A new edition of Titan, with artwork by Kurt Miller and Mike Doyle and produced by Canadian publisher Valley Games became available in late 2008.
The legions move according to die roll, subject to restrictions marked on the board—Most board spaces can only be entered or exited from certain directions.
Finally, at four hundred points, a player's titan gains the ability to teleport on a roll of six, attacking any enemy legion regardless of position.
[3] Designer McAllister writes of the importance of blocking in Titan and arranging one's legions in a defensive position to prevent another player from easy movement of recruiting.
One example of this is what McCallister calls "the caravan", which is keeping legions following each other on the outer ring of map spaces where they can protect and support each other.
[4] Writer Gerald Lientz emphasizes that the main strategic rule of movement is to keep one's enemies in front of you at all times.
[5] Unlike many wargames, players are not allowed to examine opposing enemy forces (they are hidden under legion markers) until they engage them in battle.
48), Bill Fawcett found the production values of the first edition produced by GorgonStar were questionable, especially the playing pieces silk-screened with a water-soluble ink that came off on fingers as they were handled.
"[8] Charles Vasey reviewed Titan for White Dwarf #46, and stated that "The game is not only tightly designed, it is pretty vicious.
"[9] In the October 1983 edition of Imagine, Paul Cockburn stated that "in the end, you have an abstracted wargame, attractively packaged, in which the pieces do represent something, as in chess, but where this has no importance to the playing of the game, just to its feel.
Young called the movement rules "hard to understand at first" but concluded, "Titan is a game every gamer can enjoy.