed the teleport rule when you have a split that is otherwise blocked, but he forgot to modify the rule for when you are unable to move any stacks. I don't think this change will effect any games being played seriously. Also he didn't include in his errata a comment on initial splits. Both he and Bruce Shelley ruled that you don't have to make your initial split until it is your turn. I am going to keep this because I think it help balance out the disadvantage of going late the first round. Also this is the way we have been playing at Avaloncon and presumably at TNT as well. Titan Rule Changes & Clarifications (11/26/91) Rule Clarification, 2.0: There is now a standard system for identifying hexes on Battleland Boards. Orient the Battleland Board so that the name of the terrain (such as Brush or Tower) is in the upper right, the turn spaces (from 1-7) are at the bottom, and the Battlelands logo is in the upper left. There will then be six vertical columns of hexes. The left most column will be three hexes in length. This is the "A" column. The next column (to the right of "A") is the "B" column (four hexes in length). The next column over is the "C" column (five hexes in length) and so on to the last column on the right which is the "F" column(four hexes in length). The hex at the bottom of each column is the "1" hex. The next hex up in each column is the "2" hex and so on. Example - The Volcano hex is D4. Example - In the Jungle, the Tree hexes are B4, D3, and F3. Rule Clarification, 11.7: The Desert Sand hexes are the same elevation as the Desert Plain hexes. In the Desert, characters block rangestrikes in all cases except when the rangestriker and or target is directly atop a Cliff and the (alleged to be blocking) character is at the base of the Cliff. Example - A Brown Ranger at C1 may rangestrike a Blue Dragon at D4 even though there is a character at D3. Example - A Black Ranger at E1 may rangestrike a Red Griffon at D4 even if there are characters at D3 and E2. Rangestriking over a Dune hexside(s) does not allow a rangestrike to pass over (or through) a blocking character to hit a rangestrike target character. Example - A Red Ranger at D5 may not rangestrike a Green Ogre at A2 if there is a character at B3. Example - A Red Ranger at E4 may not rangestrike a Gold Unicorn at F1 if there is a character at F2. Desert terrain is different in concept from the Tower, Hills, and Mountains. The hex edge hazard of a Dune is an "elevation" only in a limited sense - as the Sand hex on the "elevated side of the Dune is the same height as the Plain hex on "lower" side of the Dune. (Titan is, after all, a Fantasy Game) In the Tower, Hills, and Mountains the Plain hex on the "elevated" side of the hazard (Wall or Slope) is " really" at a higher elevation than the Plain hex on the lower side of the hazard. The real difficulty comes when considering Cliff hazards - which occur in both Mountains and Desert. In the Mountains the Cliff hazard concept is fairly easy to grasp. The Plain hex on the elevated side of a Cliff is "2" levels higher than the Plain hex on the lower side of the Cliff. But in the Desert there is a conceptual problem because the terrain on both sides of the Cliff is the same elevation. The current solution to this problem is to ignore it, treat Cliff hazards the same in Both Desert and Mountains. Rule Clarification/Change, 11.7: Question - May a native to Dunes striking across a non-Dune hexside carry up across a Dune hexside? Answer - Yes! Of course the rule requirement of 12.4 also must be met. Example - In the Desert, a Black Lion at E3 may strike a Green Gargoyle at D3 and have carry over to a Green Gargoyle at E4. Note: HAZARD CHART (11.7) DUNE - EFFECT ON STRIKING - is incorrectly worded in the last sentence. The correct wording is: A strike made across non-Dune hexsides by a non-native character cannot carry over up a Dune hexside under any circumstances, however a native character striking across a non-Dune hexside MAY carry over up a Dune hexside (follow 12.4 also). Rule Clarification, 11.7: Question - May a non-native to Dunes striking across a non-Dune hexside carry up across a Dune hexside? Answer - No! Not even if the penalty (-1 die) is taken on the initial strike! Example - In the Desert, a Black Unicorn at F3 may strike a Green Centaur at F2 but may not carry over to a Green Gargoyle at E4, even if the Black player would only use 5 dice for the strike. If the Green Gargoyle was at F4 the Unicorn could carry over. Note however that the Black Unicorn could strike at the Green Gargoyle as the initial strike (using 5 dice) and could then have carry over on a Green Centaur at F2 (announcement of strike-number = to "4" needed before dice thrown required). Rule Clarification, 11.7, 12.0, 12.4: Question - May a native refuse a terrain benefit for an attack (12.5) (to reduce damage on a target character) if no characters are available to carry over to? Answer - No! Rule Change/Clarification, 12.4, 12.5: Question - May