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December 2006
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Archive

Archive for December, 2006

VIKTORY II Expansion Rule - Road Network

All towns/cities have notional roads in every adjacent land hex and their own hex.
Units may move up to three hexes at a cost of only 1 movement point (MP) if their entire movement is on a road.
If a unit is not making a full 3 hex for 1 MP movement along roads, then it still […]

VIKTORY II Expansion Rule - Reordered Turn Sequence

Instead of the original Building Phase; Movement & Combat Phase; Reserve Placement Phase, the new reordered turn sequence would be:
Movement & Combat Phase; Building Phase; Reserve Placement Phase
This simplifies the road/port situation for new towns, gives players a chance to see the lay of the land before making a building/upgrading decision, allows players to clear […]

VIKTORY II Expansion Rule - Less Population Density

Cities must be at least three hexes apart from another City.  Towns must be two or three hexes apart (including across water) from another Town or City (except for your Capital, which is the first Town you place).
If there is a preexisting City two hexes away, a Town may not be upgraded into a City.
Available […]

VIKTORY II Expansion Rule - Pillage Attack

In addition to the two existing methods of attack (bombard & battle), a pillage attack allows players another attacking option.  A pillage attack allows a unit to pillage a hex adjacent to a town/city, and is reflected by placing a damage marker on the hex. 
Pillaged Hexes suffer two effects:

units cannot utilize any notional roads
adjacent towns/cities […]

VIKTORY II Expansion Background

After developing VIKTORY II, I had ideas for various other games that I might develop, but as I tried playtesting them, I kept coming back to the things that I like the best about VIKTORY II: exploration, a geomorphic hex map, varying terrain, developing an empire, building a military, fast-paced combat, shifting alliances, ability to […]