copyright 1991, Jim Musser

These variants include two new rules, a bunch of new creatures, and the Mytho-Titan rules. You can use the new creatures or the Mytho-Titan rules separately, but we've only tested them together. These variants offer players a wider variety of strategies to try. They have a tendency to prolong games because it is easier for players to come back after they've fallen behind. The rules were made with the intention of making 2-player Titan games more interesting, but work with up to six players. The two new rules apply to both variants.

The main new rule is that a 6 is no longer an automatic hit. For creatures three or more skill factors below their target, they rust reroll all 6s to determine which ones hit. A creature 3 kill factors below its target must roll a 4 or more on the reroll to achieve a hit. Thus a 6-1 creature trying to hit a 4-4 creature would still roll 6 dice, scoring two 6s for instance. On the reroll of those two dice, it rolls a 2 and a 5, translating to one hit. A creature 4 skill factors below its target must roll a 5 or more on the reroll to score a hit. A creature 6 or more skill factors below its target must roll a 6 on the reroll to score a hit. We also recommend using a house rule that a 1 is an automatic miss.

The other new rule addresses what to do with creatures that withdraw from a battle. Some of the new creatures introduced herein force opposing creatures to withdraw from a battle. Withdrawn creatures rejoin their legion after the battle, if their legion survives. If the legion does not survive, withdrawn creatures return to the recruit pool. If a Titan is forced to withdraw and his legion is destroyed, that player is eliminated from the game, with the opposing player getting points only for what he killed, receiving no ½ points. The losing player retains his army and fights any remaining battles. At the end of the current player's turn the armies of the eliminated player are removed from the game. The winning player does not get the losers legion counters.

Terminology: A "creature" is any Titan-sized counter except lords and demilords. For purposes of this definition, heroes, monsters, and small counters from Mytho-Titan are not considered to be "creatures." Any piece or description marked with a ^ indicates a magical ability or characteristic that can by canceled by the hit of a Sorcerer. Several pieces have "magical rangestrike" ability. These pieces rangestrike as if they were warlocks. The warlock's rangestrike is also considered "magical." A * indicates flying ability. A ~ indicates rangestrike ability. Factors are given as power factor-skill factor.

New Creatures

This group of new creatures simply adds to the basic Titan game. You can still recruit normally, and it is probably still the best bet, unless you wouldn't be able to recruit otherwise. The first level of creatures can be recruited on demand, just as tower creatures can be recruited in the tower regardless of what else you have in the legion. The terrains listed are the only places these creatures can be recruited even though they can join to recruit other creatures in other terrains. These creatures are native to the terrains in which they can be recruited.

Terrain Creature Factors Special Effects Number Available
brush marten 2-4 a piece killing a marten can not carry over hits to another piece 22
desert hawk 2-5* 18
hills wolf 3-3 35
jungle panther 5-3 22
marsh snake 4-2 each hit causes double damage 22
mountains lynx 3-3 20
plains eagle 2-5* 22
swamp lizard 5-2 18
tower regular tower creature
tundra lynx 3-3
woods wolf 3-3

The second level of creatures are recruited with two different kinds of creatures in a terrain where neither is native. The creature being recruited is native to this terrain and can recruit others of its own kind. There are 10 of each creature available.

terrain recruiters creature factor special ability
brush hawk & panther basilisk 4-3~ A hit paralyzes its target for 2 melee rounds.^
desert eagle & panther phoenix 3-5* Each hit causes triple damage, but phoenix does not wrap excess damage to another piece.
hills lynx & snake mammoth 10-2
jungle marten & wolf gorilla 8-2 Can enter trees. When in a tree adds one skill factor on defense from pieces that can't enter trees. Rangestrikes strike without penalty.
marsh lizard & wolf demon 5-5~ Magical rangestrike.^
mountain lizard & marten roc 8-2* Can land on opposing pieces, fighting as an 8-3 in the same hex.
plains lizard & lynx knight 4-4 Defends as an 8-4. An opponent must strike the knight before any other adjacent piece.
swamp hawk & snake medusa 3-4~ A hit paralyzes its target for 2 melee rounds.^
tower Any two different first level creatures can recruit any one second level creature.
tundra lynx & wolf sasquatch 7-3 Cannot be pinned in battle.
woods eagle & hawk dryad 5-5~ Magical rangestrike.^ Can enter trees.^ If it loses this ability while in a tree it is locked and can't move or fight. Except other dryads and magical rangestrikes opponents lose 2 dice striking into a tree.