a character that is gaining Skill or Power from striking down over a terrain hazard ever carry over hit damage? Answer - Yes! Rule 12.5 is poorly worded. Rule 12.5 should be understood to mean that when a character gains Skill by striking down over a hazard it may carry over damage to any adjacent character(s) if the following condition is met: the carry over target could have been the target of the original strike with a strike-number equal to or lower than the adjusted strike-number applicable to the original initial strike. The striking character may voluntarily increase his strike-number in the original strike to meet the above condition (see 12.4). When a character gains Power by striking down over a hazard it may carry over damage to any adjacent character(s) if the following condition is met: the carry over target could have been the target of the original strike with the same number of dice being thrown as in the original initial strike. The striking character may voluntarily decrease his Power in the original strike to meet the above condition. Rule Clarification, 12.4: Question - May you voluntarily roll with less dice for a strike or with a higher strike- number where carry over considerations are not involved in order to avoid damage on a target character? Answer - No! Rule Clarification, 13.4: Question - Must every character that can rangestrike do so? Answer - No! Unlike strikes, Some, none, or all eligible may rangestrike. Rule Clarification/Change, 13.3: Rangestrikes - In the situation where a rangestrike may follow 2 different paths to the same target (see 13.3 - E) the striking player may choose the path through a hazard which results in a higher strike-number (this would logically be done to avoid causing damage). Except for this one special case a player may not voluntarily raise the strike-number on a range strike. Note, a player may not choose to roll less dice on a rangestrike than the maximum legally allowed (13.1) - roll all the dice allowed or roll none but no amount in between. Rule Clarification, 12.0: Question - Once a character has been slain by a strike or rangestrike may it be the target of other strikes (so that the striking player does not have to strike at other not slain characters)? Answer - No! Rules Change/Clarification, 20.3: During Battleboard play when a player rolls more dice accidently (or on purpose) for a strike or rangestrike the opposing player in the Battle may choose to not have the penalty (of 20.3) apply. Rules Clarification, 12.4: Question - When carrying over damage must you carry over all the excess hits or may you carry over some lesser amount? Answer - You must carry over all excess hits, first on one character (striker's choice after dice are rolled) until it is slain and then (if excess hits still remain) to another character (striker's choice) until all hits are scored or until there are no more eligible carry over targets. Excess hits with no eligible carry over targets are ignored. Rule Clarification, 11.7: Bog, Drift, and Bramble hexes are always the same elevation (height) as Plain hexes in the terrains of Marsh & Swamp, Tundra, and Brush & Jungle (respectively). A Volcano is the same elevation as the highest Plain in Mountains. A Tree hex is at higher elevation than any Bog or Plain hex in the Swamp or than any other hex in the Hills or Woods. Rule Change, 11.7 : Question - Is the HAZARD CHART under BRAMBLE - EFFECT ON STRIKING and EFFECT ON RANGESTRIKING - incorrectly worded and what should the correct wording be? Answer - Yes, it is incorrectly worded. The correct wording (for EFFECT ON STRIKING) is: A native character defending in a Bramble hex gains 1 Skill-factor if attacked by a non- native character. A non-native character striking out of a Bramble hex has its Skill-factor reduced by 1. The correct wording (for EFFECT ON RANGESTRIKING) is: A native character defending in a Bramble hex gains 1 Skill-factor if attacked by rangestrike from a non-native character (exception: see 13.5). A non-native rangestriker looses a Skill-factor for each intervening hex that contains a Bramble. Bramble in the rangestriker's hex has no effect on its rangestrike, and the defender's hex is not considered to be an intervening hex (exception: see 13.5). Example - In Brush, a Gold Troll at C4 may strike a Brown Gorgon at D5. The Troll's Skill- factor is 1 (2-1=1) and the Gorgon's Skill-factor is 4 (3+1=4). The chart rule (12.7) gives the strike-number for the Troll's strike as "6". Rule Change, 11.7: Question - Is the HAZARD CHART under VOLCANO - EFFECT ON RANGESTRIKING - incorrectly worded and what should the correct wording be? Answer - Yes, it is incorrectly worded. The correct wording is: A Dragon defending in a Volcano gains 1 Skill-factor if attacked by rangestrike from any character including another Dragon (exception: see 13.5). A Dragon adds two dice to any rangestrike made from a Volcano. Rule Clarification, 12.4: Question - Is it possible to carry over damage to more than