The creatures in the preceding table can combine with each other in a variety of different terrains to recruit the third level, which are demilords. These demilords can recruit others like themselves only in the tower. There are 5 of each demilord available.

terrains recruiters demilord factor special ability
mountains or swamp dryad, knight, and sasquatch assassin 8-5 Does triple damage when striking heroes, lords, or demilords.
plains or tundra basilisk, mammoth, and roc healer 8-5 Instead of striking, the healer can heal 8 points of damage on any adjacent piece. The healer's touch also dispels fear and paralyzation, although the healer is not itself immune to these.
marsh or mountains basilish, gorilla, and medusa illusionist 6-5~ On its movement phase the illusionist can create an illusion identical to any creature in its legion.^ It can create only one illusion at a time and the illusion disappears if the illusionist moves or is forced to fight. Illusions cause damage normally and are immune to damage from any piece below skill level 4. The illusion disappears at the end of the 1st melee round in which it is hit.
desert or jungle demon, mammoth, and medusa necromancer 7-4~ Magical rangestrike.^ A legion containing a necromancer can recruit from the dead pile. At the end of a battle the necromancer can raise from the dead any friendly piece in its legion killed in that battle.
jungle or tundra dryad, knight, and phoenix phantom 7-5* On its movement phase the phantom can move and strike after other combat has been resolved. It is still pinned when adjacent to an opposing piece. As part of an attacking legion the phantom may stay off the board during the friendly movement phase, reserving its movement and combat until other combat has been resolved. If it does not enter the board before the defensive players 2nd movement phase it is lost.
brush or hills demon, gorilla, and phoenix sorcerer 8-4~ Magical rangestrike.^ A hit by a sorcerer destroys the magical ability of the piece it hits, along with anything it was carrying, for the duration of the battle.^ A hit by a sorcerer that kills a piece destroys the magic in its items permanently, divine items are excepted.^

In addition to those new creatures and demilords, there is also a new class of lords, a lord for each type of creature except colossus, hydra, and serpent. There is one of each of these creature lords, and they follow all the normal rules for lords in Titan. To recruit such a lord, you must have 5 [4 in a game with four or more players] of that creature type in the prescribed terrain.

Lord Terrain Factor Special Ability
Basilisk brush 12-4~ Any piece bit by the Basilisk Lord is paralyzed for the rest of the battle.^
Behemoth jungle 24-4 Native to the bramble, when in the bramble, this lord is immune to rangestrikes and strikes from other lords.
Centaur plains 9-5~ Rangestrikes with 9 dice.
Cyclops jungle 27-3 Immune to magic (all effects marked with a ^.)
Demon marsh 15-6~ Magical rangestrike.^ Whenever it hits, it causes the opposing piece to run away in fear.^ When a piece is fearstruck special movement rules apply: The owning player first MAY move pieces with a higher natural skill factor and mounted pieces. Then if the fearstruck piece is not pinned, the Demon Lord player may move it, following normal movement rules with two exceptions: it cannot voluntarily engage another piece and it must exit the battleboard [its own edge] if possible. After the fearstruck piece moves, the owning player moves the rest of his pieces. Any pieces that flee reunite with their legion if it survives but are lost (with no points to the victor) and return to the recruiting pool if their legion is destroyed. See special rule for Titan withdrawal.
Dragon mountain 27-4*~ Defends as a 27-5 and its hits cause double damage.
Dryad woods 15-6~ Magical rangestrike.^ Immune to all attacks except from lords, demilords, and heroes.
Eagle plains 6-6* In battle the Eagle Lord can carry another creature, moving with it and ending in the same space.
Gargoyle brush 12-4* Takes 24 hits to kill.
Giant tundra 21-5~ When attacking the Giant Lord: flying pieces attack at full strength, otherwise, skill factor 2 pieces divide their attack dice by 6, skill factor 3 pieces divide by 5, skill factor 4 by 4, skill factor 5 by 3, and skill factor 6 pieces divide their attack dice by 2. Round fractions up.
Gorgon brush 18-4*~ Native to bramble. When in or moving to the bramble, the Gorgon Lord can recruit a gorgon each friendly movement phase.^
Gorilla jungle 24-3 When the Gorilla Lord gives a piece at least two hits, it may automatically kill that piece as its attack in the next round. The Gorilla Lord can decline this attack and strike normally.
Griffin desert 15-5 Before or during a battle the Griffin Lord can retreat its entire legion to another space.^ To do so, the legion makes a movement die roll and makes a normal movement. If it enters another battle it may not retreat again. It cannot move to where another battle is to be fought or land on a friendly legion, the legion must stay and fight in either of these cases. If the legion retreats before battle, the attacking legion completes its movement.
Hawk desert 6-6* A single hit from the Hawk Lord kills any flying piece.
Knight plains 12-5 The Knight Lord (or Paladin) converts opposing gods to his side at the beginning of a battle.
Lion plains 15-4 Native to all terrains (but still cannot enter water or trees). Does double damage when striking down a dune.
Lizard swamp 15-3 Native to the bog and acts like a 30-4 while in a bog.
Lynx tundra or mountain 9-4 Native to slopes and tundra. Uses 18 dice striking down a slope or when in the tundra.
Mammoth hills 30-3 Can chose to stomp (automatic kill) one adjacent piece instead of rolling an attack.
Marten brush 6-5 Defends as a 6-7
Medusa swamp 9-5~ When the Medusa Lords hits it paralyzes the opponent for the rest of the battle.^
Minotaur hills 12-5~ Rangestrikes with all its dice and causes double damage when rangestriking.
Ogre marsh 18-3 Ignores adverse terrain effects.^
Panther jungle 15-4 Native to the bramble. When in the bramble the Panther Lord is immune to the attacks of non-natives, except for magic.
Phoenix desert 9-6* Causes fivefold damage, but cannot carry over excess hits.
Ranger marsh or plains 12-5*~ On a roll of a 5 the Ranger Lord can teleport its legion to any space withing 6.
Roc mountain 24-3 On its movement phase the Roc Lord can move over an opposing pieces, picking it up and moving it, either landing in the same space or depositing it along the way.
Sasquatch tundra 21-4 Before rolling for movement the Sasquatch Lord can choose to move its legion by teleportation. If it is in the tundra it can choose any space on the board, otherwise the teleportation is random (use the small counter table from Mytho-Titan).
Snake marsh 12-3 Causes triple damage.
Troll marsh 24-3 Regenerates 4 hits per melee round. Cannot regenerates hits caused by fire (Phoenix, Dragons, and their Lords).
Unicorn hills or woods 18-5 On its own movement phase, the Unicorn Lord can follow up a kill by moving and attacking a second time, but it is also subject to a second strikeback from its target and any other piece that would normally by able to strikeback, even if it has already has a strikeback that round.
Warbear woods 18-4 Can allow its legion, when in the tundra or woods, to hibernate, meaning it doesn't have to fight unless it is still there next turn. The attacking legion stays in the same space.
Wolf hills or woods 9-4 The Wolf Lord makes all wolves in the legion, including itself, immune to stacking limits on either board. On the battle board it allows other wolves to stack with each other even if not in the same space as the Wolf Lord.
Wyvern swamp 12-4* Can land on its opponent, fighting and defending as a 21-5 against that piece.


Mytho-Titan is an expansion of the basic Titan game to include heroes, monsters, gods, magic, and other aspects of Greek mythology. The resulting game offers new strategies, more variety, and ways to come from behind, which is always difficult in Titan. To use these rules you must either make a bunch more pieces or procure a copy of the 1980 out-of-print Yaquinto Publications game Mythology. You only need the counters from this game. This expansion also requires the use of percentile dice.

The Mythology counters come in three sizes. We'll move from the largest to the smallest. The ten large (Titan-sized) counters are gods. Each god has special powers that it confers upon the legion it is stacked with. Gods do not count toward stacking, but recruiting a god precludes a legion from recruiting anything else that turn. The following table lists the gods, the terrain and counters needed to recruits them, and their special powers.