one character? Answer - Yes! Rule Clarification, 12.0, 12.4: Question - May you strike and attempt to claim carry over (and so reduce dice thrown or increase strike-number) when there is no possibility of carry over because there are not enough dice being thrown versus the initial target character to slay it and have excess hits left over? Answer - No, you may not attempt to claim carry over (and "gain" a penalty) in this case. Example - In the Plains a Red Centaur is at A1. A Blue Gargoyle (with 1 hit damage already) is at A2 and a Blue Colossus is at B1. The Centaur may not strike at the Gargoyle trying for carry over on the Colossus needing a strike-number of "4". If the Gargoyle had already been damaged by 2 or 3 hits then the Centaur could roll for carry over with "4" as the strike-number. Rule Clarification/Change, 7.1: Question - The following question is a bit absurd, but what, if anything, happens when a player is unable to move any of his Legions because he has Legions at these locations only: 101, 103, 105, 107, 109, 111, 113, 115, 117, 119, 121, 123, 125, 127, 129, 131, 133, 135, 137, 139, 141, 1, 5, 7, 11, 15, 19, 21, 25, 29, 33, 35, 39, 2000, 4000, 6000, his opponent(s) have Legions at 200, 400, and or 600 only and the player rolls a "4" for movement? Answer - The initial ruling when this question was asked was that, " If a player can't legally move any Legion, then he doesn't move. This is an exception to 6.2." but the current ruling is as follows: If a player can not move because of the above listed position on the Masterboard then the player must resign from the game (as per 20.4) and may not play Titan again until he has spent at least one year under the care of a professional mental health care worker. Rule Clarification, 20.4: Question - If a player falls asleep falls asleep during a Titan game what happens? Answer - If the falling asleep happens during the sleeping player's turn it is considered to be a concession (20.4). Other players are not obligated to try to wake the sleeper. If it is not during his own turn there is no penalty until it becomes his turn or until one of his Legions is attacked, at which point the other players must attempt to wake the sleeper. If they are unable to wake him for an engagement then he is considered to have lost the engagement by concession. If the other players attempt to wake the sleeper when it becomes his turn and they are unable to wake him then he is considered to have, at that point, quit by concession. Players unable to continue game action due to illness, death, hunger, smoking needs or other difficulty are treated in a similar manner. Rule Clarification, 20.1: Question - What is the penalty for unfriendly play (such as rude/nasty remarks, physical assaults, or cheating)? Answer - The respectable players, or if none be available some bystander, after bringing the offending player's attention to the unfriendly play should ask the offender(s) to apologize and refrain from the unfriendly play in the future. Repeated unfriendly play is penalized by the offenders being required to withdraw from the game by concession as per rule 20.4. Rule Clarification, 5.1: Question - When starting Masterplay the player starting in the highest numbered Tower plays first, but what is the procedure for deciding which player plays next and where players position themselves around the board and table? Answer - The players mutually agree to any method they all like but if they can not all agree then the players of the game must adjust their seating positions to have the player starting in Tower 500 sit to the left of the player starting in Tower 600, the player starting in Tower 400 sit to the left of the player starting in Tower 500 and so on. Then the player starting in Tower 600 moves first to start the game. The player starting in Tower 500 plays next, then on till the player starting in Tower 100 starts last. Players may not change their seating position later in the game. Rule Clarification, 20.1: If all players in a Titan game agree to play by a rule different from a standard Titan rule then it is legal. Rule Clarification/Change, 9.4: Question - If during an engagement both players try to concede at the exact same time what happens? Answer - If both players in the engagement do not agree as to which player will concede each of the two players rolls a die once and the player with the higher number result is allowed to concede (roll again on tie). Remember that the defender has the first choice to flee (and he may take some time to decide if he will flee while he is examining his opponent's attacking Legion). After the defender examines the attacking Legion, declines to flee and then suggests an agreement or accepts Battle either player may concede. Rule Clarification, 9.4: Question - Can you concede after rolling dice for a strike or rangestrike but before applying the damage to the target(s) (i.e. you want to not kill something but if you will, you want to concede without killing it) ? Answer - No! If dice are rolled they take effect. You can concede after one strike's (or rangestrike's) dice roll has been rolled and so applied but before another strike's (or rangestrike's) dice roll has been rolled. If the dice have been rolled but no results have been observed on any of the dice by any player in the game then either player may concede because the dice are not considered to have been cast. Rule Clarification/Change, 17.0, 17.3: Question - May a player acquire an Angel instead of an Archangel if all requirements for adding an Archangel have been met and there is an Archangel available in the caretaker s stacks? Answer - Yes, but it would not likely be a wise move. Rule Clarification/Change, 12.0, 12.2, 12.3, 12.4, 12.5: Question - Can you please give examples of play to illustrate number of dice to be thrown in an attack and the strike-number for various situations? Answer - Example - In the Tower, a Blue Cyclops at C3 may strike a Red Gargoyle at B2 (strike-number=4) and carry over to a Red Ogre at C4. None of the characters have suffered previous damage. The Cyclops rolls nine dice (results - 1, 1, 2, 3, 4, 4, 4, 5, 6). The Gargoyle is slain and 1 hit is carried over to the Ogre. Example - In the Tower a Green Serpent at D3 may strike at any of the following Blue characters: a Centaur (with 2 hits damage) at D4, a Lion (with 0 hits damage) at E3, an Ogre (with 4 hits damage) at C3, a Gargoyle (with 0 hits damage) at C2 or a Ranger (with 3 hits damage) at D2. If the Serpent strikes at the Centaur the strike-number will be "6" and any excess hits may be carried over to any of the other characters in any order the Green player chooses. If the Serpent strikes the Ogre the strike-number will be "4" and carry over would be allowed only on the Gargoyle. The Green player could strike the Serpent on the Gargoyle and announce a strike-number of "5" (before throwing dice) and carry over would be allowed on any of the Blue characters except the Centaur in any order the Green player chooses (except of course carry over must be put on just one other character at a time until it is slain and then another may suffer carry over hits till it is slain and so on till all possible targets are slain or the excess hits are used). Example - In the Desert a Red Hydra at E4 may strike a Blue Ogre at D4, a Blue Lion at E3 or a Blue Gargoyle at F3. If the Hydra strikes with the Dune bonus of 2 dice (for a total of 12) it may strike the Lion and carry over to the Gargoyle with no carry over allowed to the Ogre, or it may strike the Gargoyle with carry over to the Lion with no carry over to the Ogre. If the Hydra announces it will strike with only 10 dice it may strike at any one of the Blue characters with carry over to any of the others. Note that if it strikes the Ogre initially and wants to carry to the others the Red player must announce a strike number of "4" as well as not use the bonus dice before throwing the dice. Example - In the Mountains, a Red Lion at B2 may strike at a Gold Ogre at B3 or a Gold Gargoyle at A1. The Lion would strike the Gargoyle with 5 dice needing 4s to hit and could carry over. If the Lion struck the Ogre for Carry over it would throw 5 dice needing 4s to hit. If it struck at the Ogre without trying for carry over Red would throw 6 dice needing 3s to hit. Rule Clarification, 15.0: While only one Angel may be summoned in any one player's engagement phase may that one particular Angel be called two or more times during the engagement phase since there may be two or more engagements in a given engagement phase? Answer - No, the particular Angel may be summoned only once in a given engagement phase. Rule Clarification, 15.0: Question - May an Archangel be summoned during the engagement phase if an Angel has already been summoned that phase? Answer - No! And an Angel may not be summoned in an engagement phase if an Archangel has already been summoned. Rule Clarification, 8.0: Question - May the same Lord Teleport in the movement portion of the turn and also be summoned in the engagement portion of that turn? Answer - Yes. Rule Clarification, 10.4: Question - When Titan Teleporting, is it possible to enter a Battleland board from a side which faces off the Masterboard (example - Masterboard # 135, Jungle, entering the Al, B1, Cl, Dl edge for the attacker)? Answer - Yes. Rule Clarification, 8.1: Question - When using Tower Teleportation may the Teleporting Legion Move into the same Tower in which it started the turn? Answer - No! A Legion moving by Teleportation may never "loop" and end the Movement Phase in the same Land it started the Phase in. Rule Clarification, 10.4, 7.0: Question - When using Titan Teleportation or other movement when does the moving player choose the entry side of the Battleland board and what is the penalty for not choosing at the correct time? Answer - The moving player must choose during the Movement Phase of his turn. When he fails to announce his choice before looking at an enemy Legion (beginning his Engagement Phase) then entry side is determined by random choice among or between the possibilities (throw a die). If, however the defending player reveals his Legion to the attacker before the attacking player indicates he is finished his Movement Phase then there is no penalty at all to the attacker. If a third party reveals any Legion(s) involved then the only penalty invoked is as per rule 4.5. During the Movement Phase a player may move several Legions into spaces that are occupied by enemy Legions or to any other position as per movement rules - but then later in the Movement Phase the moving player may change his mind and "take back" one or more of his Legions to their original positions or to a different position they could have moved to (obey 6.2). Therefore players should refrain from examining or revealing Legions they do not control. Rule Clarification, 6.2, 18.0: Question - If a player moves a Legion on the Masterboard so that it ends its movement in the same Land as it started in (commonly referred to as "looping") (example - # 42, Swamp, movement of "6") does this count as moving a Legion to meet the requirements of 6.2 and may the Legion so moved Muster (if it contains less than seven characters and has a qualifying character(s)? Answer - Yes, it counts as a move and the Legion may Muster. Rule Clarification, 7.1, 8.2: Question - May a player moving a Legion by Titan Teleportation move it to a Land already containing one of the mover s Legions that is also occupied by an enemy Legion? No! Rule 8.2 does not negate the legal requirements of rule 7.1! Rule Clarification, 4.1, 20.1: Question - If a Legion is discovered with more than seven characters and after the largest Creature has been removed still has more than seven characters ( Creatures, Warlocks, Guardians, Angels, or Archangels) what is the order of removal of the remaining characters and where are the removed characters placed.? Answer - First remove Creatures, then Guardians, then Warlocks, then Archangels, finally Angels. Removing the offending player in this case would be appropriate but not required. The removed characters are placed in the caretaker's stacks for later Mustering, the removed player should be sent to a hot place - one not likely to freeze over, or (optionally) a kinder more gentle place. Rule Clarification/Change, 4.1: Question - If a creature is to be removed from a Legion because the Legion has more than seven characters how is the creature chosen if two different creatures have the same value? Answer - First remove the one that can fly versus the one that can not fly, next remove the one that has a larger Power factor. Rule Clarification, 9.1: Question - If there are more than two engagements to be resolved in a turn does the attacker have to declare the order of all the engagements before he resolves any of the engagements? Answer - No, the attacker chooses which one engagement to resolve first and resolves it completely. Then he picks the next engagement, resolves it completely, and so on till all engagements are resolved. Rule Clarification, 18.1, 18.5: Question - If a Legion containing only a lone Angel moves into a Tower and then in the Engagement Phase the Angel is Summoned away may the Legion Muster? Answer - No. The Legion did not survive the Engagement Phase and is removed from the board when the Angel is Summoned. Rule Change/Clarification, 14.2: Question - If the attacker forces the loss of enemy characters by making the defending Legion's characters enter the Battleland board from a disadvantageous side (example - seven Serpents in the Jungle forced to enter D6, E5, F4) and then concedes before he enters any of his attacking characters onto the Battleland board is the defender entitled to a reinforcement muster? Answer - Yes! The last sentence of rule 14.2 should be reworded as follows: If the attacker concedes before placing any of his characters on the Battleland board, the defender may not muster a reinforcement unless he was REQUIRED (by Battleboard movement rules) to lose a character(s) by not bringing it on the board during his first Maneuver Phase (10.1). If however, the defender voluntarily chooses not to bring a character on the Battleland board and the attacker concedes before placing any of his characters on the board then the defender MAY NOT MUSTER A REINFORCEMENT! Rule Clarification/Change, 10.1: Question - May a player voluntarily choose to not enter a character on the Battleland board during his first Maneuver Phase (so that he has a better chance to summon an Angel, add a reinforcement at a later time, or dispose of unwanted characters)? Answer - Yes, and any number may be held off at the discretion of the player. Rule Clarification, 15.3: Question - If the defender loses a character by not bringing it on the Battleland board during the first Maneuver Phase what effect does this have on the attacker's summoning of an Angel/Archangel? Answer - None, the attacker must still slay a defending