God Terrain Recruiters Powers
Aphrodite woods male and female* Negates any male god in battle. Charms opposing heroes to her side in battle.
Apollo tower 3 angels or 1 angel and a musical counter** Allows a free look at an opposing legion within two spaces or when deciding to attack.
Ares brush lord, hero, and demilord Doubles victory point awards.
Artemis hills 3 different kinds of rangestrikers Doubles dice and adds +1 skill factor to all rangestrikes.
Athena jungle unicorn and hero or unicorn and demilord Gives 6 free hits on command in battle.
Demeter plains 4 different animals*** Protects against fate and disasters. Provides 2 shield points**** in battle.
Hephaestus mountain 2 different demilords Retrieves magic and divine items lost by another legion.
Hermes tundra 6 different counters (Titan sized) Prevents pinning of pieces in battle. Allows his legion an extra space of movement on the masterboard.
Hestia marsh 4 different pieces of skill factor 2. Protects against disasters. Provides 6 shield points.****
Poseidon swamp ranger, hero, and monster Gives shp privileges. Makes all pieces native to bog and able to move across or stop on water.
* Males include only human types, such as ranges, warlocks, knights, heroes, etc., not such creatures as trolls and cyclops. Females are harder to find . In addition to goddesses, there are two female heroes (Atalanta and Medea), and a number of female small counters and monsters (Amazons, Andromeda, Circe, Graiae, Helen, Hesperides, Lamia, Medusa, Scylla, and Sirens). Titans are the same gender as their player.
** Musical counters are Muses, Satyrs, and Sirens.
*** Animals are gorillas, lions, lynxes, mammoths, martens, panthers, wolves, the monsters: Calydonian Boar, Crommyonian Sow, and Nemean Lion, and the small counters: Cerumean Stag and Marathon Bull.
**** Shield points absorb hits in battle. Several magic items also use shield points.

The next size of counter consists of heroes and monsters, neither of which count against stacking. At the start of play, place all the heroes in one cup and all the monsters in another. You recruit them in similar ways. When an angel (not an archangel) lands in the same kind of terrain as it started the turn, it can recruit a hero. Simply draw one from the cup. You recruit monsters in the same way, by landing in the same terrain twice, but with any end-of-the-road creature (colossus, hydra, serpent, unicorn, or 2 gorgons, or 2 rangers). Once again, simply draw from the cup.

Recruiting a hero or monster is done instead of mustering a normal creature.

Heroes and monsters are all skill factor 5. The number in the upper right corner counter divided by 5 is its power factor. The number on the middle of the right side of the counter divided by 5 is the number of dice used when rangestriking. A counter with a combat factor of 0 rolls no dice and dies when it is hit once, but it does exert a zone of control, pinning enemy pieces. All heroes and monsters with rangestrike ability are magical in nature, following the rules for warlocks.^

Heroes have an additional ability: they can summon a god from another legion following the normal rules for, and instead of, summoning an angel.

Finally, there are small counters, which fall into various types. Start the game by putting all the small counters in a cup. A small counter appears on the board after each battle, including ones in which one side surrenders before fighting. The defender draws a counter out of the cup (without looking at it) and places it face-down on the space indicated by the offensive player's roll of percentile dice on the following table:

roll space roll space roll space roll space roll space roll space
1 1 17 17 33 33 49 106 65 122 81 138
2 2 18 18 34 34 50 107 66 123 82 139
3 3 19 19 35 35 51 108 67 124 83 140
4 4 20 20 36 36 52 109 68 125 84 141
5 5 21 21 37 37 53 110 69 126 85 142
6 6 22 22 38 38 54 111 70 127 86 200
7 7 23 23 39 39 55 112 71 128 87 300
8 8 24 24 40 40 56 113 72 129 88 400
9 9 25 25 41 41 57 114 73 130 89 500
10 10 26 26 42 42 58 115 74 131 90 600
11 11 27 27 43 100 59 116 75 132 91 1000
12 12 28 28 44 101 60 117 76 133 92 2000
13 13 29 29 45 102 61 118 77 134 93 3000
14 14 30 30 46 103 62 119 78 135 94 4000
15 15 31 31 47 104 63 120 79 136 95 5000
16 16 32 32 48 105 64 121 80 137 96 6000
97 through 1000 Roll again twice

When a legion lands on a small counter, the owning player looks at it and either resolves it immediately if it is a fate or a disaster or puts it in his legion if it is anything else. This counter does not count against stacking or as a recruit. A legion containing either a gorgon or a ranger MAY pick up a small counter if it moves through a space containing the counter, resolving it immediately (mid-move) if it is a fate or a disaster.

A number of small counters can only be used by humanoids. Humanoids are: angel, archangel, assassin, colossus, cyclops, demon, giant, healer, hero, illusionist, knight, medusa, minotaur, necromancer, ogre, ranger, sasquatch, sorcerer, titan, troll, warlock, and their respective lords.

Fate: A fate counter kills a random piece from the legion that turned it up. Simply make a random roll among eligible creatures to see which dies. Lords are immune to fates, but demilords, heroes, monsters, small counters that fights and all creatures can die.