character to use the option of summoning the Angel/Archangel during the Battle. Rule Clarification, 10.5: Question - In a time loss does the defender get any points for the attacker's character(s) he actually eliminated by striking/rangestriking or for characters not brought on the Battleland board during first Movement Phase? Answer - No, the defender gets no points for those characters. Rule Clarification, 10.5, 16.0: Question - If a player loses his Titan due to a time loss, does the defender get half points for the attacker's character(s) that were in the Titan's Legion and not slain at the end of the seventh Battle-Round? Answer - No. Rule Clarification/Change, 10.5, 16.0: Question - If a player loses his Titan due to a time loss, are any points scored for the attacker's other characters in other Legions and if yes, how are the points given? Answer - Yes, and points are scored as follows: The defender gets half points for any of the attacker's characters in Legions that were in unresolved engagements with other of the defender's Legions or that were not engaged with any other player. Any of the attacker's characters in Legions that were in unresolved engagements with other player's Legions are given as half points to those other players. Rule Clarification, 9.4, 10.1: Question - If the defender's character(s) are moved on to the Battleland board and then the defender immediately concedes, can the attacker choose to eliminate some of his characters (because of not having entered them on the board by first Maneuver Phase) for the logical purpose of earning an Angel, Mustering a creature, or for some other reason? Answer - No. Rule Clarification, 9.4, 4.5: Question - If the defender's character(s) are moved on to the Battleland board and then the defender immediately concedes, does the attacker have to reveal his Legion's characters to the other players? Answer - No. Rule Clarification, 4.7: Question - If a planned Legion split is started (per 4.3) but then cancelled before the Commencement Phase is ended can any of the Legion markers be removed from play or only the new one(s) always leaving the original in play and what is the penalty if a player forgets which marker was the original one? Answer - only leave the origional in play and if the player can not remember which was the original one he must announce this fact to the other players and suffer public humiliation for having a weak mind. If the other players agree on what the original marker is they then choose that Legion marker and it remains on the mentally weak player's Legion. If the other players can not agree then the weak minded player chooses the marker that remains. Rule Clarification/Change, 20.4, 9.4, 19.4: Question - If a player is defending in an Engagement with a Legion containing his Titan and the player concedes the game (20.4) how are the points for all the characters in all the conceding player's Legions calculated and scored (awarded)? Answer - To concede the game when your Titan is defending in a battle you must first concede the current Engagement as per rule 9.4 so in this case full points for all the characters in the conceding Legion are scored (awarded) to the winning player of the current battle. Then as per 19.4 all the conceding player's characters in other Legions are scored as half points to the winning player. Rule Clarification/Change, 20.4, 9.4, 4.6: Question - If a player is attacking and resolving an Engagement but his Titan is not involved in the current Engagement (the Titan's location is in any other of the player's Legions - it does not matter which one) and the player concedes the game how are the points for all the characters in all the conceding player's Legions calculated and scored (awarded ) and what happens to the conceding player's Legion Markers?? Answer - First, the Current Engagement must be conceded and full points for all the characters in the conceding Legion are scored (awarded) to the winning player (9.4). Then the conceding player's characters in other Legions (which are involved or not in Unresolved Engagements) are simply removed from the game as if slain but no points are awarded to any player for those characters (20.4). The Legion Markers of the player conceding the game are then no longer used in the game. Rule Clarification, 20.0, 4.5: Question - Are players allowed to keep records (by computer, pencil & paper, tape recorder etc.) to aid in remembering what characters might be in opponent's Legions? Answer - No! Except if all potential player's in the game agree to allow it before the game begins. Such record keeping would likely slow the game and is generally viewed with disdainful contempt by skilled, veteran, Titan players. Rule Clarification/Change, 7.0, 11.0: Question - May a player who has moved a Legion on the Masterboard during the Movement Phase take back the move after moving other Legions? Answer - Yes, as long as he takes back the other moves by Legions which moved after the "taken back" Legion. Then the