Disasters: A disaster counter kills 1d6 of a certain classification of piece. Use the following chart to determine the type of counter affected. Take those killed from the nearest legion, starting with the legion that turned up the counter. If two or more legions are equidistant, the one on the lower numbered space is the first to lose pieces. If a legion has more than enough pieces to satisfy the number killed, the owner of the legion chooses which ones to die.

Earthquake behemoth, griffon, minotaur, warbear, wyvern
Famine centaur, eagle, gargoyle, hawk, lizard, lynx, marten, ogre, panther, snake, wolf
Pestilence gorgon, ranger, unicorn
Plague demilord, hero, lord (Titans exempt)
Tempest basilisk, cyclops, demon, dryad, gorilla, knight, lion, mammoth, medusa, phoenix, roc, sasquatch, troll
Volcano colossus, dragon, giant, hydra, monster, serpent

Ships: A legion with a ship can move directly across any black hexagon instead of its normal move when it rolls a 5. Ships go to the dead pile when the owning legion is destroyed.

Creatures: Amazons, Bandits, Barbarians, Centaur, Circe, King, Muses, Pirates, Satyr, and Solymi are small counter creatures, and they follow the same rules as heroes and monsters. These creatures do not count against stacking, but they do count for keeping a legion alive and they do exert a zone of control on the battle board. Circle, Muses, and Satyr rangestrike as warlocks.^

Mounts: There are four magical mounts in the game: Arion, Balius, Caerus, and Xanthus. A humanoid creature can ride one of these on the battle board, making it immune to being pinned.^ Arion also fives its rider the ability to make a magical rangestrike of 2-5.^ A legion containing one of these mounts and a rider has the option of moving one extra space on the master board. More than one mount in the same stack does not increase this bonus. When the riding creature dies the mount goes to the dead pile. The Winged Sandals give the same benefit as a mount.

The following six counters represent personalities from Greek mythology, some human and some not. These counters give the owning legion some ability. They do not count against stacking and they do not appear on the battle board. If the owning legion is destroyed, the personality counter goes to the dead pile.
Andromeda: At the beginning of a battle, before the defensive player decides whether to fight or run away, Andromeda charms all monsters from the opposing legion to her own legion.
Cerumean Stag: This beast increases the skill factor of its rider by 1.^ Any humanoid can ride the stag.
Cerynites: The presence of this counter allows a legion to move through enemy legions without having to do battle.
Helen: This beauty seduces any male heroes from the enemy legion at the start of battle just as Andromeda charms monsters.
Marathon Bull: This beast allows its legion, when moving, to bump an opposing legion out of the way. The opposing legion must move a direction that would have been possible if it had rolled a 1. If another legion occupies that space, it is bumped in turn. This chain bumping continues until the bumped legion lands on a vacant space. The Bull's legion, meanwhile, moves its normal number, ending in the bumped legion's previous space if that would have ended the move or continuing on if it had not moved its full number. It cannot, however, bump a second legion in the same turn, doing battle as normal instead.
Pegasus: The Pegasus can transport one piece each turn to another legion. If it carries a living being, that piece can bring, that piece can bring with it anything it was carrying or wearing. The Pegasus goes with the teleporting piece. The move cannot violate stacking limits. A teleporting piece cannot recruit on the same turn. The Pegasus may transport ships or other inanimate objects, but it cannot transports a god or teleport "empty."