player is free to continue moving all "taken back" Legions as well as any other as yet unmoved Legions in the normal way (but be aware of the penalty for slow play). This same procedure is used when moving characters in a Maneuver Phase of a Battle. Rule Clarification, 9.3, 20.0: Question - Are players allowed to collude against another player(s) by making attacks that have no chance to win in order to allow the defender to increase the strength of a Legion in an abnormally fast manner (example - feeding 2 high stacks into a defender in the Tundra so that in 3 turns a Legion with only 2 Warbears has 2 Warbears, 2 Giants, an Archangel and a Colossus) (and there are worse examples but I leave it to the slime suckers to figure out what I have discovered on my own - slurp slarp)? Answer - Yes. Players are allowed to make whatever deals they want to as long as the technical rules are not violated (as in downright cheating). However diplomacy without restraint will spoil the fun of a Titan game as quickly as a loser blames his loss on bad dice rolls. Unrestrained diplomacy will also strain social relationships which are far more important than winning a game will ever be. Respectable diplomacy is always designed to help the designing player's chances to win more than anyone else's chances. If your diplomatic deal is more likely to help some other player win than to help yourself win then you are using low class diplomacy and in the final analysis you will lose more than you win. Different people have a wide range of opinions on what constitutes low class play. Your diplomatic ability will effect how often you can swindle, collude, back stab, go back on your word, and trick your way to victory. It is great to have a game that has a way to win that can overcome terrible dice rolling luck, but be careful of how you deal. Note - there are certain Titan players who are of such a character that it is right to collude against them, no matter how low and mean that collusion might be. It is the right thing to do. Rule Clarification, 9.4, 10.0: Question - May player "Red" who wins an Engagement concede that Engagement so that the net result is mutual elimination? Answer - No. However if "Red" slays all of his opponent's (Blue) characters but "Blue" has not finished his part of the mutual Strike Phase, Rad may concede and the battle is considered a mutual elimination. Rule Clarification, 9.4, 10.5: Question - May player "Red", the defender, concede after player "Blue", the attacker has finished his seventh Maneuver Phase and there are no strikes or range-strikes to resolve or is the result of the Engagement a time loss for "Blue"? Answer - "Red" may not concede because the battle is over and it is a time loss for "Blue". Rule Clarification/Change, 4.3, 8.0, 8.3: Question - If a player splits a Legion containing his Titan in a Tower Land and has a Movement Roll of "6" and finds his normal movement blocked by his own Legions is he forced to make a Teleportation with that Titan's Legion or may he unsplit the Legion? Answer - He may unsplit the legion. Teleportation, either Tower Teleportation or (if 10-4 Titan) Titan Teleportation is always voluntary. This rule has been interpreted opposite to this statement in the past but upon consideration the past ruling was not good and this new ruling is correct. Rule Clarification/Change, 5.0, 20.1: Question - Is there an official way to determine who gets which color Legion Marker? Answer - The player with the best reputation as a high class Lady or Gentleman gets to choose their color first, then the next highest and so on. In the usual case where all the Titan players are contentious nasty old classics games players of dubious reputations at best who can't agree on the time of day let alone the critically important question of who gets what color then the player starting in Tower "1" gets first choice of color and so on to the player starting in Tower "6" who gets last choice (no choice). Rule Clarification, 4.5: Question - Are players permitted to reveal the contents of their Legions to other players (not just say what is in them) to discourage or encourage an attack? Answer - Yes. Rule Clarification/Change, 6.2: Question - If a player's only possible move requires Titan or Tower Teleportation (due to many mutually blocking Legions) is the player forced to make a move using Teleportation (assuming a "6" was the Movement Roll? Answer - Yes, but this circumstance is so unlikely to occur that it hardly merits an answer. Rule Clarification/Change, 4.6, 10.5: Question - If a player's Titan is eliminated due to a time loss, does the defending player in the time loss get the Legion Markers of the time loss loser? Answer - Yes. Rule Clarification, 4.6: Question - If player "Green" eliminates (slays) player "Blue" when player "Blue" has previously eliminated player "Red" does player "Green" get Legion Markers of both "Blue" and "Red"? Answer - Yes. Rule Clarification, 20.0: Question - If a player is a very slow player