Small counters representing items that can be worn or carried can be captured. If the piece carrying or wearing the item dies while his legion wins the battle, the item goes to the dead pile (unless retrieved by Haphaestus). If his legion loses the battle, the victorious legion captures all items that can be carried or worn. Ships and living beings are never captured (or retrieved); they always go to the dead pile if the owning legion loses.
Armor: Any humanoid, plus centaurs and gorillas, can wear armor. A piece wearing armor can absorb an extra number of hits equal to the number in the upper left corner divided by 5. However, the piece loses a number of attack dice equal to the number in the upper right corner divided by 5. Thus, the gold armor can absorb 10 hits, but gets 4 less attack dice. The bronze armor can absorb 8 hits but gets 2 less attack dice. A piece cannot take off its armor during battle.
Cornucopia: Allows a legion to stack to 8.
Divine Swords: Any piece with hands can use a sword. Divide the number in the upper right corner by 5, and the result is the number of extra dice the piece can roll in attack and strikeback.^ In addition, a piece carrying a divine sword has its skill factor increased by 1 (to a maximum of 5) for determining the number it needs to hit (but not for defense).
Golden Apples: The Golden Apples allow its legion to roll again for movement. It may not then use the first roll. It must either use the second roll or not move.
Golden Bough: Any piece with hands can carry the Golden Bough. It doubles the number of dice used in attack and strikeback, but not rangestrike.^
Golden Bridle: Allows a humanoid to stack with any creature he could ride on the battle board.^ The bridle is lost when the mount is lost. Legitimate mounts are basilisks, behemoths, centaurs, dragons, gargoyles, gorgons, griffons, hydras, lions, lynxes, mammoths, panthers, rocs, unicorns, warbears, wolves, wyverns, and their respective lords. If the legion contains a humanoid and a legitimate mount, it may stack eight on the master board.
Golden Fleece: A legion containing the Golden Fleece may recombine with any other of the same player's legions as one passes through the space of the other. The two stacks can combine if one lands on the other and if this does not violate stacking limits. No piece, including the fleece, may move twice in the same turn.
Helmet of Invisibility: Any humanoid piece can use the helmet. The helmet shields its wearer from 4 hits, allows its wearer 4 extra attack dice, and increases its skill factor by 1.^ It also allows its wearer a (non-magical) rangestrike of 4-5.^
Nepenth: The Nepenth can be used by any piece with hands. The piece carrying the Nepenth has it's skill factor increased by 1.
Potions: The counters marked "potion" and "moly" give magical rangestriking ability to the piece that uses them.^ The counter must be in possession of a certain piece at the beginning o the battle. If that piece drinks the potion it gains the ability to magically rangestrike as a 2-3 (potion) or a 4-5 (moly) for the rest of the battle instead of that piece's normal rangestriking ability (if any), discard the counter once it is used. If the piece carrying this item does not use it, it is susceptible to loss or capture as any other item.
Shields: Any piece with hands can carry a shield. The number in the upper left corner divided by 5 is the number of hits the shield blocks. As long as the piece survives the battle the shield is as good as new for the next battle. Hephaestus can retrieve lost shields.
Winged Sandals: The Winged Sandals give the same benefits as a mount. Any humanoid can use the sandals.

Mythology counter mix.

For those that can't find a copy of Mythology, the counters are listed below, with the factors already converted for use in Mytho-Titan. A middle factor, where given, is the number of dice used when rangestriking.

Heroes Name(s) Factor
Hercules 8-5
Media 0-7-5
Ajax, Augeis, Oileus, Peleus 6-5
Achilles, Actor, Aeneas, Atalanta, Autolycus, Bellerophon, Cepheus, Coronas, Eurytus, Iphitus, Odesseus, Perseus, Theseus 4-5
Calais, Castor, Euphemus, Euryalus, Hector, Idas, Jason, Laertes, Meleager, Orpheus, Periclymenus, Ploydeuce, Zetes 2-5

Monsters Name(s) Factor
Typhon 8-5*
Ladon 8-5
Medusa, Hesperides 0-10-5
Graiae 0-8-5
Sirens 0-7-5
Satyr 0-6-5
Anteus, Chimeara, Echidna, Hydra, Laelaps, Python 6-5
Cerebus, Encleadus, Minotaur, Polephemus, Scylla, Sea Serpant, Serpant, Talus 4-5
Griffin, Sphinx 4-5*
Harpy 2-5*
Geryon, Lamia, Laestrygones, Nemean Lion 2-5
Calydonian Boar, Crommyonian Sow, Orthus 0-5
Caucasian Eagle, Stymaphalian Birds 0-5*

Small Counters:

30 Fate counters. 8 Ship counters. 4 of each disaster (earthquake, famine, pestilence, plague, tempest, volcano). 1 each of Andromeda, Bronze Armor, Cerynites, Cerumean Stag, Cornucopia, Gold Armor, Golden Apples, Golden Bough, Golden Bridle, Golden Fleece, Helen, Helmet of Invisibility, Marathon Bull, Moly, Nepenth, Pegasus, Potion, and Winged Sandals. 4 mounts (Arion, Balius, Caerus, and Xanthus). 3 Divine Swords (+6, +4, and +2 dice respectively). 3 Shields (6, 4, and 2 shield points respectively). The following small counter creatures:
Name Factor Number available
Amazons 4-5 2
Bandits 2-5 2
Barbarians 6-5 2
Centaur 0-7-5 2
Circe 0-8-5 1
King 4-5 2
Muses 2-2-5 1
Pirates 2-5 2
Satyr 0-6-5 1
Solymi 6-5 1

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