what can be done to speed his play? Answer - There is no rule specifically but it is suggested that proper employment of your own Legions when you finally do have a chance to take your turn will solve the problem. This solution also works well with other problems such as players who talk too much, lucky players, unfriendly players and or players with other bad habits to nasty or distasteful to mention here. Rule Clarification, 20.4: Question - If a defending player (player " Blue") has two or more Legions including one that contains his Titan involved in Engagements with an attacking player (player "Red") but the Engagement actually being resolved currently is one that does not directly involve "Blue's" Titan is "Blue" allowed to concede the Game immediately or must "Blue" wait until his Titan's Legion is directly involved in the actual resolution of the particular attack? Answer - The defender ("Blue") must wait until the attacker ("Red") chooses to resolve the particular attack in the Land on the Masterboard containing the defender's Titan Legion and then the defender may immediately concede. Since an attacker may be engaged to battle Legions of more than one opponent in a single Engagement Phase it is possible that by being forced to wait to concede a "hopeless" situation a player could actually win the game when his only two remaining opponents eliminate each other. Rule Clarification, 20.1, 20.4: Question: If a player simply quits a game and walks away because he is angry or disgusted and does not follow the standard procedure for conceding is it possible for the remaining players to play on and finish the game and how are the quitting player's Legions and characters dealt with? Answer - Yes it is possible. The remaining players can do whatever they all agree on. One suggestion is leave all the absent player's Legions in place and they concede individually when they are attacked, points are scored as if the quitting player was still present. When it is the quitting players turn he is considered to concede the game. Another suggestion is to simply pull off all the quitting player's Legions and characters from the Masterboard and ignore the improper timing of the concession (quitting). No points would be scored then, except if there was a current battle being resolved involving the quitting player's characters then full points would be scored to the remaining (winning) player in the battle. In any case, such poor behavior (no matter the provocation) on the part of the quitting player should be considered when choosing players for the next Titan game. Rule Clarification, 20.1: Question: Is a player allowed to make comments upon another player's game play in either the Masterboard or Battleland situations? Answer - Yes! However in an engagement phase if both attacking and defending players choose to not have other persons make comments then the other player(s) (or spectators) should refrain from making comments. The penalty for making repeated unwelcome comments is that you will be considered to be an unfriendly player. In such a case you may be asked to withdraw from the game. If players notice that you continually make a great deal of unwanted comments during the game they may make it a priority to eliminate your Titan from the game. A player that has had is Titan eliminated in a game is not allowed to "hang around" the game in progress and make comments unless all of the remaining players allow it. Rule Clarification, 21.1: Question: When a time limit is used to end a game does the game end on the exact second the time limit is up or does the player get to finish his whole turn? Answer - The game does not end the exact second the time limit occurs but rather, the player taking his turn when the time limit expires is allowed to finish his turn. Then each player is allowed one more full turn and then the game is finished. Alternatively, if all players agree at the beginning of the game when the time limit is initially set, any other reasonable limit may be established. For example, two or more player rounds will be allowed after time expires, or just some players may have one more turn until all of the players have had an equal number of turns during the game. Rule Clarification, 20.0: Question: When players agree to settle a dispute over rules by rolling a die, is the die roll binding on the players? Yes! And even if the die roll was over a diplomatic issue not related to the rules, if the players agree to abide by a die roll they MUST follow through and all abide by the roll of the die. Rule Clarification, 20.0: Comment: While there are specific penalties for some illegal actions in Titan, this in no way is to be taken as allowance to do illegal actions as long as the penalty is suffered. The reason for the penalties is to permit play to continue in a fair manner after an INADVERTANT violation of the rules. Players intentionally breaking rules are automatically losers and are resigned from the game as if they had fallen asleep.